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level.py
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import sys
import pygame
from random import choice, randint
from settings import *
from utils import *
from debug import *
from ui import UI
from tile import Tile
from player import Player
from weapon import Weapon
from magic import MagicPlayer
from enemy import Enemy
from particles import AnimationPlayer
from upgrade import Upgrade
from flame import Flame
class Level:
def __init__(self):
# Get the display surface
self.display_surface = pygame.display.get_surface()
self.game_paused = False
# Sprite group setup
self.visible_sprites = YSortCameraGroup()
self.obstacle_sprites = pygame.sprite.Group()
self.attack_sprites = pygame.sprite.Group()
self.attackable_sprites = pygame.sprite.Group()
# Attack sprites
self.current_attack = None
self.create_map()
# UI setup
self.ui = UI()
self.upgrade = Upgrade(self.player)
# Particles
self.animation_player = AnimationPlayer()
# Magic
self.magic_player = MagicPlayer(self.animation_player)
def show_controls_screen(self):
self.display_surface.fill((0, 0, 0))
basic_controls = [
"Move: Arrow keys or WASD",
"Attack: Space",
"Switch Weapon: Q",
"Magic (Flame or Heal): F",
"Switch Magic: E"
]
upgrade_menu_controls = [
"Toggle Upgrade Menu: U",
"Select item: Left or Right key",
"Upgrade selected item: Space"
]
main_heading_font = pygame.font.Font(UI_FONT, 50)
main_heading_surf = main_heading_font.render("CONTROLS", False, (255, 255, 255))
main_heading_rect = main_heading_surf.get_rect(center = (WIDTH//2, 70))
self.display_surface.blit(main_heading_surf, main_heading_rect)
# Draw line beneath the main heading
underline_y = main_heading_rect.bottom - 2
pygame.draw.line(self.display_surface, (255, 255, 255), (main_heading_rect.left, underline_y), (main_heading_rect.right, underline_y), 5)
item_font = pygame.font.Font(UI_FONT, 30)
for i, text in enumerate(basic_controls):
text_surf = item_font.render(text, False, (0, 0, 255))
text_rect = text_surf.get_rect(topleft = (50, (150 + (i * 100))))
self.display_surface.blit(text_surf, text_rect)
for i, text in enumerate(upgrade_menu_controls):
text_surf = item_font.render(text, False, (0, 0, 255))
text_rect = text_surf.get_rect(topleft = (WIDTH // 2, (150 + (i * 100))))
self.display_surface.blit(text_surf, text_rect)
footer_font = pygame.font.Font(UI_FONT, 20)
footer_surf = footer_font.render("Press X to start game", False, (255, 255, 255))
footer_rect = footer_surf.get_rect(center = (WIDTH//2, HEIGHT - 50))
self.display_surface.blit(footer_surf, footer_rect)
pygame.display.update()
waiting = True
while waiting:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_x: # Press X to start game
waiting = False
def create_map(self):
layouts = {
'boundary': import_csv_layout('../map/map_FloorBlocks.csv'),
'grass': import_csv_layout('../map/map_Grass.csv'),
'objects': import_csv_layout('../map/map_Objects.csv'),
'entities': import_csv_layout('../map/map_Entities.csv')
}
graphics = {
'grass': import_folder('../graphics/Grass'),
'objects': import_folder('../graphics/objects')
}
for style, layout in layouts.items():
for row_index, row in enumerate(layout):
for col_index, col in enumerate(row):
if col != '-1':
x = col_index * TILESIZE
y = row_index * TILESIZE
if style == 'boundary':
Tile((x, y), [self.obstacle_sprites], 'invisible')
if style == 'grass':
random_grass_img = choice(graphics['grass'])
Tile((x, y), [self.visible_sprites, self.obstacle_sprites, self.attackable_sprites], 'grass', random_grass_img)
if style == 'objects':
object_img = graphics['objects'][int(col)]
if col == '23': # Snow grass
Tile((x, y), [self.visible_sprites, self.obstacle_sprites, self.attackable_sprites], 'grass', object_img)
