Beispiel #1
0
def remove_arrow(arrow_list, enm, HP_ENM, arrow_dir, sprite_layers, point):
    # remove arrows if they collide with enemies or go out of field of view
    # decrease the HP of enemy if arrow collides with enemy
    i = 0
    l = len(arrow_list)
    while (i < l and i >= 0):
        j = 0
        check = 0
        for j in range(len(enm)):
            if pygame.sprite.collide_rect(enm[j], arrow_list[i]):
                if point == 10.0:
                    specialarrow_sound = sound.create_soundfx(
                        './sounds/specialarrow_touch.ogg')
                    sound.volume(specialarrow_sound, 0.4)
                else:
                    arrow_sound = sound.create_soundfx(
                        './sounds/arrow_touch.ogg')
                    sound.volume(arrow_sound, 0.4)
                HP_ENM[j] -= point
                check = 1
                break
        if check==1 or movements1.check_collision(arrow_list[i].rect.centerx, arrow_list[i].rect.centery, 8*arrow_dir[2*i],8*arrow_dir[(2*i)+1],\
                                                  arrow_list[i].rect.width, 5, sprite_layers[3]) == (0,0):
            sprite_layers[1].remove_sprite(arrow_list[i])
            arrow_list.pop(i)
            arrow_dir.pop(2 * i)
            arrow_dir.pop(2 * i)
        else:
            arrow_list[i].rect.centerx += 25 * arrow_dir[2 * i]
            arrow_list[i].rect.centery += 25 * arrow_dir[(2 * i) + 1]
            i += 1
        l = len(arrow_list)
def remove_arrow(arrow_list,enm,HP_ENM,arrow_dir,sprite_layers,point):   
    # remove arrows if they collide with enemies or go out of field of view
    # decrease the HP of enemy if arrow collides with enemy
    i = 0
    l = len(arrow_list)
    while (i<l and i>=0):
        j=0
        check = 0
        for j in range(len(enm)):
            if pygame.sprite.collide_rect(enm[j],arrow_list[i]):
                if point==10.0:
                    specialarrow_sound = sound.create_soundfx('./sounds/specialarrow_touch.ogg')
                    sound.volume(specialarrow_sound,0.4)
                else:
                    arrow_sound = sound.create_soundfx('./sounds/arrow_touch.ogg')
                    sound.volume(arrow_sound,0.4)
                HP_ENM[j] -= point
                check = 1
                break
        if check==1 or movements1.check_collision(arrow_list[i].rect.centerx, arrow_list[i].rect.centery, 8*arrow_dir[2*i],8*arrow_dir[(2*i)+1],\
                                                  arrow_list[i].rect.width, 5, sprite_layers[3]) == (0,0):
            sprite_layers[1].remove_sprite(arrow_list[i])
            arrow_list.pop(i)
            arrow_dir.pop(2*i)
            arrow_dir.pop(2*i)
        else :
            arrow_list[i].rect.centerx += 25*arrow_dir[2*i]
            arrow_list[i].rect.centery += 25*arrow_dir[(2*i)+1]
            i += 1
        l = len(arrow_list)
def remove_weapon(hero,enm,weap_list,weap_dir,point,sprite_layers):  
    savegame=pk.load(open("./save.p","rb"))
    # remove weapons if they collide with hero
    # decrease the HP of player if it collides with any of enemies
    # if player has armor then both armor and hero shares the half of the loss
    j = 0
    for j in range(len(enm)):
        if pygame.sprite.collide_rect(hero,enm[j]):
            weap_sound = sound.create_soundfx('./sounds/weapon_touch.ogg')
            sound.volume(weap_sound,0.4)
            if savegame['sheild_hp']>0:
                savegame['sheild_hp'] -= (point/2)
                savegame['hp'] -= (point/2)
                if savegame['sheild_hp']<0:
                    savegame['sheild_hp'] = 0        
            else :
                savegame['hp'] -= point
            pk.dump(savegame,open("./save.p","wb"))    
            
    i = 0
    l = len(weap_list)
    while (i<l and i>=0):
        if pygame.sprite.collide_rect(hero,weap_list[i]):
            weap_sound = sound.create_soundfx('./sounds/weapon_touch.ogg')
            sound.volume(weap_sound,0.7)
            if savegame['sheild_hp']>0:
                savegame['sheild_hp'] -= (point/2)
                savegame['hp'] -= (point/2)
                if savegame['sheild_hp']<0:
                    savegame['sheild_hp'] = 0 
            else:
                savegame['hp'] -= point
            sprite_layers[2].remove_sprite(weap_list[i])
            weap_list.pop(i)
            weap_dir.pop(2*i)
            weap_dir.pop(2*i)
        elif movements1.check_collision(weap_list[i].rect.centerx, weap_list[i].rect.centery, 5*weap_dir[2*i],5*weap_dir[(2*i)+1],weap_list[i].rect.width,\
                                        5, sprite_layers[3]) == (0,0):
            sprite_layers[2].remove_sprite(weap_list[i])
            weap_list.pop(i)
            weap_dir.pop(2*i)
            weap_dir.pop(2*i)
        else :
            weap_list[i].rect.centerx += 5*weap_dir[2*i]
            weap_list[i].rect.centery += 5*weap_dir[(2*i)+1]
            i += 1
        l = len(weap_list)
        pk.dump(savegame,open("./save.p","wb"))
Beispiel #4
0
def remove_weapon(hero, enm, weap_list, weap_dir, point, sprite_layers):
    savegame = pk.load(open("./save.p", "rb"))
    # remove weapons if they collide with hero
    # decrease the HP of player if it collides with any of enemies
    # if player has armor then both armor and hero shares the half of the loss
    j = 0
    for j in range(len(enm)):
        if pygame.sprite.collide_rect(hero, enm[j]):
            weap_sound = sound.create_soundfx('./sounds/weapon_touch.ogg')
            sound.volume(weap_sound, 0.4)
            if savegame['sheild_hp'] > 0:
                savegame['sheild_hp'] -= (point / 2)
                savegame['hp'] -= (point / 2)
                if savegame['sheild_hp'] < 0:
                    savegame['sheild_hp'] = 0
            else:
                savegame['hp'] -= point
            pk.dump(savegame, open("./save.p", "wb"))

    i = 0
    l = len(weap_list)
    while (i < l and i >= 0):
        if pygame.sprite.collide_rect(hero, weap_list[i]):
            weap_sound = sound.create_soundfx('./sounds/weapon_touch.ogg')
            sound.volume(weap_sound, 0.7)
            if savegame['sheild_hp'] > 0:
                savegame['sheild_hp'] -= (point / 2)
                savegame['hp'] -= (point / 2)
                if savegame['sheild_hp'] < 0:
                    savegame['sheild_hp'] = 0
            else:
                savegame['hp'] -= point
            sprite_layers[2].remove_sprite(weap_list[i])
            weap_list.pop(i)
            weap_dir.pop(2 * i)
            weap_dir.pop(2 * i)
        elif movements1.check_collision(weap_list[i].rect.centerx, weap_list[i].rect.centery, 5*weap_dir[2*i],5*weap_dir[(2*i)+1],weap_list[i].rect.width,\
                                        5, sprite_layers[3]) == (0,0):
            sprite_layers[2].remove_sprite(weap_list[i])
            weap_list.pop(i)
            weap_dir.pop(2 * i)
            weap_dir.pop(2 * i)
        else:
            weap_list[i].rect.centerx += 5 * weap_dir[2 * i]
            weap_list[i].rect.centery += 5 * weap_dir[(2 * i) + 1]
            i += 1
        l = len(weap_list)
        pk.dump(savegame, open("./save.p", "wb"))
Beispiel #5
0
def attack(drctn, hero, mon, HP_ENM):
    savegame = pk.load(open("./save.p", "rb"))
    result = -1
    if (drctn == 'right'):
        sword_rect = pygame.Rect(hero.rect.right, hero.rect.centery, 40, 30)
    elif (drctn == 'left'):
        sword_rect = pygame.Rect(hero.rect.left - 30, hero.rect.centery, 40,
                                 30)
    elif (drctn == 'up'):
        sword_rect = pygame.Rect(hero.rect.centerx, hero.rect.top, 30, 40)
    elif (drctn == 'down'):
        sword_rect = pygame.Rect(hero.rect.centerx, hero.rect.bottom, 30, 40)

