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World.py
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import pygame
from Virus import Virus
from Spam import Spam
from ImageFuncs import ImageFuncs
from Player import Player
from Shot import Shot
from Boss import Boss
from Rootkit import Rootkit
from Camera import Camera
from WorldMap import WorldMap
from vector2 import Vector2 as vec2
from math import ceil
import random
import glob
from Enemies import RoamPoint
global PLAY_MUSIC
PLAY_MUSIC = False
class World(object):
def __init__(self, screen_size):
self.ss = self.w, self.h = screen_size
pygame.mixer.init()
self.music_files = glob.glob("res/music/*.ogg")
self.sound_files = glob.glob("res/sounds/*.ogg")
self.credit_music = glob.glob("res/music/credits/*.ogg")
self.intro_music = glob.glob("res/music/menu/*.ogg")
self.sound_classes = [pygame.mixer.Sound(i) for i in self.sound_files]
for SOUND in self.sound_classes:
SOUND.set_volume(0.5)
number = random.randint(0, len(self.music_files)-1)
if PLAY_MUSIC:
pygame.mixer.music.load(self.intro_music[0])
pygame.mixer.music.play(-1)
self.base_image = pygame.image.load("res/base.png").convert()
self.image_funcs = ImageFuncs(32, 32, self.base_image)
self.bullet_list = []
self.enemy_list = []
self.player_image = self.image_funcs.get_image(4, 0)
self.cursor_image = self.image_funcs.get_image(2, 1)
self.cursor_image.set_colorkey((255, 0, 255))
self.game_won = False
self.game_over = False
self.main_camera = Camera(self)
self.main_font = pygame.font.Font(None, 25)
self.debug_text_on = False
self.tut = False
self.levels = ["level1", "level2", "level3", "level4", "level5", "level6", "level7", "level8", "level9", "level10", "level11", "boss", "level12", "ridiculous"]
self.level_index = 0
level = self.levels[self.level_index]
#self.set_up_level(level)
#self.back = pygame.image.load("res/back.png").convert()
self.UI = pygame.image.load("res/UI2.png").convert()
self.UI.set_colorkey((255,0,255))
self.world_rect = pygame.Rect((0, 0), self.ss)
def update(self, mouse_pos, movement, tick, to_debug=False):
"""Updates all entities and shots. takes1
arguments for the position of the mouse,
the player movement vector, and the
time passed since the last frame."""
self.world_rect = pygame.Rect((-self.main_camera.offset.x, -self.main_camera.offset.y), self.ss)
to_remove = []
for bullet in self.bullet_list:
if bullet.bool_enemy:
if bullet.rect.colliderect(self.player.rect):
bullet.dead = True
self.player.health -= 5
else:
for enemy in self.enemy_list:
if bullet.rect.colliderect(enemy.rect) and not enemy.dead:
bullet.dead = True
enemy.health -= 10
enemy.hit_this_frame = True
self.sound_classes[3].play()
if enemy.health <= 0:
enemy.dead = True
self.player.points += 10
bullet.update(tick)
if bullet.dead:
to_remove.append(bullet)
for enemy in self.enemy_list:
enemy.update(tick)
enemy.update_collisions(self.enemy_list)
x, y = (int(enemy.pos.x / self.main_map.each_size),
int(enemy.pos.y / self.main_map.each_size))
offset = vec2(enemy.pos.x % self.main_map.each_size,
enemy.pos.y % self.main_map.each_size)
if self.main_map.map_array[x][y].mask.overlap(enemy.mask, vec_to_int(offset)):
enemy.pos -= enemy.velocity.normalize() * 15
enemy.velocity = enemy.velocity.normalize() * -3
if enemy.target != self.player:
enemy.target = RoamPoint(enemy.get_vector_to_target().normalize() * -150)
if enemy.dead:
to_remove.append(enemy)
"""Update player and then camera"""
old_pos = self.player.pos.copy()
self.player.update(mouse_pos, movement, tick)
x, y = (int(self.player.pos.x / self.main_map.each_size),
int(self.player.pos.y / self.main_map.each_size))
offset = vec2(self.player.pos.x % self.main_map.each_size,
self.player.pos.y % self.main_map.each_size)
if to_debug:
print "x, y:",x,y
print "player pos:",self.player.pos
print "each_size:",self.main_map.each_size
print "offset:",offset
print "camera pos:",self.main_camera.offset
print ""
if self.main_map.map_array[x][y].mask.overlap(self.player.mask, vec_to_int(offset)):
self.player.pos -= self.player.velocity.normalize() * 15
self.player.velocity = self.player.velocity.normalize() * -2
for bullet in self.bullet_list:
if bullet.bool_enemy == False:
x, y = (int(bullet.pos.x // self.main_map.each_size),
int(bullet.pos.y // self.main_map.each_size))
offset = vec2(bullet.pos.x % self.main_map.each_size,
bullet.pos.y % self.main_map.each_size)
bullet.get_mask()
if self.main_map.map_array[x][y].mask.overlap(bullet.mask, vec_to_int(offset)):
bullet.dead = True
#bullet.vel -= bullet.vel
movement = self.player.pos - old_pos
self.main_camera.update(-movement)
if self.goal.check():
self.sound_classes[0].play()
