347 lines
12 KiB
Python
347 lines
12 KiB
Python
import pygame
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import pytmx
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import math
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from random import randint
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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("Merged Game")
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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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# Classes
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class Player(pygame.sprite.Sprite):
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def __init__(self, pos, group):
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super().__init__(group)
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self.idle_image = self.image = pygame.image.load("Sprites/Idle/Player_right.png").convert_alpha()
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self.rect = self.image.get_rect(center=pos)
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self.direction = pygame.math.Vector2()
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self.speed = 2.25
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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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self.running_sprites.append(pygame.image.load(f"Sprites/Running/Player_run_right_{i + 1}.png").convert_alpha())
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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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# If self.current_health < self.target_health
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transition_colour = (0, 255, 0)
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health_bar_width = self.current_health / self.health_ratio
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transition_bar_width = self.target_health / self.health_ratio
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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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transition_bar_width = self.current_health / self.health_ratio
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transition_colour = (255, 255, 0)
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health_bar_rect = pygame.Rect(10, 45, health_bar_width, 25)
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transition_bar_rect = pygame.Rect(10, 45, transition_bar_width, 25)
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pygame.draw.rect(screen, transition_colour, transition_bar_rect)
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pygame.draw.rect(screen, (255, 0, 0), health_bar_rect)
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pygame.draw.rect(screen, (255, 255, 255), (10, 45, self.health_bar_length, 25), 4)
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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 self.direction.x > 0:
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self.image_direction = 1
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elif self.direction.x < 0:
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self.image_direction = -1
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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() - camera_group.offset)
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direction = pygame.math.Vector2.normalize(direction)
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new_projectile = Projectile(self.rect.center, direction, camera_group)
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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):
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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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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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class Projectile(pygame.sprite.Sprite):
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def __init__(self, pos, direction, group):
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super().__init__(group)
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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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for enemy in enemies:
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distance = pygame.math.Vector2.length(pygame.math.Vector2(enemy.rect.center) - self.rect.center)
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if distance < 20:
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enemy.damage(1)
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self.kill()
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break
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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 Arm(pygame.sprite.Sprite):
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def __init__(self, pos, group):
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super().__init__(group)
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self.base_image = pygame.image.load("Sprites/minigun.png").convert_alpha()
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self.base_image = pygame.transform.scale(self.base_image, (40, 15))
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self.image_direction = 1
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self.direction = pygame.Vector2(0, 0)
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self.speed = 10
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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.base_image, angle)
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self.rect = self.image.get_rect(center = pos)
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def update(self):
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self.rect.center = player.rect.center
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self.direction = -(pygame.math.Vector2(self.rect.topleft) - pygame.mouse.get_pos() - camera_group.offset)
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self.direction = pygame.math.Vector2.normalize(self.direction)
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angle = math.degrees(math.atan2(-self.direction.y, self.direction.x))
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if(abs(angle)<90):
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self.image_direction = 1
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else:
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self.image_direction = -1
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self.rect.center -= pygame.Vector2(math.sin(math.radians(angle-90))*20, math.cos(math.radians(angle-90))*20)
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if(abs(angle)>90):
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angle = math.degrees(math.atan2(self.direction.y, self.direction.x))+180
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self.image = pygame.transform.rotate(self.base_image, angle)
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class Enemy(pygame.sprite.Sprite):
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def __init__(self, pos, group):
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super().__init__(group)
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self.image = pygame.surface.Surface((20, 20))
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self.image.fill("red")
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self.rect = self.image.get_rect(center=pos)
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self.pos = self.rect.center
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self.direction = pygame.math.Vector2()
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self.speed = 2
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self.health = 2
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self.image_direction = 1
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def damage(self, damage):
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self.health -= 1
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if self.health <= 0:
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enemies.remove(self)
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self.kill()
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def update(self):
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self.direction = pygame.math.Vector2(player.rect.center) - self.rect.center
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if pygame.math.Vector2.length(self.direction) < 20:
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player.get_damage(200)
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self.kill()
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enemies.remove(self)
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player.time = 0
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self.pos += self.direction.normalize() * self.speed
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self.rect.center = (round(self.pos.x), round(self.pos.y))
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class CameraGroup(pygame.sprite.Group):
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def __init__(self):
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super().__init__()
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self.display_surface = pygame.display.get_surface()
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self.offset = pygame.math.Vector2(300, 100)
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self.half_w = self.display_surface.get_size()[0] // 2
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self.half_h = self.display_surface.get_size()[1] // 2
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def center_target_camera(self, target):
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self.offset.x = target.rect.centerx - self.half_w
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self.offset.y = target.rect.centery - self.half_h
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def custom_draw(self, player):
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self.center_target_camera(player)
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for sprite in sorted(self.sprites(), key=lambda sprite: sprite.rect.centery):
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offset_pos = sprite.rect.topleft - self.offset
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if sprite.image_direction == -1:
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self.display_surface.blit(pygame.transform.flip(sprite.image, True, False), offset_pos)
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else:
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self.display_surface.blit(sprite.image, offset_pos)
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class Game:
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def __init__(self):
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self.overlay = pygame.image.load("overlay.png")
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self.currentLevelNumber = 0
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self.levels = []
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self.levels.append(Level(fileName="level1.tmx"))
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self.currentLevel = self.levels[self.currentLevelNumber]
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def draw(self, screen):
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screen.fill(BACKGROUND)
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self.currentLevel.draw(screen)
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screen.blit(self.overlay, [0, 0])
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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, screen):
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for layer in self.layers:
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layer.draw(screen)
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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, screen):
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self.tiles.draw(screen)
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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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def spawn_enemy():
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if len(enemies) < 20:
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random_x = randint(-1000, 1000)
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random_y = randint(-1000, 1000)
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enemies.append(Enemy((player.rect.centerx + random_x, player.rect.centery + random_y), camera_group))
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# Main game setup
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game = Game()
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camera_group = CameraGroup()
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player = Player((500, 500), camera_group)
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Arm((0, 0), camera_group)
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enemies = [] # Define enemies list here
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pygame.time.set_timer(pygame.USEREVENT + 1, 100) # Event for spawning enemies
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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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if player.time > 3:
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if player.current_health < 999:
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player.get_health(200)
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player.time -= 1.5
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screen.fill(BACKGROUND)
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game.draw(screen)
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camera_group.update()
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camera_group.custom_draw(player)
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pygame.display.flip()
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clock.tick(60)
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player.time += 0.016
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