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game.py
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#!/usr/local/bin/python
# Copyright (C) Johan Ceuppens 201-2014
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 2 of the License, or
# (at your option) any later version.
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
import pygame
from pygame.locals import *
from tileroom1 import *
from randomgoroom1 import *
from maproomtown1 import *
from maproomtown1inside1 import *
from maproomtown1inside2 import *
from maproomcatcastle1 import *
from maproom2 import *
from maproomcave1 import *
from taskbar import *
from time import *
from inventory import *
from lifemeter import *
from manameter import *
from meter import *
from playerkattafighter import*
from playerlink import *
from playertilelink import *
class Game:
"Main function"
def __init__(self):
pygame.init()
pygame.font.init()
screen = pygame.display.set_mode((640, 480))
font = pygame.font.SysFont("Times", 32)
font2 = pygame.font.SysFont("Times", 12)
gameover = 0
askplayers = 0 # NOTE: 2 Player flag
blankimage = pygame.image.load('./pics/blank.bmp').convert()
## There are several title screens in the ./pics/ directory
titleimage = pygame.image.load('./pics/titlescreen-link3.bmp').convert()
self.roomx = 0
self.roomy = 0
self.worldx = 0
self.worldy = 0
###self.room = MaproomTown1(0,0)
### self.room = MaproomCatCastle1(0,0)
### self.room = RandomGORoom1(0,0)
### self.room = Tileroom1(0,0,0,0)
self.room = MaproomCave1(0,0,0,-2000+480)
self.roomstate = RoomState()
self.roomchanger = RoomChanger()
manameter = ManaMeter(0,0)
lifemeter = LifeMeter(250,0)
self.player = PlayerLink(lifemeter,manameter)
### self.player = PlayerTileLink()
### NOTE
self.player.y = 360 ### 382
pygame.key.set_repeat(10,100)
self.keydown = 0
self.inventoryitem = None
self.inventorymasterkey = None
self.inventorykey1 = None
self.inventorykey2 = None
self.inventoryrubysword = None
self.taskbar = Taskbar(screen,font,self.player)
self.talker = None
gameflag = 0
while gameover == 0:
pygame.display.update()
screen.blit(titleimage, (0,0))
for event in pygame.event.get():
if event.type == QUIT:
return
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
return
gameover = 1
if event.type == pygame.MOUSEBUTTONDOWN:
gameover = 1
gameover = 0
while gameover == 0:
self.player.h = 72 # NOTE: for ducking
for event in pygame.event.get():
if event.type == QUIT:
return
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
return
if event.key == K_z:
if self.keydown == 2 or self.player.duck:
self.player.fightlow(self.room)
else:
self.player.fightmedium(self.room)
break
# FIXME KLUDGE
self.keydown = 1
# self.player 1 key controls
if event.key == K_t:
if self.room.collide(self.player) == 2:
self.talker = self.room.talkto(self.player) # FIX
print "self.talker=%s" % self.talker
if event.key == K_UP:
self.room.MOVEDOWN(self.room,self.player)
elif event.key == K_DOWN:
self.player.duck = 1
self.keydown = 2
#FIXME keydown = 2
self.room.MOVEUP(self.room,self.player)
elif event.key == K_LEFT:
self.player.duck = 0
self.room.moveright()
elif event.key == K_RIGHT:
self.player.duck = 0
self.room.moveleft()
elif event.key == K_x:
if self.player.jumpcounter == 0:
self.player.jump(self.room)
print "init jump"
elif event.key == K_i:
# self.level.gameover = 1
#FIXME pygame.event.flush()
flag = 0