self.level_index+=1
try:
self.set_up_level(self.levels[self.level_index])
except IndexError:
self.game_won = True
self.level_index = 0
self.player.points += 100
if self.player.health <= 0:
self.game_over = True
"""delete any 'dead' bullets or enemies"""
for dead_ent in to_remove:
if dead_ent in self.bullet_list:
self.bullet_list.remove(dead_ent)
elif dead_ent in self.enemy_list:
if dead_ent.__class__.__name__ == "Boss" or (len(self.enemy_list) == 1 and self.goal.pos == vec2(0, 0)):
self.goal.pos = dead_ent.pos.copy()
self.enemy_list.remove(dead_ent)
if not pygame.mixer.music.get_busy():
if PLAY_MUSIC:
pygame.mixer.music.load(self.music_files[random.randint(0, len(self.music_files)-1)])
pygame.mixer.music.play()
def phealth_bar(self, screen):
font = pygame.font.Font(None, 15)
pos = (20,self.h - 50)
w,h = (100,20)
pygame.draw.rect(screen, (100, 100, 100), (0, self.h - 75, 250, 75))
pygame.draw.rect(screen,(255,0,0),((pos),(w,h)),0)
pygame.draw.rect(screen,(0,255,0),((pos),(w*(self.player.health/float(self.player.health_max)),h)),0)
string = "%s/%s" %(self.player.health,self.player.health_max)
txt = self.main_font.render(str(string), True, (8,59,47))
txt_rect = txt.get_rect()
txt_rect.midleft = (20, self.h - 20)
screen.blit(txt,txt_rect)
pos = (130, self.h - 40)
string = "Points : %s" %(self.player.points)
txt = self.main_font.render(str(string), True, (8,59,47))
txt_rect = txt.get_rect()
txt_rect.midleft = pos
screen.blit(txt,txt_rect)
pygame.draw.rect(screen, (0, 0, 0), (self.ss[0] - 120, self.ss[1] - 75, 100, 20))
pygame.draw.rect(screen, (255, 127, 0), (self.ss[0] - 120, self.ss[1] - 75, 100 * (min(self.player.firewall_reload_max - self.player.firewall_reload, self.player.firewall_reload_max) / float(self.player.firewall_reload_max)), 20))
def render(self, surface):
#surface.blit(self.back,(-500,-500))
self.main_map.render(surface, self.main_camera)
for bullet in self.bullet_list:
bullet.render(surface, self.main_camera)
for enemy in self.enemy_list:
# if self.world_rect.colliderect(enemy.rect):
enemy.render(surface, self.main_camera)
self.player.render(surface, self.main_camera)
self.goal.render(surface)
#surface.blit(self.UI,(0,0))
self.phealth_bar(surface)
mouse_pos = pygame.mouse.get_pos()
surface.blit(self.cursor_image, (mouse_pos[0]-16, mouse_pos[1]-16))
def set_up_level(self, level_name):
pts = 0
del self.enemy_list[:]
self.game_over = False
self.game_won = False
self.map_filename = "maps/"+level_name+".txt"
self.marching_images = ["maps/tilemap1.png","maps/tilemap2.png", "maps/tilemap3.png"]
for i in self.marching_images:
a = pygame.image.load(i).convert()
a.set_colorkey((255, 0, 255))
self.marching_images[self.marching_images.index(i)] = a
self.main_map = WorldMap(self, (32, 32), 256)
self.main_map.update()
self.main_camera.offset = vec2(self.ss[0]/2, self.ss[1]/2)
try:
pts = self.player.points
except Exception:
pass
self.player = Player(self, self.player_image, (0, 0))
self.player.points = pts
self.goal = EndPoint(vec2(0,0), self)
self.candy_filename = "maps/"+level_name+"-startgoals.txt"
with open(self.candy_filename) as open_file:
row_index = 0
for row in open_file.readlines():
lst = row.split()
pos = (float(lst[0]) * 256, float(lst[1]) * 256)
if row_index == 0:
self.main_camera.offset -= pos
self.main_camera.offset -= vec2(16, 16)
self.player.pos = vec2(*pos)
elif row_index == 1:
self.goal = EndPoint(vec2(*pos), self)
row_index += 1
open_file.close()
enemy_file = open("maps/"+level_name+"-enemymap.txt", "r")
for line in enemy_file.readlines():
everything = line.split(" ")
if len(everything) > 3:
if everything[3] == "x\n":
continue
e_type = everything[0]
pos = float(everything[1]) * 256, float(everything[2]) * 256
if e_type == 's':
self.enemy_list.append(Spam(self, vec2(*pos)))
elif e_type == 'k':
self.enemy_list.append(Boss(self, vec2(*pos)))
elif e_type == 'r':
self.enemy_list.append(Rootkit(self, vec2(*pos)))
elif e_type == 'v':
self.enemy_list.append(Virus(self, vec2(*pos)))
enemy_file.close()
def instantiate_projectile(self, pos, angle, vel, bool_enemy, bool_player=False, bool_fire=False):
self.bullet_list.append(Shot(pos, angle, vel, bool_enemy, bool_player, bool_fire))
class EndPoint(object):
def __init__(self, pos, world):
self.world = world
self.pos = pos
def check(self):
if self.pos.get_distance_to(self.world.player.pos) < 16:
return True
return False
def render(self, surface):
pygame.draw.circle(surface, (0, 255, 0), vec_to_int(self.pos + self.world.main_camera.offset), 16, 1)
pygame.draw.circle(surface, (0, 128, 0), vec_to_int(self.pos + self.world.main_camera.offset), 17, 1)
def vec_to_int(vec):
return int(vec.x), int(vec.y)