    i = 0
    for i in range(0, len(mon)):
        if pygame.Rect.colliderect(mon[i].rect, sword_rect):
            sword_sound = sound.create_soundfx('./sounds/sword.ogg')
            sound.volume(sword_sound, 0.4)
            result = i
            break
    else:
        del sword_rect
        result = len(mon) + 1

    if (result != (len(mon) + 1)):
        swrd_have = savegame['eqp_weapon']
        if (swrd_have == None):
            sword_dmg = 0
        elif (swrd_have == 'dagger'):
            sword_dmg = 10.0
        elif (swrd_have == 'sw1'):
            sword_dmg = 15.0
        elif (swrd_have == 'sw2'):
            sword_dmg = 20.0
        elif (swrd_have == 'sw3'):
            sword_dmg = 25.0
        HP_ENM[result] -= sword_dmg
def attack(drctn,hero,mon,HP_ENM):
    savegame=pk.load(open("./save.p","rb"))
    result = -1
    if(drctn=='right'):
        sword_rect=pygame.Rect(hero.rect.right,hero.rect.centery,40,30)
    elif(drctn=='left'):
        sword_rect=pygame.Rect(hero.rect.left-30,hero.rect.centery,40,30)
    elif(drctn=='up'):
        sword_rect=pygame.Rect(hero.rect.centerx,hero.rect.top,30,40)
    elif(drctn=='down'):
        sword_rect=pygame.Rect(hero.rect.centerx,hero.rect.bottom,30,40)
        
    i=0
    for i in range(0,len(mon)):
        if pygame.Rect.colliderect(mon[i].rect,sword_rect):
            sword_sound = sound.create_soundfx('./sounds/sword.ogg')
            sound.volume(sword_sound,0.4)
            result = i
            break
    else:
        del sword_rect
        result = len(mon)+1
   
    if(result != (len(mon)+1)):
        swrd_have=savegame['eqp_weapon']
        if(swrd_have==None):
            sword_dmg=0
        elif(swrd_have=='dagger'):
            sword_dmg=10.0
        elif(swrd_have=='sw1'):
            sword_dmg=15.0
        elif(swrd_have=='sw2'):
            sword_dmg=20.0
        elif(swrd_have=='sw3'):
            sword_dmg=25.0
        HP_ENM[result] -= sword_dmg
Beispiel #7
0
def demo_pygame(file_name,frm):

    # parser the map (it is done here to initialize the
    # window the same size as the map if it is small enough)
    world_map = tiledtmxloader.tmxreader.TileMapParser().parse_decode(file_name)

    # init pygame and set up a screen
    pygame.display.set_caption("tiledtmxloader - " + file_name + \
                                                        " - keys: arrows, 0-9")
    screen_width = min(1024, world_map.pixel_width)
    screen_height = min(768, world_map.pixel_height)
    screen = pygame.display.set_mode((screen_width, screen_height))

    # load the images using pygame
    resources = tiledtmxloader.helperspygame.ResourceLoaderPygame()
    resources.load(world_map)

    # prepare map rendering
    assert world_map.orientation == "orthogonal"

    # renderer
    renderer = tiledtmxloader.helperspygame.RendererPygame()

    #background music
    tunnel2_4_sound = sound.create_music(file_name)
    sound.volume(tunnel2_4_sound,0.2)
    
    # create hero sprite
    if frm==0:
        hero_pos_x = 5*32
        hero_pos_y = 95*32
    else:
        hero_pos_x = 81*32
        hero_pos_y = 62*32
    hero = person.create_person(hero_pos_x, hero_pos_y ,'./images/hero_u2.png')

    # create monster sprites
    mon = []
    mon_dir = []
    mon_image = []
    mon.append(person.create_person(16*32, 82*32,'./images/slime14.png'))
    mon.append(person.create_person(39*32, 82*32,'./images/slime14.png'))
    mon.append(person.create_person(50*32, 82*32,'./images/slime14.png'))
    mon.append(person.create_person(60*32, 82*32,'./images/slime14.png'))
    mon.append(person.create_person(67*32, 82*32,'./images/slime14.png'))
    mon.append(person.create_person(5*32, 74*32,'./images/slime14.png'))
    mon.append(person.create_person(5*32, 47*32,'./images/slime14.png'))
    mon.append(person.create_person(14*32, 47*32,'./images/slime14.png'))
    mon.append(person.create_person(23*32, 33*32,'./images/slime14.png'))
    mon.append(person.create_person(23*32, 20*32,'./images/slime14.png'))
    mon.append(person.create_person(20*32, 8*32,'./images/slime14.png'))
    mon.append(person.create_person(43*32, 8*32,'./images/slime14.png'))
    mon.append(person.create_person(43*32, 24*32,'./images/slime14.png'))
    mon.append(person.create_person(43*32, 41*32,'./images/slime14.png'))
    mon.append(person.create_person(49*32, 47*32,'./images/slime14.png'))
    mon.append(person.create_person(66*32, 47*32,'./images/slime14.png'))
    mon.append(person.create_person(72*32, 32*32,'./images/slime14.png'))
    mon.append(person.create_person(72*32, 23*32,'./images/slime14.png'))
    mon.append(person.create_person(72*32, 8*32,'./images/slime14.png'))
    mon.append(person.create_person(81*32, 8*32,'./images/slime14.png'))
    mon.append(person.create_person(81*32, 19*32,'./images/slime14.png')) 
    mon.append(person.create_person(81*32, 36*32,'./images/slime14.png'))
    mon.append(person.create_person(81*32, 49*32,'./images/slime14.png'))
    mon.append(person.create_person(67*32, 64*32,'./images/slime14.png'))
    mon.append(person.create_person(82*32, 64*32,'./images/slime14.png'))

    #list to save the direcion constraints for enemy's movements
    mon_dir = [-1,0,-1,0,1,0,1,0,1,0,0,-1,1,0,-1,0,0,-1,0,1,1,0,-1,0,0,1,0,-1,1,0,-1,0,0,-1,0,1,1,0,-1,0,0,1,0,-1,0,1,1,0,-1,0]
    
    # cam_offset is for scrolling
    cam_world_pos_x = screen_width/2
    cam_world_pos_y = screen_height/2

    # set initial cam position and size
    renderer.set_camera_position_and_size(cam_world_pos_x, cam_world_pos_y, \
                                        screen_width, screen_height)

    # retrieve the layers
    sprite_layers = tiledtmxloader.helperspygame.get_layers_from_map(resources)

    # filter layers
    sprite_layers = [layer for layer in sprite_layers if not layer.is_object_group]

    # add the hero and monsters to the the right layer
    sprite_layers[1].add_sprite(hero)
    i = 0
    for i in range(len(mon)):
        mon_image.append(1)
        sprite_layers[1].add_sprite(mon[i])

    # portal for entry and exit of hero
    portal1=pygame.Rect(4*32,96*32,3*32,2*32)
    portal2=pygame.Rect(85*32,61*32,1*32,3*32)
        
        
    # variables for the main loop
    clock = pygame.time.Clock()
    running = True # to run while loop
    speed = 10 # hero speed
    mr=ml=md=mu=0 # image variables(change images to show movements of hero)
    h_drctn = 'up'  # direction where hero facing right now
    life = 1 # to keep track wheather hero is alive or not
    arrow_list = [] # contains a list of arrows (currently on screen)
    arrow_dir = [] # directions of arrows

    HP_MON = [10.0]*(len(mon)) # health of monster
    point_arrow = 10.0 # decrease in health of enemy when arrow of hero collides with enemy
    point_enm = 1.0 # decrease in health of hero after collision with enemy
    enm_speed = 8.0 # speed of enemy

    savegame=pk.load(open("./save.p","rb"))
    old_xp = savegame['xp']
    old_level = savegame['h_level']
    old_armor = savegame['sheild_hp']
    old_arrow = savegame['arrow_count']

