From 758d52c80ef425affc85e32696000c601c46202e Mon Sep 17 00:00:00 2001 From: Timofejs Maksimovs Date: Sun, 3 Mar 2024 21:15:42 +0000 Subject: [PATCH] Delete try.py --- try.py | 346 --------------------------------------------------------- 1 file changed, 346 deletions(-) delete mode 100644 try.py diff --git a/try.py b/try.py deleted file mode 100644 index d5f5def..0000000 --- a/try.py +++ /dev/null @@ -1,346 +0,0 @@ -import pygame -import pytmx -import math -from random import randint - -# Constants -BACKGROUND = (20, 20, 20) -SCREEN_WIDTH = 640 -SCREEN_HEIGHT = 480 -MAP_COLLISION_LAYER = 1 - -# Pygame setup -pygame.init() -pygame.display.set_caption("Merged Game") -screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) -clock = pygame.time.Clock() -running = True - - -# Classes -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 - self.time = 0 - - # Health - self.current_health = 1000 - self.maximum_health = 1000 - self.health_bar_length = 500 - self.health_ratio = self.maximum_health / self.health_bar_length - 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(f"Sprites/Running/Player_run_right_{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, amount): - if self.target_health < self.maximum_health: - self.target_health += amount - if self.target_health >= self.maximum_health: - self.target_health = self.maximum_health - - def health_bar(self): - self.current_health += (self.target_health - self.current_health) / 10 - - # If self.current_health < self.target_health - transition_colour = (0, 255, 0) - health_bar_width = self.current_health / self.health_ratio - transition_bar_width = self.target_health / self.health_ratio - - if self.current_health > self.target_health: - health_bar_width = self.target_health / self.health_ratio - transition_bar_width = self.current_health / self.health_ratio - transition_colour = (255, 255, 0) - - health_bar_rect = pygame.Rect(10, 45, health_bar_width, 25) - transition_bar_rect = pygame.Rect(10, 45, transition_bar_width, 25) - - pygame.draw.rect(screen, transition_colour, transition_bar_rect) - pygame.draw.rect(screen, (255, 0, 0), health_bar_rect) - pygame.draw.rect(screen, (255, 255, 255), (10, 45, self.health_bar_length, 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 - - if keys[pygame.K_a]: - speed_multiplier_x = -1 - elif keys[pygame.K_d]: - speed_multiplier_x = 1 - - 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.health_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 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 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 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) - player.time = 0 - 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) - - -class Game: - def __init__(self): - self.overlay = pygame.image.load("overlay.png") - self.currentLevelNumber = 0 - self.levels = [] - self.levels.append(Level(fileName="level1.tmx")) - self.currentLevel = self.levels[self.currentLevelNumber] - - def draw(self, screen): - screen.fill(BACKGROUND) - self.currentLevel.draw(screen) - screen.blit(self.overlay, [0, 0]) - pygame.display.flip() - - -class Level: - def __init__(self, fileName): - self.mapObject = pytmx.load_pygame(fileName) - self.layers = [] - for layer in range(len(self.mapObject.layers)): - self.layers.append(Layer(index=layer, mapObject=self.mapObject)) - - def draw(self, screen): - for layer in self.layers: - layer.draw(screen) - - -class Layer: - def __init__(self, index, mapObject): - self.index = index - self.tiles = pygame.sprite.Group() - self.mapObject = mapObject - for x in range(self.mapObject.width): - for y in range(self.mapObject.height): - img = self.mapObject.get_tile_image(x, y, self.index) - if img: - self.tiles.add(Tile(image=img, x=(x * self.mapObject.tilewidth), y=(y * self.mapObject.tileheight))) - - def draw(self, screen): - self.tiles.draw(screen) - - -class Tile(pygame.sprite.Sprite): - def __init__(self, image, x, y): - pygame.sprite.Sprite.__init__(self) - self.image = image - self.rect = self.image.get_rect() - self.rect.x = x - self.rect.y = y - - -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)) - - -# Main game setup -game = Game() -camera_group = CameraGroup() -player = Player((500, 500), camera_group) -Arm((0, 0), camera_group) -enemies = [] # Define enemies list here -pygame.time.set_timer(pygame.USEREVENT + 1, 100) # Event for spawning enemies - - -# Main game loop -while running: - for event in pygame.event.get(): - if event.type == pygame.QUIT: - running = False - - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_UP: - player.get_health(200) - elif event.key == pygame.K_DOWN: - player.get_damage(200) - - if player.time > 3: - if player.current_health < 999: - player.get_health(200) - player.time -= 1.5 - - screen.fill(BACKGROUND) - game.draw(screen) - camera_group.update() - camera_group.custom_draw(player) - pygame.display.flip() - clock.tick(60) - player.time += 0.016