Upload files to "/"
parent
7c8a4d9609
commit
6710e760ae
|
@ -0,0 +1,318 @@
|
|||
import pygame
|
||||
from random import randint
|
||||
import math
|
||||
|
||||
SCREEN_X = 1920
|
||||
SCREEN_Y = 1015
|
||||
|
||||
# pygame setup
|
||||
pygame.init()
|
||||
pygame.display.set_caption("Vampire survivors")
|
||||
screen = pygame.display.set_mode((SCREEN_X, SCREEN_Y))
|
||||
clock = pygame.time.Clock()
|
||||
running = True
|
||||
|
||||
class Player(pygame.sprite.Sprite):
|
||||
def __init__(self, pos, group):
|
||||
super().__init__(group)
|
||||
self.idle_image = self.image = pygame.image.load("Sprites/Idle/Player_right.png").convert_alpha()
|
||||
self.rect = self.image.get_rect(center = pos)
|
||||
self.direction = pygame.math.Vector2()
|
||||
self.speed = 2.25
|
||||
|
||||
#health
|
||||
self.current_health = 1000 #health
|
||||
self.maximum_health = 1000
|
||||
self.health_bar_lenght = 500
|
||||
self.health_ratio = self.maximum_health / self.health_bar_lenght
|
||||
self.target_health = 1000
|
||||
self.health_change_speed = 5
|
||||
|
||||
# Shooting
|
||||
self.can_shoot = True
|
||||
self.shoot_cooldown_time = 100 # Milliseconds
|
||||
self.shoot_cooldown = 0
|
||||
|
||||
|
||||
|
||||
# animations
|
||||
self.image_direction = 1
|
||||
self.animation_timer = 0
|
||||
self.current_sprite = 0
|
||||
self.running_sprites = []
|
||||
for i in range(6):
|
||||
self.running_sprites.append(pygame.image.load("Sprites/Running/Player_run_right_"+str(i+1)+".png").convert_alpha())
|
||||
|
||||
|
||||
def get_damage(self, amount):
|
||||
if self.target_health > 0:
|
||||
self.target_health -= amount
|
||||
if self.target_health <= 0:
|
||||
self.target_health = 0
|
||||
|
||||
|
||||
def get_health(self, amnount):
|
||||
if self.target_health < self.maximum_health:
|
||||
self.target_health += amnount
|
||||
if self.target_health >= self.maximum_health:
|
||||
self.target_health = self.maximum_health
|
||||
|
||||
def ahealth_bar(self):
|
||||
transition_width = 0
|
||||
transition_colour = (255,0,0)
|
||||
|
||||
if self.current_health < self.target_health:
|
||||
self.current_health += self.health_change_speed
|
||||
transition_width = int((self.target_health - self.current_health)/3)
|
||||
transition_colour = (0, 255, 0)
|
||||
|
||||
elif self.current_health > self.target_health:
|
||||
self.current_health -= self.health_change_speed
|
||||
transition_width = int((self.target_health - self.current_health)/3)
|
||||
transition_colour = (255, 255, 0)
|
||||
|
||||
health_bar_rect = pygame.Rect(10,45,self.current_health/self.health_ratio,25)
|
||||
transition_bar_rect = pygame.Rect(health_bar_rect.right,45,transition_width,25)
|
||||
|
||||
pygame.draw.rect(screen,(255,0,0),health_bar_rect)
|
||||
pygame.draw.rect(screen, transition_colour, transition_bar_rect)
|
||||
pygame.draw.rect(screen,(255,255,255), (10,45,self.health_bar_lenght,25),4)
|
||||
|
||||
def input(self):
|
||||
keys = pygame.key.get_pressed()
|
||||
speed_multiplier_x = 0
|
||||
speed_multiplier_y = 0
|
||||
|
||||
if self.direction.x > 0:
|
||||
self.image_direction = 1
|
||||
elif self.direction.x < 0:
|
||||
self.image_direction = -1
|
||||
|
||||
if keys[pygame.K_w]:
|
||||
speed_multiplier_y = -1
|
||||
elif keys[pygame.K_s]:
|
||||
speed_multiplier_y = 1
|
||||
|
||||
# Check if A and D keys are pressed
|
||||
if keys[pygame.K_a]:
|
||||
speed_multiplier_x = -1
|
||||
elif keys[pygame.K_d]:
|
||||
speed_multiplier_x = 1
|
||||
|
||||
# Calculate movement direction based on keys pressed
|
||||
self.direction.x = speed_multiplier_x
|
||||
self.direction.y = speed_multiplier_y
|
||||
|
||||
|
||||