     # interface code
    c_pos=[cam_world_pos_x, cam_world_pos_y]
    interface=menu.create_interface(renderer,sprite_layers,screen,c_pos) 
    hp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/hp_bar.png') # hp bar interface
    l_g=menu.create_l_g(renderer,sprite_layers,screen,c_pos) # level and gold interface
    [hp_sprite,hp]=menu.create_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos) 
    xp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/exp_bar.png') # x interface
    xp_sprite=menu.create_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos)
    f_i=menu.create_f_i(renderer,sprite_layers,screen,c_pos) # arrow,armor,sword interface
    interf_fight=menu.create_interface_fight(renderer,sprite_layers,screen,c_pos)

    # set up timer for fps printing
    pygame.time.set_timer(pygame.USEREVENT, 1000)

    # mainloop
    while running:
        dt = clock.tick(50)
        savegame=pk.load(open("./save.p","rb"))

        # event handling
        for event in pygame.event.get():
            if (event.type == pygame.QUIT):
                running = False
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_w and savegame['arrow_count'] > 0:
                    enemy_attack.create_arrow(arrow_list,arrow_dir,h_drctn,hero,sprite_layers) # create arrow on pressing 'w'
                    remove_mon(HP_MON,mon,mon_dir,mon_image,sprite_layers) # remove monster sprite if health bacomes zero
                    savegame['arrow_count'] -= 1 # decrease the arrow count and update in the dictionary
                    pk.dump(savegame,open("./save.p","wb")) # save the changes of dictionary
                elif event.key == pygame.K_a:
                     # attack with sword on pressing 'a'
                    enemy_attack.attack(h_drctn,hero,mon,HP_MON)
                    remove_mon(HP_MON,mon,mon_dir,mon_image,sprite_layers)

            # interface update
            menu.update_lg(l_g,c_pos)
            menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0)
            menu.update_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos,0)
            menu.update_f_i(f_i,c_pos)

        # calling hero_move() function for hero's movements
        mov = movements1.hero_move(mr,ml,md,mu,hero_pos_x,hero_pos_y,hero,speed,sprite_layers[3])
        mr = mov[0]
        ml = mov[1]
        md = mov[2]
        mu = mov[3]
        hero_pos_x = mov[4]
        hero_pos_y = mov[5]

        # to detect the direction of hero
        if(mu>1):
            h_drctn='up'
        elif(mr>1):
            h_drctn='right'
        elif(md>1):
            h_drctn='down'
        elif(ml>1):
            h_drctn='left'

        # decresing the HP of player if collides any of the monsters
        # if HP becomes zero then start the game again
        for i in range(len(mon)):
            if pygame.sprite.collide_rect(hero,mon[i]):
                ouch_sound = sound.create_soundfx('./sounds/weapon_touch.ogg')
                sound.volume(ouch_sound,0.4)
                if savegame['sheild_hp']>0:
                    savegame['sheild_hp'] -= (point_enm/2)
                    savegame['hp'] -= (point_enm/2)
                    if savegame['sheild_hp']<0:
                        savegame['sheild_hp'] = 0
                else :
                    savegame['hp'] -= point_enm 
                    if savegame['hp'] <= 0:
                        sound.stop_soundfx(tunnel2_4_sound)
                        savegame['xp'] = old_xp
                        savegame['h_level'] = old_level
                        savegame['sheild_hp'] = old_armor
                        savegame['arrow_count'] = old_arrow
                        savegame['hp'] = savegame['max_hp']
                        pk.dump(savegame,open("./save.p","wb"))
                        menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0)
                        life = 0
                        running = False
                pk.dump(savegame,open("./save.p","wb"))

        (mon_dir,mon,mon_image) = move_mon(mon_dir,mon,mon_image,sprite_layers,enm_speed) # monsters's movement
        enemy_attack.remove_arrow(arrow_list,mon,HP_MON,arrow_dir,sprite_layers,point_arrow) # remove arrow if it goes out of the screen
        remove_mon(HP_MON,mon,mon_dir,mon_image,sprite_layers) # remove monsters
        menu.update_lg(l_g,c_pos) #interface update
        
        # adjust camera according to the hero's position, follow him
        # (don't make the hero follow the cam, maybe later you want different
        #  objects to be followed by the cam)
        cam_pos_x = hero.rect.centerx
        cam_pos_y = hero.rect.centery
        if hero.rect.centerx <= 520 :
            cam_pos_x = 520
        elif hero.rect.centerx >=2336:
            cam_pos_x = 2336
        if hero.rect.centery >= 2875:
            cam_pos_y = 2875
        elif hero.rect.centery <=408:
            cam_pos_y = 408
        renderer.set_camera_position(cam_pos_x,cam_pos_y)

        # interface update
        c_pos=(cam_pos_x,cam_pos_y)
        interface.rect.topleft=(c_pos[0]-512,c_pos[1]-384)
        hp_sprite.rect.topleft=(c_pos[0]-400,c_pos[1]-382)
        xp_sprite.rect.topleft=(c_pos[0]-400,c_pos[1]-345)
        l_g.rect.topleft=(c_pos[0]-508,c_pos[1]-381)
        f_i.rect.bottomright=(c_pos[0]+500,c_pos[1]+350)
        interf_fight.rect.bottomright=(c_pos[0]+512,c_pos[1]+384)

        # next map
        if pygame.Rect.colliderect(hero.rect,portal1) or pygame.Rect.colliderect(hero.rect,portal2) :
            portal=True
            sound.stop_soundfx(tunnel2_4_sound)
            running=False

        # clear screen, might be left out if every pixel is redrawn anyway
        screen.fill((0, 0, 0))
        (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)

    # Game restarts              
    if life == 0:
        demo_pygame('./maps/tunnel2_4.tmx',0)

    elif portal==True:
        shifty1.demo_pygame('./maps/village1.tmx',1)
def demo_pygame(file_name,frm):

    #portal
    portal=False

    # parser the map (it is done here to initialize the
    # window the same size as the map if it is small enough)
    world_map = tiledtmxloader.tmxreader.TileMapParser().parse_decode(file_name)

    # init pygame and set up a screen
    pygame.display.set_caption("tiledtmxloader - " + file_name + \
                                                        " - keys: arrows, 0-9")
    screen_width = min(1024, world_map.pixel_width)
    screen_height = min(768, world_map.pixel_height)
    screen = pygame.display.set_mode((screen_width, screen_height))

    # load the images using pygame
    resources = tiledtmxloader.helperspygame.ResourceLoaderPygame()
    resources.load(world_map)

    # prepare map rendering
    assert world_map.orientation == "orthogonal"

    # renderer
    renderer = tiledtmxloader.helperspygame.RendererPygame()

    #background music
    mountain_top_sound = sound.create_music(file_name)
    sound.volume(mountain_top_sound,0.1)
    
    # create hero
    hero_pos_x = 3*32
    hero_pos_y = 17*32
    hero = person.create_person(hero_pos_x, hero_pos_y,'./images/hero_u2.png')

    # create enemy sprites
    enm = []
    enm.append(person.create_person(19*32, 8*32,'./images/s1.png'))
    enm.append(person.create_person(19*32, 22*32,'./images/s2.png'))
    enm.append(person.create_person(24*32, 11*32,'./images/s1.png'))
    enm.append(person.create_person(26*32, 19*32,'./images/s2.png'))
    lizard = person.create_person(12*32, 22*32,'./images/lizard.png')

    # create the rectangle for portal
    portal1=pygame.Rect(16*32,3*32,3*32,1*32)
    
    # cam_offset is for scrolling
    cam_world_pos_x = 516
    cam_world_pos_y = 404

    # set initial cam position and size
    renderer.set_camera_position_and_size(cam_world_pos_x, cam_world_pos_y, \
                                        screen_width, screen_height)

