Game/try.py

347 lines
12 KiB
Python

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