inventory = Inventory()
##if Scrollinvisibility(0,0,0,0,"1","1").readkeys(None):
## inventory.additem(Inventoryscrollinvisibility())
if self.inventorymasterkey == 1:
1###FIX for key in inventory.additem(Inventorymasterkey())
if self.inventorykey1 == 1:
1###FIX for key in inventory.additem(Inventorykey1())
if self.inventorykey2 == 1:
1###FIX for key in inventory
while flag == 0:#NOTE1
for event in pygame.event.get():
if event.type == QUIT:
return
elif event.type == KEYDOWN:
if event.key == K_LEFT:
inventory.moveleft()
elif event.key == K_RIGHT:
inventory.moveright()
elif event.key == K_z:
self.inventoryitem = inventory.getitem(self.inventoryitem)
flag = 1
inventory.draw(screen)
pygame.display.update()
# pickupid = self.room.pickup(self.player)
# if pickupid:
# if pickupid == 1: # NOTE : masterkey id
# self.inventorymasterkey = 1
# elif pickupid == 2: ## NOTE: dungeonentrance 2 id opens with key 1
# if self.inventorykey1 == 1:
# self.room.removeentrance2()
# elif pickupid == 3: # NOTE dungeon key 1 id
# self.inventorykey1 = 1
# elif pickupid == 4: # NOTE dungeon key 2 id
# self.inventorykey2 = 1
# elif pickupid == 5: # NOTE ruby sword id
# self.inventoryrubysword = 1
# self.taskbar.setrubysword()
########if self.room.collide(self.player) == 1 or self.player.hitpoints <= 0: # NOTE: return 1 after self.player lifemeter runs out (self.player.hit)
if self.player.hitpoints <= 0: # NOTE: return 1 after self.player lifemeter runs out (self.player.hit)
endingimage = pygame.image.load('./pics/endingscreen2.bmp').convert()
while gameover == 0:
pygame.display.update()
screen.blit(endingimage, (0,0))
for event in pygame.event.get():
if event.type == QUIT:
return
elif event.type == KEYDOWN:
gameover = 1
return
if event.type == pygame.MOUSEBUTTONDOWN:
gameover = 1
return
###if self.player.hitpoints > 0:
#### lifemeter.index = self.player.hitpoints
if self.room.collide(self.player) == 3 or self.room.collide(self.player) == 2:###Dungeon wall
####self.room.undomove() ### FIXME for rebound on enemies
f = self.room.fall(self.player)
if not f == 2:
self.room.movedown()#FIXME
f = self.room.fall(self.player)
if f == 2:
gameflag = 0
elif f == 0:
1#gameflag = 1
if self.room.collideup(self.player) == 2:
self.room.moveup()
self.room.moveup()
self.room.moveup()
self.room.moveup()
if self.room.collidewithropes(self.player) == 2:
while gameflag == 0:
sleep(0.05)
for event in pygame.event.get():
if event.type == QUIT:
return
elif event.type == KEYDOWN:
# self.player 1 key controls
##self.player.draw(screen)
##if event.key == K_z:
## self.player.fight(self.room)
if event.key == K_UP:
if self.room.collidewithropes(self.player) == 2:
self.room.movedown()
elif event.key == K_DOWN:
## if at the end of the rope, have to jump off
if self.room.collidewithropes(self.player) == 2:
self.room.moveup()
elif event.key == K_RIGHT:
self.room.moveleft()
gameflag = 1
elif event.key == K_LEFT:
self.room.moveright()
gameflag = 1
elif event.key == K_x:
gameflag = 1
elif event.key == K_z:
gameflag = 1
self.room.draw(screen,self.player)
self.player.update(self.room)
self.player.drawclimbing(screen)
self.taskbar.draw()
lifemeter.draw(screen,font2)
manameter.draw(screen,font2)
pygame.display.update()
screen.blit(blankimage, (0,0))
self.room.draw(screen,self.player)
self.player.update(self.room)
if self.keydown == 1:
self.keydown = 0
self.player.draw(screen)
elif self.keydown == 2:
self.keydown = 2
self.player.drawduck(screen)
self.player.h = 32
else:
self.player.drawstatic(screen)
#self.player.draw(screen)
sleep(0.05)
# fight for enemies
# remove dead game objects
# FIX put in mana meter
manameter.index = self.player.manapoints
for o in self.room.gameobjects:
if o:
o.fight(self.room,self.player,self.keydown)
if o.hitpoints <= 0:
self.room.removeobject(o)
if self.talker != None:
talkflag = 1
t = self.talker.talk()
screen.blit(font.render(t, 8, (255,255,255)), (100,100))
pygame.display.update()
print "t = %s" % t
while talkflag == 1:
pygame.key.set_repeat(1000,1000)
for event in pygame.event.get():
if event.type == QUIT:
talkflag = 0
elif event.type == KEYDOWN:
if event.key == K_t:
t = self.talker.talk()
print "t2 = %s" % t
if not t:
talkflag = 0
screen.blit(blankimage, (0,0))
self.room.draw(screen,self.player)
self.taskbar.draw()
lifemeter.draw(screen,font2)
manameter.draw(screen,font2)
screen.blit(font.render(t, 8, (255,255,255)), (100,100))
pygame.display.update()
pygame.key.set_repeat(10,100)
if not t:
self.talker = None
self.taskbar.draw()
lifemeter.draw(screen,font2)
manameter.draw(screen,font2)
pygame.display.update()
screen.blit(blankimage, (0,0))
self.roomnumber = self.room.exit(self)
if self.roomstate.checkeq(self.roomnumber)
self.roomstate.changeroom(self.roomchanger, self.roomstate):
self.room = self.roomstate.morphroom()
self.player = self.roomstate.getplayer(self.player)
# NOTE: world 1
if self.roomnumber < 10:
### if self.room.changeroomnumber != 0:
self.roomnumber = self.room.morphroom(self)
if (self.roomnumber == 1):
self.talker = None
self.player = PlayerLink(lifemeter,manameter)
self.room = RandomGORoom1(self.roomx,self.roomy,self.worldx,self.worldy)
elif (self.roomnumber == 1.1):
self.talker = None
self.player = PlayerTileLink()
self.room = Tileroom1(self.roomx,self.roomy,0,0)
elif (self.roomnumber == 2):
self.talker = None
self.player = PlayerLink(lifemeter,manameter)
self.room = Maproom2(self.roomx,self.roomy)
elif (self.roomnumber == 4):
self.talker = None
self.player = PlayerLink(lifemeter,manameter)
self.room = Maproom2(self.roomx,self.roomy)
### town 1
elif (self.roomnumber == 3):
self.talker = None
self.player = PlayerLink(lifemeter,manameter)
self.room = MaproomTown1(self.roomx,self.roomy)
self.player.y = 360
### first house in town 1
elif (self.roomnumber == 3.1):
self.talker = None
self.player = PlayerLink(lifemeter,manameter)
self.room = MaproomTown1Inside1(self.roomx,self.roomy)
self.player.y = 350
### second house in town 1
elif (self.roomnumber == 3.2):
self.talker = None
self.player = PlayerLink(lifemeter,manameter)
self.room = MaproomTown1Inside2(self.roomx,self.roomy)
self.player.y = 350
elif (self.roomnumber == 5):
self.talker = None
self.player = PlayerLink(lifemeter,manameter)
### self.room = MaproomCave1(self.roomx,self.roomy)
self.room = MaproomCave1(0,0,0,-2000+480)
self.player.y = 360 ### 382
elif (self.roomnumber == 6):
self.talker = None
self.player = PlayerLink(lifemeter,manameter)
self.room = MaproomCatCastle1(0,0)###,0,-2000+480)
self.player.y = 360 ### 382
if self.inventoryrubysword:
self.sethitf(self.room.gameobjects.hit2)
def sethitf(self, hitf):
for i in self.room.gameobjects:
i.hitf = hitf
def setxy(self,xx,yy):
self.worldx = xx
self.worldy = yy
### def chooseroom(self, self.roomnumber,font):
if __name__ == "__main__":
foo = Game()