    # retrieve the layers
    sprite_layers = tiledtmxloader.helperspygame.get_layers_from_map(resources)

    # filter layers
    sprite_layers = [layer for layer in sprite_layers if not layer.is_object_group]

    # add the hero and enemies the the right layer
    sprite_layers[1].add_sprite(hero)
    
    # variables for the main loop
    clock = pygame.time.Clock()
    running = True # to run while loop
    speed = 5 # hero speed
    mr=ml=md=mu=0 # image variables(change images to show movements of hero)
    
    flag_lizard = 0 # a variable to check when to add crab's sprite
    tic_flag = 0
    drctn='down'  # direction where hero facing right now
    life = 1 # to keep track wheather hero is alive or not
    dx_enm = [-1,1,1,-1] # list of direction in x of enemies
    dy_enm = [1,-1,1,-1] # list of direction in y of enemies
    left_enm = [15*32,16*32,21*32,23*32] # left collision coordinate for enemies(after which it will return back)
    right_enm = [21*32,23*32,26*32,29*32] # right collision coordinate for enemies(after which it will return back)
    weap_dir = [] # directions of weapons 
    weap_list = [] # contains a list of weapons (currently on screen) 
    arrow_list = [] # contains a list of arrows (currently on screen)
    arrow_dir = [] # directions of arrows
    gold = [] # contains a list of gold (currently on screen)
    heart = [] # contains a list of heart (currently on screen)
    flag_enm = 0

    point_weapon = 1.0 # decrease in health of hero when weapon of enemy collides with hero
    point_arrow = 15.0 # decrease in health of enemy when arrow of hero collides with enemy
    lizard_attack = 10.0 # attack of lizard
    point_heal = 10.0 # increase in health after healing
    HP_LIZARD = 30.0 # health of lizard
    gold_increase = 5
    gold_increase = 5 # increase in health of hero after getting gold
    heart_increase = 5.0 # increase in health of hero after getting heart
    speed_enm = 6 # speed of enemy
    HP_ENM = [100.0,100.0,100.0,100.0] # health of enemies
    hero_attack = 10 # hero attack
    defense_hero = 5 # hero defense

    #old variables to restore if hero dies in this map
    savegame=pk.load(open("save.p","rb"))
    old_xp = savegame['xp']
    old_level = savegame['h_level']
    old_gold = savegame['gold']
    old_armor = savegame['sheild_hp']
    old_arrow = savegame['arrow_count']

    # interface code
    c_pos=[cam_world_pos_x, cam_world_pos_y]
    interface=menu.create_interface(renderer,sprite_layers,screen,c_pos) 
    hp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/hp_bar.png') # hp bar interface
    l_g=menu.create_l_g(renderer,sprite_layers,screen,c_pos) # level and gold interface
    [hp_sprite,hp]=menu.create_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos)
    xp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/exp_bar.png') # xp interface
    xp_sprite=menu.create_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos) # arrow,armor,sword interface
    f_i=menu.create_f_i(renderer,sprite_layers,screen,c_pos) # arrow,armor,sword interface
    interf_fight=menu.create_interface_fight(renderer,sprite_layers,screen,c_pos)

    # set up timer for fps printing
    pygame.time.set_timer(pygame.USEREVENT, 1000)

    # mainloop
    while running:
        dt = clock.tick()
        savegame=pk.load(open("./save.p","rb"))

        #set coordinates on which turn based fighting appears
        if(hero_pos_x > 5*32 and flag_lizard == 0):    
            flag_lizard = 1
        elif (hero_pos_x > 16*32 and flag_enm == 0):
            flag_enm = 1
            
        # event handling
        for event in pygame.event.get():
            if (event.type == pygame.QUIT or portal == True):
                running = False
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_w and ['arrow_count'] > 0 and flag_enm == 2:
                    enemy_attack.create_arrow(arrow_list,arrow_dir,drctn,hero,sprite_layers) # create arrow on pressing 'w'
                    enemy_attack.remove_enm(HP_ENM,enm,dx_enm,right_enm,left_enm,dy_enm,sprite_layers,gold,heart) # remove enemy sprite if health bacomes zero
                    savegame['arrow_count'] -=1 # decrease the arrow count and update in the dictionary
                    pk.dump(savegame,open("./save.p","wb")) # save the changes of dictionary
                elif event.key == pygame.K_a:
                    # attack with sword on pressing 'a'
                    enemy_attack.attack(drctn,hero,enm,HP_ENM)
                    enemy_attack.remove_enm(HP_ENM,enm,dx_enm,right_enm,left_enm,dy_enm,sprite_layers,gold,heart) # remove enemy sprite if health bacomes zero

            # interface update
            menu.update_lg(l_g,c_pos)
            menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0)
            menu.update_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos,0)
            menu.update_f_i(f_i,c_pos)
            
        # add lizard sprite for turn based fighting
        if(flag_lizard == 1):
            sprite_layers[1].add_sprite(lizard)
            flag_lizard = 2
            (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)

        # loop for turn based fighting until lizard doesn't die
        while(HP_LIZARD > 0 and flag_lizard==2 ):
            for event in pygame.event.get():
                # heal on pressing 'h'
                if event.type == pygame.KEYDOWN and event.key == pygame.K_h and tic_flag==0:
                    heal_sound = sound.create_soundfx('./sounds/heal.ogg')
                    sound.volume(heal_sound,0.4)
                    heal = person.create_person(hero.rect.centerx,hero.rect.top+11,'./images/heal_1.png')  # create the heal sprite
                    sprite_layers[2].add_sprite(heal) # add the sprite to the right layer
                    savegame['hp'] += point_heal # increase the health and upadte in the dictionary
                    if savegame['hp'] > savegame['max_hp']:
                        savegame['hp'] = savegame['max_hp']
                    pk.dump(savegame,open("./save.p","wb")) # save the changes in dictionary
                    # interface update
                    menu.update_lg(l_g,c_pos)
                    menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0)
                    menu.update_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos,0)
                    # image update
                    while tic_flag<=13:
                        heal.image=pygame.image.load('./images/heal_1.png')
                        (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                        heal.image=pygame.image.load('./images/heal_2.png')
                        (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                        heal.image=pygame.image.load('./images/heal_3.png')
                        (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                        tic_flag += 1
                    tic_flag = 25
                    # remove the heal sprite
                    sprite_layers[2].remove_sprite(heal)
                    # rendering
                    (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)               
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_a and tic_flag==0:
                    # hero attacks on pressing 'a'
                    sword_sound = sound.create_soundfx('./sounds/sword.ogg')
                    sound.volume(sword_sound,0.4)
                    var_attack_hero = random.randint(hero_attack-2.0, hero_attack+2.0)
                    HP_LIZARD -= var_attack_hero # lizard's health decreases
                    enemy_attack.create_score(var_attack_hero)
                    # lizard's image changes after hero attacks
                    lizard.image=pygame.image.load('./images/lizard_1.png')
                    (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                    lizard.image=pygame.image.load('./images/lizard_2.png')
                    (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                    lizard.image=pygame.image.load('./images/lizard_3.png')
                    (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                    # create the score sprite and add it
                    score = person.create_person(16*32,17*32,'./images/sample-out.png')
                    sprite_layers[1].add_sprite(score)
                    while(tic_flag<25):
                        score.rect.centery -= 2
                        tic_flag += 1
                        if(tic_flag == 25): sprite_layers[1].remove_sprite(score)
                        (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                    lizard.image=pygame.image.load('./images/lizard.png')
                    (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
            if tic_flag == 25:
                pygame.time.delay(1000)
                # lizard attacks
                var_attack_lizard = random.randint(lizard_attack-2.0,lizard_attack+2.0)
                var_defense_hero = random.randint(defense_hero-3.0,defense_hero)
                sh = (var_attack_lizard - var_defense_hero)
                if  sh<0 : sh = 0
                enemy_attack.create_score(sh)
                savegame['hp'] -= (sh)
                pk.dump(savegame,open("./save.p","wb"))
                # lizard's image changes when it attacks
                shine = 0
                while shine < 10 :
                    lizard.image=pygame.image.load('./images/lizard(1).png')
                    (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                    lizard.image=pygame.image.load('./images/lizard.png')
                    (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                    shine += 1
                turnbase_sound = sound.create_soundfx('./sounds/turnbase_touch.ogg')
                sound.volume(turnbase_sound,0.4)
                # interface update
                menu.update_lg(l_g,c_pos)
                menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0)
                menu.update_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos,0)
                # create the score sprite and add it  
                score = person.create_person(hero_pos_x-32,hero_pos_y-32,'./images/sample-out.png')
                sprite_layers[1].add_sprite(score)
                while(tic_flag>0):
                    score.rect.centery += 2
                    tic_flag -= 1
                    if(tic_flag == 0): sprite_layers[1].remove_sprite(score)
                    (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)

