import pygame import pytmx import math # Constants BACKGROUND = (20, 20, 20) SCREEN_WIDTH = 640 SCREEN_HEIGHT = 480 MAP_COLLISION_LAYER = 1 # Pygame setup pygame.init() pygame.display.set_caption("Survive the vawe") screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) clock = pygame.time.Clock() running = True class Player(pygame.sprite.Sprite): def __init__(self, pos): super().__init__() # Load the idle image self.idle_image = pygame.image.load("Sprites/Idle/Player_right.png").convert_alpha() self.image = self.idle_image self.rect = self.image.get_rect(topleft=pos) # Adjust rect to match the image size self.direction = pygame.math.Vector2() self.speed = 1.6 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): sprite = pygame.image.load(f"Sprites/Running/Player_run_right_{i + 1}.png").convert_alpha() self.running_sprites.append(sprite) 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 # Define smaller health bar dimensions health_bar_width = self.current_health / self.health_ratio health_bar_height = 10 # Set the height of the health bar # Adjust the position of the health bar health_bar_x = 10 health_bar_y = 10 if self.current_health > self.target_health: health_bar_width = self.target_health / self.health_ratio # Draw the health bar with adjusted dimensions and position health_bar_rect = pygame.Rect(health_bar_x, health_bar_y, health_bar_width, health_bar_height) pygame.draw.rect(screen, (255, 0, 0), health_bar_rect) # Draw health bar in red def input(self): keys = pygame.key.get_pressed() speed_multiplier_x = 0 speed_multiplier_y = 0 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()) direction = pygame.math.Vector2.normalize(direction) new_projectile = Projectile(self.rect.center, direction) self.can_shoot = False self.shoot_cooldown = pygame.time.get_ticks() def update(self, level): self.input() self.health_bar() self.rect.center += self.direction * self.speed # Move the screen if the player reaches the screen bounds if self.rect.right >= SCREEN_WIDTH - 200: difference = self.rect.right - (SCREEN_WIDTH - 200) self.rect.right = SCREEN_WIDTH - 200 level.shift_level(-difference, 0) if self.rect.left <= 200: difference = 200 - self.rect.left self.rect.left = 200 level.shift_level(difference, 0) if self.rect.top <= 200: difference = 200 - self.rect.top self.rect.top = 200 level.shift_level(0, difference) if self.rect.bottom >= SCREEN_HEIGHT - 200: difference = self.rect.bottom - (SCREEN_HEIGHT - 200) self.rect.bottom = SCREEN_HEIGHT - 200 level.shift_level(0, -difference) self.check_collision(level) 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] if self.direction.x < 0: # If moving left, flip the image self.image = pygame.transform.flip(self.image, True, False) def check_collision(self, level): for layer in level.layers: if layer.index == MAP_COLLISION_LAYER: for tile in layer.tiles: if self.rect.colliderect(tile.rect): self.rect.center -= self.direction * self.speed return class Projectile(pygame.sprite.Sprite): def __init__(self, pos, direction): super().__init__() 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): pass # Removed the collision logic for simplicity 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 Game: def __init__(self): self.currentLevelNumber = 0 self.levels = [] self.levels.append(Level(fileName="resources/level1.tmx")) self.currentLevel = self.levels[self.currentLevelNumber] def draw(self): screen.fill(BACKGROUND) self.currentLevel.draw() player_group.draw(screen) # Draw player sprite 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): for layer in self.layers: layer.draw() def shift_level(self, x_amount, y_amount): for layer in self.layers: for tile in layer.tiles: tile.rect.x += x_amount tile.rect.y += y_amount 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): for tile in self.tiles: screen.blit(tile.image, tile.rect) 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 # Main game setup game = Game() player = Player((100, 200)) # Update player spawn coordinates player_group = pygame.sprite.Group() # Create a sprite group for the player player_group.add(player) # Add the player sprite to the group # 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) game.draw() player.update(game.currentLevel) pygame.display.flip() clock.tick(60)