Delete map_0.py
parent
f91d169fbb
commit
98909e7240
143
map_0.py
143
map_0.py
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import os
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import pygame
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import json
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import csv
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pygame.init()
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screen_width = 1920
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screen_height = 960
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screen = pygame.display.set_mode((screen_width, screen_height))
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class Wall(pygame.sprite.Sprite):
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def __init__(self, color, size, pos):
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super().__init__()
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self.image = pygame.Surface(size)
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self.image.fill(color)
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self.rect = self.image.get_rect(topleft=pos)
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# Load image for player
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player_image = pygame.image.load("Player_right.png").convert_alpha()
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player_image = pygame.transform.scale(player_image, (16, 16)) # Adjust player size to fit the new scale
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class Player(pygame.sprite.Sprite):
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def __init__(self, color, walls):
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super().__init__()
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self.image = player_image
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self.rect = self.image.get_rect()
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self.foot_size = 15
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self.dt = 0
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self.speed_x = 1
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self.max_speed_x = 700
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self.speed_y = 1
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self.max_speed_y = 1500
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self.walls = walls
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def player_input(self, dt):
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keys = pygame.key.get_pressed()
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move_direction_x = 0
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move_direction_y = 0
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if keys[pygame.K_w]:
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move_direction_y -= 1
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if keys[pygame.K_s]:
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move_direction_y += 1
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if keys[pygame.K_a]:
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move_direction_x -= 1
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if keys[pygame.K_d]:
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move_direction_x += 1
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# Apply movement
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self.speed_x = move_direction_x * self.max_speed_x
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self.speed_y = move_direction_y * self.max_speed_y
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self.rect.x += self.speed_x * dt
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self.rect.y += self.speed_y * dt
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# Get the directory of the current script
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script_dir = os.path.dirname(__file__)
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# Initialize Pygame
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# Set up the display
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pygame.display.set_caption('Medival Guns')
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# Load JSON data
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with open(os.path.join(script_dir, 'data.json')) as json_file:
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level_data = json.load(json_file)
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# Load Collisions
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collisions = []
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with open(os.path.join(script_dir, 'Collisions.csv'), 'r') as csv_file:
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csv_reader = csv.reader(csv_file)
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for row in csv_reader:
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# Convert non-empty strings to integers, skip empty strings
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row_data = [int(cell) if cell else 0 for cell in row]
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collisions.append(row_data)
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#WALLS
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walls_group = pygame.sprite.Group()
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for i, row in enumerate(collisions):
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for j, el in enumerate(row):
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if el:
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walls_group.add(Wall("purple", (60, 60), (60*j, 60*i)))
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#collision functioning
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def collision(self):
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collisions = pygame.sprite.spritecollide(self, self.walls, False)
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if collisions:
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for wall in collisions:
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if abs(self.rect.bottom - wall.rect.top) < self.foot_size:
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self.rect.bottom = wall.rect.top
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self.speed_y = 0
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self.jumping_time = 0
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self.is_jumping = False
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elif abs(self.rect.top - wall.rect.bottom) < self.foot_size:
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self.rect.top = wall.rect.bottom
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self.speed_y = 0
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elif abs(self.rect.right - wall.rect.left) < self.foot_size:
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self.rect.right = wall.rect.left
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self.speed_x = 0
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elif abs(self.rect.left - wall.rect.right) < self.foot_size:
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self.rect.left = wall.rect.right
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self.speed_x = 0
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# Load images for LAYERS
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layers = {}
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for layer in level_data["layers"]:
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layers[layer] = pygame.image.load(layer).convert_alpha()
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layers[layer] = pygame.transform.scale(layers[layer], (screen_width, screen_height))
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# Main game loop
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running = True
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clock = pygame.time.Clock()
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dt = 0
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# Main game loop
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while running:
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# Event handling
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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# Draw layers
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for layer_name, layer_image in layers.items():
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screen.blit(layer_image, (0, 0))
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#Draw walls
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walls_group.draw(screen)
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# Update the display
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pygame.display.flip()
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dt = clock.tick(60) / 1000 # Get time passed since last tick in seconds
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# Quit Pygame
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pygame.quit()
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