        # if lizard's HP is zero then remove its sprite
        if(HP_LIZARD <= 0) :
            sprite_layers[1].remove_sprite(lizard)
            HP_LIZARD = 10000.0
            flag_lizard = 3

        # increase the xp of player after killing the lizard
        if(flag_lizard == 3):
            savegame=pk.load(open("./save.p","rb"))
            savegame['xp'] +=20
            pk.dump(savegame,open("./save.p","wb"))
            flag_lizard = 4

        # add enemies after a particular coordinate
        if flag_enm == 1:
            i = 0
            for i in range(len(enm)):
                sprite_layers[1].add_sprite(enm[i])
            flag_enm = 2 
            
        # calling hero_move() function for hero's movements
        mov = movements1.hero_move(mr,ml,md,mu,hero_pos_x,hero_pos_y,hero,speed,sprite_layers[3])
        mr = mov[0]
        ml = mov[1]
        md = mov[2]
        mu = mov[3]
        hero_pos_x = mov[4]
        hero_pos_y = mov[5]

        # to detect the direction of hero
        if(mu>1):
            drctn='up'
        elif(mr>1):
            drctn='right'
        elif(md>1):
            drctn='down'
        elif(ml>1):
            drctn='left'

        if flag_enm == 2:
            enemy_attack.create_weapons(weap_list,sprite_layers,enm,weap_dir,dy_enm,0) # create the weapons
            enemy_attack.move_enemy(enm,right_enm,left_enm,dx_enm,speed_enm)   # random movement of enemy
            enemy_attack.remove_arrow(arrow_list,enm,HP_ENM,arrow_dir,sprite_layers,point_arrow) # remove arrow if it goes out of the screen
            enemy_attack.remove_weapon(hero,enm,weap_list,weap_dir,point_weapon,sprite_layers) # remove weapon
            enemy_attack.remove_enm(HP_ENM,enm,dx_enm,right_enm,left_enm,dy_enm,sprite_layers,gold,heart) # remove enemy if health of enemy becomes zero
        
        i = 0
        l = len(gold)
        # if hero collides with gold sprite then increase the gold count and remove the sprite
        while(i>=0 and i<l):
            if pygame.sprite.collide_rect(hero,gold[i]):
                savegame=pk.load(open("./save.p","rb"))
                savegame['gold'] += gold_increase
                pk.dump(savegame,open("./save.p","wb"))
                gold_sound = sound.create_soundfx('./sounds/gold_heart.ogg')
                sound.volume(gold_sound,0.3)
                sprite_layers[1].remove_sprite(gold[i])
                gold.pop(i)
            else: i+= 1
            l = len(gold)
            
        i = 0
        l = len(heart)
        # if hero collides with heart sprite then increase the hp and remove the sprite
        while(i>=0 and i<l):
            if pygame.sprite.collide_rect(hero,heart[i]):
                savegame=pk.load(open("./save.p","rb"))
                savegame['hp'] += heart_increase
                if savegame['hp'] > savegame['max_hp']:
                    savegame['hp'] = savegame['max_hp']
                pk.dump(savegame,open("./save.p","wb"))
                heart_sound = sound.create_soundfx('./sounds/gold_heart.ogg')
                sound.volume(heart_sound,0.3)
                sprite_layers[1].remove_sprite(heart[i])
                heart.pop(i)
            else: i+= 1
            l = len(heart)
        
        if savegame['hp'] <= 0:
            # game starts again if player dies
            sound.stop_soundfx(mountain_top_sound)
            savegame['xp'] = old_xp
            savegame['h_level'] = old_level
            savegame['gold'] = old_gold
            savegame['sheild_hp'] = old_armor
            savegame['arrow_count'] = old_arrow
            savegame['hp'] = savegame['max_hp']
            pk.dump(savegame,open("./save.p","wb"))
            menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0)
            life = 0
            running = False
        elif len(enm)==0 and len(heart)==0 and len(gold)==0 and HP_LIZARD==10000.0:
            # another map starts
            l = len(weap_list)
            while(i>=0 and i<l):
                sprite_layers[2].remove_sprite(weap_list[i])
                weap_list.pop(i)
                l = len(enm)
            i = 0
            l = len(arrow_list)
            while(i>=0 and i<l):
                sprite_layers[1].remove_sprite(arrow_list[i])
                arrow_list.pop(i)
                l = len(arrow_list)
            sound.stop_soundfx(mountain_top_sound)
            render_update(renderer,sprite_layers,screen)
            portal=True
         
        # adjust camera according to the hero's position, follow him
        cam_pos_x = hero.rect.centerx
        cam_pos_y = hero.rect.centery
        if hero.rect.centerx <= 516 :
            cam_pos_x = 516
        elif hero.rect.centerx >=766:
            cam_pos_x = 766
        if hero.rect.centery <=404:
            cam_pos_y = 404
        elif hero.rect.centery >=570:
            cam_pos_y = 570
        renderer.set_camera_position(cam_pos_x,cam_pos_y)

        # adjust camera according to the hero's position, follow him
        c_pos=(cam_pos_x,cam_pos_y)
        interface.rect.topleft=(c_pos[0]-512,c_pos[1]-384)
        hp_sprite.rect.topleft=(c_pos[0]-400,c_pos[1]-382)
        xp_sprite.rect.topleft=(c_pos[0]-400,c_pos[1]-345)
        l_g.rect.topleft=(c_pos[0]-508,c_pos[1]-381)
        f_i.rect.bottomright=(c_pos[0]+500,c_pos[1]+350)
        interf_fight.rect.bottomright=(c_pos[0]+512,c_pos[1]+380)

        # clear screen, might be left out if every pixel is redrawn anyway
        screen.fill((0, 0, 0))
        (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
        
    if life == 0:
        demo_pygame('./maps/mountain_top.tmx',0)
    elif portal==True:
        pal_lava.main()
Beispiel #9
0
def demo_pygame(file_name,frm):

    # parser the map (it is done here to initialize the
    # window the same size as the map if it is small enough)
    world_map = tiledtmxloader.tmxreader.TileMapParser().parse_decode(file_name)

    # init pygame and set up a screen
    pygame.display.set_caption("tiledtmxloader - " + file_name + \
                                                        " - keys: arrows, 0-9")
    screen_width = min(1024, world_map.pixel_width)
    screen_height = min(768, world_map.pixel_height)
    screen = pygame.display.set_mode((screen_width, screen_height))

    # load the images using pygame
    resources = tiledtmxloader.helperspygame.ResourceLoaderPygame()
    resources.load(world_map)

    # prepare map rendering
    assert world_map.orientation == "orthogonal"

    # renderer
    renderer = tiledtmxloader.helperspygame.RendererPygame()

    #background music
    tunnel3_sound = sound.create_music(file_name)
    sound.volume(tunnel3_sound,0.1)
    
    # create hero,enemy sprites
    hero_pos_x = 12*32
    hero_pos_y = 3*32
    hero = person.create_person(hero_pos_x, hero_pos_y,'./images/hero_u2.png')
    