self.direction.y = (keys[pygame.K_s]) - (keys[pygame.K_w])
|
||||
self.direction.x = (keys[pygame.K_d]) - (keys[pygame.K_a])
|
||||
|
||||
if self.direction.x != 0 and self.direction.y != 0:
|
||||
self.direction.normalize_ip()
|
||||
|
||||
self.direction.x *= self.speed
|
||||
self.direction.y *= self.speed
|
||||
|
||||
|
||||
if pygame.mouse.get_pressed()[0] and self.can_shoot:
|
||||
direction = -(pygame.math.Vector2(self.rect.topleft) - pygame.mouse.get_pos() - camera_group.offset)
|
||||
direction = pygame.math.Vector2.normalize(direction)
|
||||
new_projectile = Projectile(self.rect.center, direction, camera_group)
|
||||
self.can_shoot = False
|
||||
self.shoot_cooldown = pygame.time.get_ticks()
|
||||
|
||||
def update(self):
|
||||
self.input()
|
||||
self.ahealth_bar()
|
||||
self.rect.center += self.direction * self.speed
|
||||
|
||||
now = pygame.time.get_ticks()
|
||||
if now - self.shoot_cooldown > self.shoot_cooldown_time:
|
||||
self.can_shoot = True
|
||||
|
||||
if now - self.animation_timer > 50:
|
||||
if pygame.Vector2.length(self.direction) == 0:
|
||||
self.image = self.idle_image
|
||||
self.current_sprite = 0
|
||||
else:
|
||||
self.animation_timer = pygame.time.get_ticks()
|
||||
self.current_sprite += 1
|
||||
if self.current_sprite > len(self.running_sprites)-1:
|
||||
self.current_sprite = 0
|
||||
self.image = self.running_sprites[self.current_sprite]
|
||||
|
||||
class Arm(pygame.sprite.Sprite):
|
||||
def __init__(self, pos, group):
|
||||
super().__init__(group)
|
||||
self.base_image = pygame.image.load("Sprites/minigun.png").convert_alpha()
|
||||
self.base_image = pygame.transform.scale(self.base_image, (40, 15))
|
||||
|
||||
self.image_direction = 1
|
||||
|
||||
self.direction = pygame.Vector2(0, 0)
|
||||
self.speed = 10
|
||||
angle = math.degrees(math.atan2(-self.direction.y, self.direction.x))
|
||||
self.image = pygame.transform.rotate(self.base_image, angle)
|
||||
self.rect = self.image.get_rect(center = pos)
|
||||
|
||||
def update(self):
|
||||
self.rect.center = player.rect.center
|
||||
self.direction = -(pygame.math.Vector2(self.rect.topleft) - pygame.mouse.get_pos() - camera_group.offset)
|
||||
self.direction = pygame.math.Vector2.normalize(self.direction)
|
||||
angle = math.degrees(math.atan2(-self.direction.y, self.direction.x))
|
||||
if(abs(angle)<90):
|
||||
self.image_direction = 1
|
||||
else:
|
||||
self.image_direction = -1
|
||||
self.rect.center -= pygame.Vector2(math.sin(math.radians(angle-90))*20, math.cos(math.radians(angle-90))*20)
|
||||
if(abs(angle)>90):
|
||||
angle = math.degrees(math.atan2(self.direction.y, self.direction.x))+180
|
||||
self.image = pygame.transform.rotate(self.base_image, angle)
|
||||
|
||||
|
||||
class Projectile(pygame.sprite.Sprite):
|
||||
def __init__(self, pos, direction, group):
|
||||
super().__init__(group)
|
||||
self.image = pygame.image.load("Sprites/bullet.png").convert_alpha()
|
||||
self.image_direction = 1
|
||||
|
||||
self.direction = direction
|
||||
self.speed = 15
|
||||
angle = math.degrees(math.atan2(-self.direction.y, self.direction.x))
|
||||
|
||||
self.image = pygame.transform.rotate(self.image, angle)
|
||||
self.rect = self.image.get_rect(center = pos)
|
||||
self.rect.center += self.direction * 50
|
||||
|
||||
self.life_timer = 10000 # Milliseconds
|
||||
self.spawned_time = pygame.time.get_ticks()
|
||||
|
||||
def collision(self):
|
||||
for enemy in enemies:
|
||||
distance = pygame.math.Vector2.length(pygame.math.Vector2(enemy.rect.center) - self.rect.center)
|
||||
if distance < 20:
|
||||
enemy.damage(1)
|
||||
self.kill()
|
||||
break
|
