Beispiel #1
0
class Game:
    def __init__(self):
        self.canvas = pygame.display.set_mode((960, 580))
        self.initial_position = pygame.Vector2(0, 0)
        self.hero = None
        self.current_level = 0
        self.clock = None
        self.blocks = None
        self.enemies = None
        self.running = False

        self.tiles_groups = {}
        self.tiles_images = {}

    def load_hero(self):
        # Load Character
        hero_scale = SCALE_REFERENCE["character.png"]
        idle_imgs = load_image_folder(os.path.join(CHARACTER_PATH, 'idle'),
                                      scale=hero_scale)
        base_imgs = load_image(os.path.join(CHARACTER_PATH, 'idle', '0.png'),
                               scale=hero_scale)
        attack_imgs = [
            load_image_folder(os.path.join(CHARACTER_PATH, 'attack', '1'),
                              scale=hero_scale),
            load_image_folder(os.path.join(CHARACTER_PATH, 'attack', '2'),
                              scale=hero_scale),
            load_image_folder(os.path.join(CHARACTER_PATH, 'attack', '3'),
                              scale=hero_scale)
        ]
        run_imgs = load_image_folder(os.path.join(CHARACTER_PATH, 'run'),
                                     scale=hero_scale)
        jump_imgs = load_image_folder(os.path.join(CHARACTER_PATH, 'jump'),
                                      scale=hero_scale)
        fall_imgs = load_image_folder(os.path.join(CHARACTER_PATH, 'fall'),
                                      scale=hero_scale)

        hero_images = {
            'idle': idle_imgs,
            'base': base_imgs,
            'attack': attack_imgs,
            'run': run_imgs,
            'jump': jump_imgs,
            'fall': fall_imgs
        }

        self.hero = Character(self.initial_position, hero_images)

    def load_level(self):
        # Load Map TODO will change when the levels are ready
        tiles_list = [
            p for p in os.listdir(TILES_PATH) if p != "character.png"
        ]
        self.tiles_images = {
            tile: load_image(os.path.join(TILES_PATH, tile),
                             scale=SCALE_REFERENCE[tile])
            for tile in tiles_list
        }
        self.tiles_groups = {
            tile: pygame.sprite.Group()
            for tile in tiles_list
        }
        with open(os.path.join(LEVELS_PATH, f"{self.current_level}.json"),
                  "r") as json_file:
            level_data = json.load(json_file)

        for pos in level_data:
            for tile in level_data[pos]["tiles"]:
                if tile["tile"] == "character.png":
                    self.initial_position = pygame.Vector2(
                        level_data[pos]["x"] * 64, level_data[pos]["y"] * 64)
                    continue
                pos_vec = pygame.Vector2(level_data[pos]["x"] * 64,
                                         level_data[pos]["y"] * 64)
                self.tiles_groups[tile["tile"]].add(
                    OBJECT_REFERENCE[tile["tile"]](
                        pos_vec, self.tiles_images[tile["tile"]]))

    def start(self):
        pygame.init()
        # clock - FPS
        self.clock = pygame.time.Clock()
        # mainloop
        self.running = True
        # load main menu
        self.load_level()
        self.load_hero()

    def update(self):
        while self.running:
            for event in pygame.event.get():
                if event.type == QUIT:
                    self.running = False
                elif event.type == KEYDOWN:
                    if event.key == K_ESCAPE:
                        self.running = False
                    elif event.key == K_x:
                        self.hero.attack()
                    elif event.key == K_UP:
                        self.hero.jump()

            pressed = pygame.key.get_pressed()
            if pressed[K_LEFT]:
                self.hero.move(left=True)
            elif pressed[K_RIGHT]:
                self.hero.move()
            else:
                self.hero.stop_moving()

            self.canvas.fill((0, 0, 0))

            for name, group in self.tiles_groups.items():
                group.draw(self.canvas)
                for b_sprite in group.sprites():
                    b_sprite.draw_line_limit(self.canvas, color=(255, 0, 0))
                self.hero.update(self.canvas, group)
            pygame.display.flip()

            self.clock.tick(15)

        pygame.quit()

    def main(self):
        self.start()
        self.update()
Beispiel #2
0
# mainloop
running = True

while running:

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                running = False
            elif event.key == pygame.K_x:
                char.attack()
            elif event.key == pygame.K_z:
                char.jump()

    pressed = pygame.key.get_pressed()
    if pressed[pygame.K_LEFT]:
        char.move(left=True)
    elif pressed[pygame.K_RIGHT]:
        char.move()
    else:
        char.stop()

    screen.fill((0, 0, 0))
    char.update(screen)
    pygame.display.flip()

    clock.tick(15)

pygame.quit()