    # create enemy,crabs and ring sprites
    enm1 = person.create_person(6*32, 22*32,'./images/slime_d1.png')
    enm2 = person.create_person(16*32, 22*32,'./images/slime_d1.png')
    crab = person.create_person(30*32, 38*32,'./images/crab.png')
    crab1 = person.create_person(49*32, 38*32,'./images/crab.png')
    ring = person.create_person(49*32, 33*32,'./images/ring.png')
    
    # cam_offset is for scrolling
    cam_world_pos_x = screen_width
    cam_world_pos_y = screen_height

    # set initial cam position and size
    renderer.set_camera_position_and_size(cam_world_pos_x, cam_world_pos_y, \
                                        screen_width, screen_height)

    # retrieve the layers
    sprite_layers = tiledtmxloader.helperspygame.get_layers_from_map(resources)

    # filter layers
    sprite_layers = [layer for layer in sprite_layers if not layer.is_object_group]

    # add the hero and enemies to the right layer
    sprite_layers[1].add_sprite(hero)
    sprite_layers[1].add_sprite(enm1)
    sprite_layers[1].add_sprite(enm2)
    
    # variables for the main loop
    clock = pygame.time.Clock()
    running = True  # to run while loop
    speed = 7  # hero speed
    mr=ml=md=mu=0  # image variables(change images to show movements of hero)
    
    flag_crab = 0  # a variable to check when to add crab's sprite
    drctn='down' # direction where hero facing right now
    life = 1 # to keep track wheather hero is alive or not
    enm =[enm1,enm2] # list of enemy sprites
    dx_enm = [1,1] # list of direction in x of enemies
    dy_enm = [-1,-1] # list of direction in y of enemies
    left_enm = [1*32,9*32] # left collision coordinate for enemies(after which it will return back)
    right_enm = [12*32,21*32] # right collision coordinate for enemies(after which it will return back)
    weap_dir = [] # directions of weapons 
    weap_list = [] # contains a list of weapons (currently on screen) 
    arrow_list = [] # contains a list of arrows (currently on screen)
    arrow_dir = [] # directions of arrows
    # contains a list of enemy images
    enmimages = ['./images/slime_d1.png','./images/slime_d2.png','./images/slime_d3.png','./images/slime_u1.png','./images/slime_u2.png','./images/slime_u3.png']
    gold = [] # contains a list of gold (currently on screen)
    heart = [] # contains a list of heart (currently on screen)
    image_variable = [0,0]
    flag_ring = 0
    tic_flag = 0
    x = 0
    portal1 = pygame.Rect(58*32,28*32,2*32,8*32)
    portal=False

    point_weapon = 2.0 # decrease in health of hero when weapon of enemy collides with hero
    point_arrow = 15.0 # decrease in health of enemy when arrow of hero collides with enemy
    crab_attack = 10.0 # attack of crab
    point_heal = 20.0 # increase in health after healing
    HP_CRAB = 30.0 # health of crab
    gold_increase = 5 # increase in health of hero after getting gold
    heart_increase = 5.0 # increase in health of hero after getting heart
    speed_enm = 6 # speed of enemy
    HP_ENM = [100.0,100.0] # health of enemies
    hero_attack = 10 # hero attack
    defense_hero = 5 # hero defense

    #old variables to restore if hero dies in this map
    savegame=pk.load(open("./save.p","rb"))
    old_xp = savegame['xp']
    old_level = savegame['h_level']
    old_gold = savegame['gold']
    old_armor = savegame['sheild_hp']
    old_arrow = savegame['arrow_count']
    
    # interface code
    c_pos=[cam_world_pos_x, cam_world_pos_y]
    interface=menu.create_interface(renderer,sprite_layers,screen,c_pos) 
    hp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/hp_bar.png') # hp bar interface
    l_g=menu.create_l_g(renderer,sprite_layers,screen,c_pos) # level and gold interface
    [hp_sprite,hp]=menu.create_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos)
    xp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/exp_bar.png') # xp interface
    xp_sprite=menu.create_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos)
    f_i=menu.create_f_i(renderer,sprite_layers,screen,c_pos) # arrow,armor,sword interface
    interf_fight=menu.create_interface_fight(renderer,sprite_layers,screen,c_pos)
    
    # set up timer for fps printing
    pygame.time.set_timer(pygame.USEREVENT, 1000)

    # mainloop
    while running:
        dt = clock.tick(50)
        savegame=pk.load(open("./save.p","rb"))
        
        #set coordinates on which turn based fighting appears
        if(hero_pos_x > 24*32 and flag_crab == 0 and len(enm)==0):    
            flag_crab = 1
        if(hero_pos_x > 43*32 and flag_crab == 2):
            flag_crab = 3
           
        # event handling
        for event in pygame.event.get():
            if (event.type == pygame.QUIT):
                running = False
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_w and savegame['arrow_count'] > 0:
                    enemy_attack.create_arrow(arrow_list,arrow_dir,drctn,hero,sprite_layers) # create arrow on pressing 'w'
                    enemy_attack.remove_enm(HP_ENM,enm,dx_enm,right_enm,left_enm,dy_enm,sprite_layers,gold,heart) # remove enemy sprite if health bacomes zero
                    savegame['arrow_count'] -=1 # decrease the arrow count and update in the dictionary
                    pk.dump(savegame,open("./save.p","wb")) # save the changes of dictionary
                elif event.key == pygame.K_a:
                    # attack with sword on pressing 'a'
                    enemy_attack.attack(drctn,hero,enm,HP_ENM)
                    enemy_attack.remove_enm(HP_ENM,enm,dx_enm,right_enm,left_enm,dy_enm,sprite_layers,gold,heart) # remove enemy sprite if health bacomes zero

            # interface update
            menu.update_lg(l_g,c_pos)
            menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0)
            menu.update_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos,0)
            menu.update_f_i(f_i,c_pos)

        # if one enemy dies then other enemy's walking area increases(other enemy covers the region of previous enemy)            
        if len(enm)==1:
            right_enm[0] = 19*32
            left_enm[0] = 2*32
            
        # add crab sprite for turn based fighting
        if(flag_crab == 1):
            sprite_layers[1].add_sprite(crab)
            flag_crab = 2
            x = 35
            (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
        elif(flag_crab == 3):
            crab = crab1
            x = 54
            sprite_layers[1].add_sprite(crab)
            HP_CRAB = 30.0
            flag_crab = 4
            (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)

