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