elif col == '22': # Blue flame
Flame((x, y), [self.visible_sprites, self.obstacle_sprites], 'object')
else:
Tile((x, y), [self.visible_sprites, self.obstacle_sprites], 'object', object_img)
if style == 'entities':
if col == '394':
self.player = Player((x + 20, y + 7), [self.visible_sprites], self.obstacle_sprites, self.create_weapon, self.destroy_weapon, self.create_magic)
else:
if col == '390':
monster_name = 'bamboo'
elif col == '391':
monster_name = 'spirit'
elif col == '392':
monster_name = 'raccoon'
else:
monster_name = 'squid'
Enemy(monster_name,
(x, y),
[self.visible_sprites, self.attackable_sprites],
self.obstacle_sprites,
self.player_hit,
self.enemy_death_effect,
self.get_exp)
def create_weapon(self):
self.current_attack = Weapon(self.player, [self.visible_sprites, self.attack_sprites])
def create_magic(self, style, strength, cost):
if style == 'heal':
self.magic_player.heal(self.player, strength, cost, [self.visible_sprites])
elif style == 'flame':
self.magic_player.flame(self.player, cost, [self.visible_sprites, self.attack_sprites])
def destroy_weapon(self):
if self.current_attack:
self.current_attack.kill()
self.current_attack = None
def player_attack(self):
if self.attack_sprites:
for attack_sprite in self.attack_sprites:
attacked_sprites = pygame.sprite.spritecollide(attack_sprite, self.attackable_sprites, False)
if attacked_sprites:
for target_sprite in attacked_sprites:
if target_sprite.sprite_type == 'grass':
pos = target_sprite.rect.center
offset = pygame.math.Vector2(0, 75)
for leaf in range(randint(3, 6)):
self.animation_player.grass_particles(pos - offset, [self.visible_sprites])
target_sprite.kill()
else:
target_sprite.take_damage(self.player, attack_sprite.sprite_type)
def player_hit(self, damage_amount, attack_type):
if self.player.vulnerable:
self.player.health -= damage_amount
self.player.vulnerable = False
self.player.hurt_time = pygame.time.get_ticks()
self.animation_player.animation_particles(self.player.rect.center, [self.visible_sprites], attack_type)
def enemy_death_effect(self, pos, enemy_type):
self.animation_player.animation_particles(pos, [self.visible_sprites], enemy_type)
def get_exp(self, exp_amount):
self.player.exp += exp_amount
def toggle_menu(self):
self.game_paused = not self.game_paused
def game_over(self):
return self.player.health <= 0
def run(self):
self.visible_sprites.custom_draw(self.player)
self.ui.display(self.player)
if self.game_paused:
self.upgrade.display_menu()
else:
self.visible_sprites.update()
self.visible_sprites.enemy_update(self.player)
self.player_attack()
# Customizing the Group class
# to create a camera and
# add depth effect
class YSortCameraGroup(pygame.sprite.Group):
def __init__(self):
super().__init__()
self.display_surface = pygame.display.get_surface()
self.half_width = self.display_surface.get_size()[0] // 2
self.half_height = self.display_surface.get_size()[1] // 2
self.offset = pygame.math.Vector2()
# Creating the floor
self.floor_surf = pygame.image.load('../graphics/tilemap/ground.png').convert()
self.floor_rect = self.floor_surf.get_rect(topleft = (0, 0))
def custom_draw(self, player):
self.offset.x = player.rect.centerx - self.half_width
self.offset.y = player.rect.centery - self.half_height
# Drawing the floor
floor_offset_pos = self.floor_rect.topleft - self.offset
self.display_surface.blit(self.floor_surf, floor_offset_pos)
for sprite in sorted(self.sprites(), key = lambda sprite: sprite.rect.centery):
offset_pos = sprite.rect.topleft - self.offset
self.display_surface.blit(sprite.image, offset_pos)
def enemy_update(self, player):
enemy_sprites = [sprite for sprite in self.sprites() if hasattr(sprite, 'sprite_type') and sprite.sprite_type == 'enemy']
for enemy in enemy_sprites:
enemy.enemy_update(player, self.offset)