        # loop for turn based fighting until crab doesn't die
        while(HP_CRAB > 0 and (flag_crab==2 or flag_crab==4)):
            for event in pygame.event.get():
                # heal on pressing 'h'
                if event.type == pygame.KEYDOWN and event.key == pygame.K_h and tic_flag==0:
                    heal_sound = sound.create_soundfx('./sounds/heal.ogg')
                    sound.volume(heal_sound,0.4)
                    heal = person.create_person(hero.rect.centerx,hero.rect.top+11,'./images/heal_1.png') # create the heal sprite
                    sprite_layers[2].add_sprite(heal) # add the sprite to the right layer
                    savegame['hp'] += point_heal # increase the health and upadte in the dictionary
                    if savegame['hp'] > savegame['max_hp']:
                        savegame['hp'] = savegame['max_hp']
                    pk.dump(savegame,open("./save.p","wb")) # save the changes in dictionary
                    # interface update
                    menu.update_lg(l_g,c_pos)
                    menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0)
                    menu.update_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos,0)
                    # image update
                    while tic_flag<=13:
                        heal.image=pygame.image.load('./images/heal_1.png')
                        (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                        heal.image=pygame.image.load('./images/heal_2.png')
                        (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                        heal.image=pygame.image.load('./images/heal_3.png')
                        (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                        tic_flag += 1
                    tic_flag = 25
                    # remove the heal sprite
                    sprite_layers[2].remove_sprite(heal)
                    # rendering
                    (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_a and tic_flag==0:
                    # hero attacks on pressing 'a'
                    sword_sound = sound.create_soundfx('./sounds/sword.ogg')
                    sound.volume(sword_sound,0.4)
                    var_attack_hero = random.randint(hero_attack-2.0, hero_attack+2.0)
                    HP_CRAB -= var_attack_hero # crab's health decreases
                    enemy_attack.create_score(var_attack_hero)
                    # crab's image changes after hero attacks
                    crab.image=pygame.image.load('./images/crab_1.png')
                    (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                    crab.image=pygame.image.load('./images/crab_2.png')
                    (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                    crab.image=pygame.image.load('./images/crab_3.png')
                    (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                    crab.image=pygame.image.load('./images/crab_3.png')
                    # create the score sprite and add it
                    score = person.create_person(x*32,32*32,'./images/sample-out.png')
                    sprite_layers[1].add_sprite(score)
                    while(tic_flag<25):
                        score.rect.centery -= 2
                        tic_flag += 1
                        if(tic_flag == 25): sprite_layers[1].remove_sprite(score)
                        (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                    crab.image=pygame.image.load('./images/crab.png')
            if tic_flag == 25:
                pygame.time.delay(1000)
                # crab attacks
                var_attack_crab = random.randint(crab_attack-2.0,crab_attack+2.0)
                var_defense_hero = random.randint(defense_hero-3.0,defense_hero)
                sh = (var_attack_crab - var_defense_hero)
                if  sh<0 : sh = 0
                enemy_attack.create_score(sh)
                savegame['hp'] -= (sh)
                pk.dump(savegame,open("./save.p","wb"))
                # crab's image changes when it attacks
                shine = 0
                while shine < 10 :
                    crab.image=pygame.image.load('./images/crab(1).png')
                    (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                    crab.image=pygame.image.load('./images/crab.png')
                    (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                    shine += 1
                turnbase_sound = sound.create_soundfx('./sounds/turnbase_touch.ogg')
                sound.volume(turnbase_sound,0.4)
                # interface update
                menu.update_lg(l_g,c_pos)
                menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0)
                menu.update_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos,0)
                # create the score sprite and add it  
                score = person.create_person(hero_pos_x-32,hero_pos_y-32,'./images/sample-out.png')
                sprite_layers[1].add_sprite(score)
                while(tic_flag>0):
                    score.rect.centery += 2
                    tic_flag -= 1
                    if(tic_flag == 0): sprite_layers[1].remove_sprite(score)
                    (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
                    
        # if crab's HP is zero then remove its sprite
        if(HP_CRAB <= 0) :
            sprite_layers[1].remove_sprite(crab)

        # add the ring sprite when second crab dies
        if(x==54):
            sprite_layers[1].add_sprite(ring)

        # increase the xp of player after killing the crab
        if(x==35 or x==54):
            savegame['xp'] +=15
            pk.dump(savegame,open("./save.p","wb"))
            x = 30

        # remove sprite when hero collides ring
        if pygame.sprite.collide_rect(hero,ring) and flag_ring!=1:
            ring_sound = sound.create_soundfx('./sounds/gold_heart.ogg')
            sound.volume(ring_sound,0.5)
            sprite_layers[1].remove_sprite(ring)
            flag_ring = 1
            ring_take=person.create_person(hero.rect.centerx,hero.rect.centery+200,'./images/ring_take.png')
            sprite_layers[2].add_sprite(ring_take)
            (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
            i=0
            while(i!=1): # Infinite loop until menu is to be removed
                for event in pygame.event.get():
                    if (event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE):
                        i=1
                continue
            sprite_layers[2].remove_sprite(ring_take)

        # calling hero_move() function for hero's movements
        mov = movements1.hero_move(mr,ml,md,mu,hero_pos_x,hero_pos_y,hero,speed,sprite_layers[3])
        mr = mov[0]
        ml = mov[1]
        md = mov[2]
        mu = mov[3]
        hero_pos_x = mov[4]
        hero_pos_y = mov[5]

        # to detect the direction of hero
        if(mu>1):
            drctn='up'
        elif(mr>1):
            drctn='right'
        elif(md>1):
            drctn='down'
        elif(ml>1):
            drctn='left'

        enemy_attack.create_weapons(weap_list,sprite_layers,enm,weap_dir,dy_enm,0) # create the weapons
        enemy_attack.move_enemy(enm,right_enm,left_enm,dx_enm,speed_enm)  # random movement of enemy
        enemy_attack.dir_update(enm,hero,dy_enm) # direction update of enemy
        enemy_attack.image_update(enm,image_variable,dy_enm,enmimages) # image update of enemy

        enemy_attack.remove_arrow(arrow_list,enm,HP_ENM,arrow_dir,sprite_layers,point_arrow) # remove arrow if it goes out of the screen
        enemy_attack.remove_enm(HP_ENM,enm,dx_enm,right_enm,left_enm,dy_enm,sprite_layers,gold,heart) # remove enemy if health of enemy becomes zero
        enemy_attack.remove_weapon(hero,enm,weap_list,weap_dir,point_weapon,sprite_layers) # remove weapon

        # interface update
        menu.update_f_i(f_i,c_pos)

        i = 0
        l = len(gold)
        # if hero collides with gold sprite then increase the gold count and remove the sprite
        while(i>=0 and i<l):
            if pygame.sprite.collide_rect(hero,gold[i]):
                savegame=pk.load(open("./save.p","rb"))
                savegame['gold'] += gold_increase
                pk.dump(savegame,open("./save.p","wb"))
                gold_sound = sound.create_soundfx('./sounds/gold_heart.ogg')
                sound.volume(gold_sound,0.3)
                sprite_layers[1].remove_sprite(gold[i])
                gold.pop(i)
            else: i+= 1
            l = len(gold)

        # if hero collides with heart sprite then increase the hp and remove the sprite
        i = 0
        l = len(heart)
        while(i>=0 and i<l):
            if pygame.sprite.collide_rect(hero,heart[i]):
                savegame=pk.load(open("./save.p","rb"))
                savegame['hp'] += heart_increase
                if savegame['hp'] > savegame['max_hp']:
                    savegame['hp'] = savegame['max_hp']
                pk.dump(savegame,open("./save.p","wb"))
                heart_sound = sound.create_soundfx('./sounds/gold_heart.ogg')
                sound.volume(heart_sound,0.3)
                sprite_layers[1].remove_sprite(heart[i])
                heart.pop(i)
            else: i+= 1
            l = len(heart)

        # game starts again if player dies
        if savegame['hp'] <= 0:
            sound.stop_soundfx(tunnel3_sound)
            savegame['xp'] = old_xp
            savegame['h_level'] = old_level
            savegame['gold'] = old_gold
            savegame['sheild_hp'] = old_armor
            savegame['arrow_count'] = old_arrow
            savegame['hp'] = savegame['max_hp']
            pk.dump(savegame,open("./save.p","wb"))
            menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0)
            life = 0
            running = False

        # another map starts 
        if (flag_ring==1 and pygame.Rect.colliderect(hero.rect,portal1)):
            portal=True
            sound.stop_soundfx(tunnel3_sound)
            running=False

            
        # adjust camera according to the hero's position, follow him
        cam_pos_x = hero.rect.centerx
        cam_pos_y = hero.rect.centery
        if hero.rect.centerx <= 524 :
            cam_pos_x = 524
        elif hero.rect.centerx >=1459:
            cam_pos_x = 1459
        if hero.rect.centery <=406:
            cam_pos_y = 406
        renderer.set_camera_position(cam_pos_x,cam_pos_y)

        # interface update
        c_pos=(cam_pos_x,cam_pos_y)
        interface.rect.topleft=(c_pos[0]-512,c_pos[1]-384)
        hp_sprite.rect.topleft=(c_pos[0]-400,c_pos[1]-382)
        xp_sprite.rect.topleft=(c_pos[0]-400,c_pos[1]-345)
        l_g.rect.topleft=(c_pos[0]-508,c_pos[1]-381)
        f_i.rect.bottomright=(c_pos[0]+500,c_pos[1]+350)
        interf_fight.rect.bottomright=(c_pos[0]+512,c_pos[1]+384)

