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Gerhards Kristians Tillers 2024-02-26 10:20:15 +00:00
parent fb4a822086
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import pygame
from random import randint
import math
# pygame setup
pygame.init()
pygame.display.set_caption("Vampire survivors")
screen = pygame.display.set_mode((1920, 1015))
clock = pygame.time.Clock()
running = True
class Player(pygame.sprite.Sprite):
def __init__(self, pos, group, pos_x, pos_y):
super().__init__(group)
self.direction = pygame.math.Vector2()
self.speed = 2.5
# Shooting
self.can_shoot = True
self.shoot_cooldown_time = 200 # Milliseconds
self.shoot_cooldown = 0
#sprites right
self.sprites_right = []
self.in_animation = False
self.side = True
self.sprites_right.append(pygame.image.load("Sprites/Idle/Player_right.png"))
self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_1.png"))
self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_2.png"))
self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_3.png"))
self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_4.png"))
self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_5.png"))
self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_6.png"))
self.current_sprite_right = 0
self.image = self.sprites_right[self.current_sprite_right]
self.rect = self.image.get_rect(center = pos)
self.rect = self.image.get_rect()
self.rect.topleft = [pos_x,pos_y]
#sprites left
self.sprites_left = []
self.in_animation_2 = False
self.sprites_left.append(pygame.image.load("Sprites/Idle/Player_left.png"))
self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_1.png"))
self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_2.png"))
self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_3.png"))
self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_4.png"))
self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_5.png"))
self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_6.png"))
self.current_sprite_left = 0
self.image = self.sprites_left[self.current_sprite_left]
self.rect = self.image.get_rect()
self.rect.topleft = [pos_x,pos_y]
def animate_right(self, start):
self.in_animation = start
def animate_left(self, start):
self.in_animation_2 = start
def sides(self, start):
self.side = start
def input(self):
keys = pygame.key.get_pressed()
speed_multiplier_x = 0
speed_multiplier_y = 0
if keys[pygame.K_w] or keys[pygame.K_UP]:
speed_multiplier_y = -1
elif keys[pygame.K_s] or keys[pygame.K_DOWN]:
speed_multiplier_y = 1
# Check if A and D keys are pressed
if keys[pygame.K_a] or keys[pygame.K_LEFT]:
speed_multiplier_x = -1
elif keys[pygame.K_d] or keys[pygame.K_RIGHT]:
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_DOWN] or keys[pygame.K_s]) - (keys[pygame.K_UP] or keys[pygame.K_w])
self.direction.x = (keys[pygame.K_RIGHT] or keys[pygame.K_d]) - (keys[pygame.K_LEFT] or 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.rect.center += self.direction * self.speed
now = pygame.time.get_ticks()
if now - self.shoot_cooldown > self.shoot_cooldown_time:
self.can_shoot = True
# Animation for moving right
if self.direction.x > 0:
self.animate_right(True)
self.animate_left(False)
self.side = True
self.image = self.sprites_right[int(self.current_sprite_right)]
self.current_sprite_right = (self.current_sprite_right + 0.2) % len(self.sprites_right)
# Animation for moving left
elif self.direction.x < 0:
self.animate_left(True)
self.animate_right(False)
self.side = False
self.image = self.sprites_left[int(self.current_sprite_left)]
self.current_sprite_left = (self.current_sprite_left + 0.2) % len(self.sprites_left)
elif self.direction.y > 0:
if self.side == True:
self.animate_right(True)
self.animate_left(False)
self.image = self.sprites_right[int(self.current_sprite_right)]
self.current_sprite_right = (self.current_sprite_right + 0.2) % len(self.sprites_right)
elif self.side == False:
self.animate_right(False)
self.animate_left(True)
self.image = self.sprites_left[int(self.current_sprite_left)]
self.current_sprite_left = (self.current_sprite_left + 0.2) % len(self.sprites_left)
elif self.direction.y < 0:
if self.side == True:
self.animate_right(True)
self.animate_left(False)
self.image = self.sprites_right[int(self.current_sprite_right)]
self.current_sprite_right = (self.current_sprite_right + 0.2) % len(self.sprites_right)
elif self.side == False:
self.animate_right(False)
self.animate_left(True)
self.image = self.sprites_left[int(self.current_sprite_left)]
self.current_sprite_left = (self.current_sprite_left + 0.2) % len(self.sprites_left)
# Idle animation when not moving
else:
self.animate_right(False)
self.animate_left(False)
# Set the idle sprite based on the last direction
if self.side:
self.image = self.sprites_right[0]
else:
self.image = self.sprites_left[0]
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.direction = direction
self.speed = 10
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.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:
self.kill()
enemy.damage(1)
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("black")
self.rect = self.image.get_rect(center = pos)
self.direction = pygame.math.Vector2()
self.speed = 1
self.enemy_count = 0
def damage(self, damage):
enemies.remove(self)
self.enemy_count -= 1
self.kill()
def update(self):
self.direction = pygame.math.Vector2(player.rect.center) - self.rect.center
if(pygame.math.Vector2.length(self.direction)<20):
self.kill()
self.direction = pygame.math.Vector2.normalize(self.direction)
self.rect.center += self.direction * self.speed
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
self.display_surface.blit(sprite.image, offset_pos)
def spawn_enemy():
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, 10, 10)
pygame.time.set_timer(spawn_enemy_event, 100)
for i in range(10):
spawn_enemy()
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
if e.type == spawn_enemy_event:
spawn_enemy()
screen.fill("cyan")
camera_group.update()
camera_group.custom_draw(player)
pygame.display.flip()
clock.tick(60)
pygame.quit()