||||
|
||||
def update(self):
|
||||
self.rect.center += self.direction * self.speed
|
||||
self.collision()
|
||||
|
||||
now = pygame.time.get_ticks()
|
||||
if now - self.spawned_time > self.life_timer:
|
||||
self.kill()
|
||||
|
||||
class Enemy(pygame.sprite.Sprite):
|
||||
def __init__(self, pos, group):
|
||||
super().__init__(group)
|
||||
self.image = pygame.surface.Surface((20, 20))
|
||||
self.image.fill("red")
|
||||
self.rect = self.image.get_rect(center = pos)
|
||||
self.pos = self.rect.center
|
||||
self.direction = pygame.math.Vector2()
|
||||
self.speed = 2
|
||||
self.health = 2
|
||||
|
||||
self.image_direction = 1
|
||||
|
||||
|
||||
|
||||
def damage(self, damage):
|
||||
self.health -= 1
|
||||
if self.health <= 0:
|
||||
enemies.remove(self)
|
||||
self.kill()
|
||||
|
||||
|
||||
def update(self):
|
||||
self.direction = pygame.math.Vector2(player.rect.center) - self.rect.center
|
||||
if(pygame.math.Vector2.length(self.direction)<20):
|
||||
player.get_damage(200)
|
||||
self.kill()
|
||||
enemies.remove(self)
|
||||
self.pos += self.direction.normalize() * self.speed
|
||||
self.rect.center = (round(self.pos.x), round(self.pos.y))
|
||||
|
||||
class CameraGroup(pygame.sprite.Group):
|
||||
def __init__(self):
|
||||
super().__init__()
|
||||
self.display_surface = pygame.display.get_surface()
|
||||
|
||||
self.offset = pygame.math.Vector2(300, 100)
|
||||
self.half_w = self.display_surface.get_size()[0] // 2
|
||||
self.half_h = self.display_surface.get_size()[1] // 2
|
||||
|
||||
def center_target_camera(self, target):
|
||||
self.offset.x = target.rect.centerx - self.half_w
|
||||
self.offset.y = target.rect.centery - self.half_h
|
||||
|
||||
def custom_draw(self, player):
|
||||
self.center_target_camera(player)
|
||||
|
||||
for sprite in sorted(self.sprites(), key=lambda sprite: sprite.rect.centery):
|
||||
offset_pos = sprite.rect.topleft - self.offset
|
||||
if sprite.image_direction == -1:
|
||||
self.display_surface.blit(pygame.transform.flip(sprite.image, True, False), offset_pos)
|
||||
else:
|
||||
self.display_surface.blit(sprite.image, offset_pos)
|
||||
|
||||
def spawn_enemy():
|
||||
if len(enemies) < 20:
|
||||
random_x = randint(-1000, 1000)
|
||||
random_y = randint(-1000, 1000)
|
||||
enemies.append(Enemy((player.rect.centerx + random_x, player.rect.centery + random_y), camera_group))
|
||||
|
||||
|
||||
spawn_enemy_event = pygame.USEREVENT + 1
|
||||
#Setup
|
||||
camera_group = CameraGroup()
|
||||
enemies = []
|
||||
|
||||
|
||||
|
||||
|
||||
player = Player((500, 500), camera_group)
|
||||
Arm((0, 0), camera_group)
|
||||
pygame.time.set_timer(spawn_enemy_event, 100)
|
||||
|
||||
crosshair_img = pygame.transform.scale(pygame.image.load('Sprites/crosshair.png'), (30, 30))
|
||||
cursor = pygame.cursors.Cursor((0, 0), crosshair_img)
|
||||
pygame.mouse.set_cursor(cursor)
|
||||
pygame.mouse.set_visible(True | False)
|
||||
|
||||
|
||||
|
||||
while running:
|
||||
for e in pygame.event.get():
|
||||
if e.type == pygame.QUIT:
|
||||
running = False
|
||||
pygame.quit()
|
||||
|
||||
if e.type == spawn_enemy_event:
|
||||
spawn_enemy()
|
||||
|
||||
if e.type == pygame.KEYDOWN:
|
||||
if e.key == pygame.K_UP:
|
||||
player.get_health(200)
|
||||
|
||||
if e.type == pygame.KEYDOWN:
|
||||
if e.key == pygame.K_DOWN:
|
||||
player.get_damage(200)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
screen.fill("cyan")
|
||||
|
||||
camera_group.update()
|
||||
camera_group.custom_draw(player)
|
||||
|
||||
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(60)
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue