280 lines
9.3 KiB
Python
280 lines
9.3 KiB
Python
import pygame
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import pytmx
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import math
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# Constants
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BACKGROUND = (20, 20, 20)
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SCREEN_WIDTH = 640
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SCREEN_HEIGHT = 480
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MAP_COLLISION_LAYER = 1
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# Pygame setup
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pygame.init()
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pygame.display.set_caption("Survive the vawe")
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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clock = pygame.time.Clock()
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running = True
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class Player(pygame.sprite.Sprite):
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def __init__(self, pos):
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super().__init__()
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# Load the idle image
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self.idle_image = pygame.image.load("Sprites/Idle/Player_right.png").convert_alpha()
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self.image = self.idle_image
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self.rect = self.image.get_rect(topleft=pos) # Adjust rect to match the image size
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self.direction = pygame.math.Vector2()
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self.speed = 1.6
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self.time = 0
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# Health
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self.current_health = 1000
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self.maximum_health = 1000
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self.health_bar_length = 500
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self.health_ratio = self.maximum_health / self.health_bar_length
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self.target_health = 1000
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self.health_change_speed = 5
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# Shooting
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self.can_shoot = True
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self.shoot_cooldown_time = 100 # Milliseconds
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self.shoot_cooldown = 0
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# Animations
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self.image_direction = 1
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self.animation_timer = 0
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self.current_sprite = 0
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self.running_sprites = []
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for i in range(6):
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sprite = pygame.image.load(f"Sprites/Running/Player_run_right_{i + 1}.png").convert_alpha()
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self.running_sprites.append(sprite)
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def get_damage(self, amount):
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if self.target_health > 0:
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self.target_health -= amount
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if self.target_health <= 0:
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self.target_health = 0
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def get_health(self, amount):
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if self.target_health < self.maximum_health:
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self.target_health += amount
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if self.target_health >= self.maximum_health:
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self.target_health = self.maximum_health
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def health_bar(self):
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self.current_health += (self.target_health - self.current_health) / 10
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# Define smaller health bar dimensions
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health_bar_width = self.current_health / self.health_ratio
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health_bar_height = 10 # Set the height of the health bar
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# Adjust the position of the health bar
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health_bar_x = 10
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health_bar_y = 10
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if self.current_health > self.target_health:
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health_bar_width = self.target_health / self.health_ratio
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# Draw the health bar with adjusted dimensions and position
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health_bar_rect = pygame.Rect(health_bar_x, health_bar_y, health_bar_width, health_bar_height)
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pygame.draw.rect(screen, (255, 0, 0), health_bar_rect) # Draw health bar in red
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def input(self):
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keys = pygame.key.get_pressed()
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speed_multiplier_x = 0
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speed_multiplier_y = 0
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if keys[pygame.K_w]:
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speed_multiplier_y = -1
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elif keys[pygame.K_s]:
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speed_multiplier_y = 1
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if keys[pygame.K_a]:
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speed_multiplier_x = -1
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elif keys[pygame.K_d]:
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speed_multiplier_x = 1
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self.direction.y = (keys[pygame.K_s]) - (keys[pygame.K_w])
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self.direction.x = (keys[pygame.K_d]) - (keys[pygame.K_a])
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if self.direction.x != 0 and self.direction.y != 0:
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self.direction.normalize_ip()
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self.direction.x *= self.speed
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self.direction.y *= self.speed
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if pygame.mouse.get_pressed()[0] and self.can_shoot:
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direction = -(pygame.math.Vector2(self.rect.topleft) - pygame.mouse.get_pos())
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direction = pygame.math.Vector2.normalize(direction)
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new_projectile = Projectile(self.rect.center, direction)
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self.can_shoot = False
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self.shoot_cooldown = pygame.time.get_ticks()
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def update(self, level):
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self.input()
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self.health_bar()
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self.rect.center += self.direction * self.speed
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# Move the screen if the player reaches the screen bounds
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if self.rect.right >= SCREEN_WIDTH - 200:
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difference = self.rect.right - (SCREEN_WIDTH - 200)
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self.rect.right = SCREEN_WIDTH - 200
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level.shift_level(-difference, 0)
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if self.rect.left <= 200:
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difference = 200 - self.rect.left
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self.rect.left = 200
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level.shift_level(difference, 0)
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if self.rect.top <= 200:
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difference = 200 - self.rect.top
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self.rect.top = 200
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level.shift_level(0, difference)
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if self.rect.bottom >= SCREEN_HEIGHT - 200:
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difference = self.rect.bottom - (SCREEN_HEIGHT - 200)
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self.rect.bottom = SCREEN_HEIGHT - 200
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level.shift_level(0, -difference)
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self.check_collision(level)
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now = pygame.time.get_ticks()
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if now - self.shoot_cooldown > self.shoot_cooldown_time:
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self.can_shoot = True
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if now - self.animation_timer > 50:
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if pygame.Vector2.length(self.direction) == 0:
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self.image = self.idle_image
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self.current_sprite = 0
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else:
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self.animation_timer = pygame.time.get_ticks()
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self.current_sprite += 1
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if self.current_sprite > len(self.running_sprites) - 1:
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self.current_sprite = 0
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self.image = self.running_sprites[self.current_sprite]
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if self.direction.x < 0: # If moving left, flip the image
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self.image = pygame.transform.flip(self.image, True, False)
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def check_collision(self, level):
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for layer in level.layers:
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if layer.index == MAP_COLLISION_LAYER:
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for tile in layer.tiles:
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if self.rect.colliderect(tile.rect):
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self.rect.center -= self.direction * self.speed
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return
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class Projectile(pygame.sprite.Sprite):
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def __init__(self, pos, direction):
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super().__init__()
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self.image = pygame.image.load("Sprites/bullet.png").convert_alpha()
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self.image_direction = 1
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self.direction = direction
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self.speed = 15
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angle = math.degrees(math.atan2(-self.direction.y, self.direction.x))
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self.image = pygame.transform.rotate(self.image, angle)
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self.rect = self.image.get_rect(center=pos)
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self.rect.center += self.direction * 50
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self.life_timer = 10000 # Milliseconds
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self.spawned_time = pygame.time.get_ticks()
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def collision(self):
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pass # Removed the collision logic for simplicity
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def update(self):
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self.rect.center += self.direction * self.speed
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self.collision()
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now = pygame.time.get_ticks()
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if now - self.spawned_time > self.life_timer:
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self.kill()
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class Game:
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def __init__(self):
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self.currentLevelNumber = 0
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self.levels = []
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self.levels.append(Level(fileName="resources/level1.tmx"))
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self.currentLevel = self.levels[self.currentLevelNumber]
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def draw(self):
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screen.fill(BACKGROUND)
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self.currentLevel.draw()
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player_group.draw(screen) # Draw player sprite
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pygame.display.flip()
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class Level:
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def __init__(self, fileName):
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self.mapObject = pytmx.load_pygame(fileName)
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self.layers = []
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for layer in range(len(self.mapObject.layers)):
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self.layers.append(Layer(index=layer, mapObject=self.mapObject))
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def draw(self):
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for layer in self.layers:
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layer.draw()
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def shift_level(self, x_amount, y_amount):
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for layer in self.layers:
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for tile in layer.tiles:
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tile.rect.x += x_amount
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tile.rect.y += y_amount
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class Layer:
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def __init__(self, index, mapObject):
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self.index = index
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self.tiles = pygame.sprite.Group()
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self.mapObject = mapObject
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for x in range(self.mapObject.width):
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for y in range(self.mapObject.height):
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img = self.mapObject.get_tile_image(x, y, self.index)
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if img:
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self.tiles.add(Tile(image=img, x=(x * self.mapObject.tilewidth), y=(y * self.mapObject.tileheight)))
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def draw(self):
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for tile in self.tiles:
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screen.blit(tile.image, tile.rect)
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class Tile(pygame.sprite.Sprite):
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def __init__(self, image, x, y):
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pygame.sprite.Sprite.__init__(self)
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self.image = image
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self.rect = self.image.get_rect()
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self.rect.x = x
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self.rect.y = y
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# Main game setup
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game = Game()
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player = Player((100, 200)) # Update player spawn coordinates
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player_group = pygame.sprite.Group() # Create a sprite group for the player
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player_group.add(player) # Add the player sprite to the group
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# Main game loop
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while running:
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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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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_UP:
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player.get_health(200)
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elif event.key == pygame.K_DOWN:
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player.get_damage(200)
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game.draw()
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player.update(game.currentLevel)
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pygame.display.flip()
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clock.tick(60)
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