        # clear screen, might be left out if every pixel is redrawn anyway
        screen.fill((0, 0, 0))
        (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
    if life == 0:
        demo_pygame('./maps/tunnel3.tmx',0)

    elif portal==True:
        shifty1.demo_pygame('./maps/ship.tmx',0)
Beispiel #10
0
def demo_pygame(file_name,frm):

    # parser the map (it is done here to initialize the
    # window the same size as the map if it is small enough)
    world_map = tiledtmxloader.tmxreader.TileMapParser().parse_decode(file_name)

    # init pygame and set up a screen
    pygame.display.set_caption("tiledtmxloader - " + file_name + \
                                                        " - keys: arrows, 0-9")
    screen_width = min(1024, world_map.pixel_width)
    screen_height = min(768, world_map.pixel_height)
    screen = pygame.display.set_mode((screen_width, screen_height))

    # load the images using pygame
    resources = tiledtmxloader.helperspygame.ResourceLoaderPygame()
    resources.load(world_map)

    # prepare map rendering
    assert world_map.orientation == "orthogonal"

    # renderer
    renderer = tiledtmxloader.helperspygame.RendererPygame()

    #background music
    battlefield_sound = sound.create_music(file_name)
    
    # create hero
    hero_pos_x = 10*32
    hero_pos_y = 41*32
    hero = person.create_person(hero_pos_x, hero_pos_y,'./images/hero_u2.png')
    
    # create enemy sprites
    enm = []
    enm.append(person.create_person(10*32, 3*32,'./images/haabu_d1.png'))
    enm.append(person.create_person(14*32, 3*32,'./images/haabu_d1.png'))
    enm.append(person.create_person(10*32, 7*32,'./images/haabu_d1.png'))
    enm.append(person.create_person(14*32, 7*32,'./images/haabu_d1.png'))

    # create dragon sprite
    dragon = person.create_person(10*32, 27*32,'./images/dragon_d1.png')
    
    # cam_offset is for scrolling
    cam_world_pos_x = 520
    cam_world_pos_y = 1050

    # set initial cam position and size
    renderer.set_camera_position_and_size(cam_world_pos_x, cam_world_pos_y, \
                                        screen_width, screen_height)

    # retrieve the layers
    sprite_layers = tiledtmxloader.helperspygame.get_layers_from_map(resources)

    # filter layers
    sprite_layers = [layer for layer in sprite_layers if not layer.is_object_group]

    # add the hero and enemies the the right layer
    sprite_layers[1].add_sprite(hero)
    sprite_layers[1].add_sprite(dragon)
    i = 0
    for i in range(len(enm)):
        sprite_layers[1].add_sprite(enm[i])
    
    # variables for the main loop
    clock = pygame.time.Clock()
    running = True # to run while loop
    speed = 7  # hero speed 
    mr=ml=md=mu=0  # image variables(change images to show movements of hero)
    
    tic_flag = 0
    drctn='down' # direction where hero facing right now
    life = 1 # to keep track wheather hero is alive or not
    arrow_list = [] # contains a list of arrows (currently on screen)
    arrow_dir = [] # directions of arrows
    enm_dir = [0,0,0,0]
    drag = [dragon]
    dx_dragon = [0]
    image_variable = [0]
    weap_dir = [] # directions of weapons 
    weap_list = [] # contains a list of weapons (currently on screen)
    color_change = 0 # a color variable for dragon
    dy_dragon = [1] # dragon direction
    specialarrow_list = [] # contains a list of specialarrows (currently on screen)
    specialarrow_dir = [] # directions of specialarrows
    dragonimages = ['./images/dragon_d1.png','./images/dragon_d2.png','./images/dragon_d3.png','./images/dragon_u1.png','./images/dragon_u2.png','./images/dragon_u3.png']
    enemyimages = ['./images/haabu_d1.png','./images/haabu_d2.png','./images/haabu_d3.png','./images/haabu_u1.png','./images/haabu_u2.png','./images/haabu_u3.png']
    chk = 0

    HP_ENM = [100.0,100.0,100.0,100.0] # health of enemies
    HP_DRAGON = [100.0] # health of dragon
    SPECIALARROW = 5    
    point_weapon = 1.0   # decrease in health of hero when weapon OR haabu collides with hero  ## HAABU MEANS ENEMY (in HINDI)
    point_arrow = 20.0    # arrow enemy collision
    point_dragon = 5.0    # hero dragon collision
    point_specialarrow = 10.0  # specialarrow hero collision
    haabu_speed = 6
    dragon_speed = 8

    #old variables to restore if hero dies in this map
    savegame=pk.load(open("./save.p","rb"))
    old_xp = savegame['xp']
    old_level = savegame['h_level']
    old_armor = savegame['sheild_hp']
    old_arrow = savegame['arrow_count']

     # interface code
    c_pos=[cam_world_pos_x, cam_world_pos_y]
    interface=menu.create_interface(renderer,sprite_layers,screen,c_pos) 
    hp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/hp_bar.png') # hp bar interface
    l_g=menu.create_l_g(renderer,sprite_layers,screen,c_pos) # level and gold interface
    [hp_sprite,hp]=menu.create_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos) 
    xp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/exp_bar.png') # xp interface
    xp_sprite=menu.create_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos)
    s_a=menu.create_s_a(renderer,sprite_layers,screen,c_pos)
    f_i=menu.create_f_i(renderer,sprite_layers,screen,c_pos) # arrow,armor,sword interface
    interf_fight=menu.create_interface_fight(renderer,sprite_layers,screen,c_pos)
    spec_interf=menu.create_interface_spec_arrow(renderer,sprite_layers,screen,c_pos)

    d_hp=menu.create_interface_dragon(renderer,sprite_layers,screen,c_pos)
    dhp_sprite=person.create_person(c_pos[0]-400,c_pos[1],'./images/dragon_health.png') #dragon health interface
    dhp_sprite=menu.create_dragon_hp(renderer,sprite_layers,screen,dhp_sprite,c_pos,HP_DRAGON)
    
    # set up timer for fps printing
    pygame.time.set_timer(pygame.USEREVENT, 1000)

    # mainloop
    while running:
        dt = clock.tick(70)
        savegame=pk.load(open("./save.p","rb"))

        # keep adding a group of four enemies after dying previous group
        if len(enm)==0: 
            color_change += 1
            enm.append(person.create_person(10*32, 3*32,'./images/haabu_d1.png'))
            enm.append(person.create_person(14*32, 3*32,'./images/haabu_d1.png'))
            enm.append(person.create_person(10*32, 7*32,'./images/haabu_d1.png'))
            enm.append(person.create_person(14*32, 7*32,'./images/haabu_d1.png'))
            HP_ENM = [100.0,100.0,100.0,100.0]
            enm_dir = [0,0,0,0]
            i = 0
            for i in range(len(enm)):
                sprite_layers[1].add_sprite(enm[i])

        # dragon can be killed only if it is of orange color and only by specialarrows
        # five specialarrows are provided when dragon becomes orange
        if color_change%2==0:
            SPECIALARROW = 0
            chk = 0
            dragonimages = ['./images/dragon_d1.png','./images/dragon_d2.png','./images/dragon_d3.png','./images/dragon_u1.png','./images/dragon_u2.png','./images/dragon_u3.png']
        else:
            if chk == 0: 
                SPECIALARROW = 5
            chk = 1
            dragonimages = ['./images/orange_d1.png','./images/orange_d2.png','./images/orange_d3.png','./images/orange_u1.png','./images/orange_u2.png','./images/orange_u3.png']
            #spec_arrow_interf
            menu.update_s_a(s_a,c_pos,SPECIALARROW)
        # event handling
        for event in pygame.event.get():
            if (event.type == pygame.QUIT):
                running = False
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_w and savegame['arrow_count'] > 0:
                    enemy_attack.create_arrow(arrow_list,arrow_dir,drctn,hero,sprite_layers) # create arrow on pressing 'w'
                    haabu_remove(enm,HP_ENM,sprite_layers,enm_dir)  # remove enemy sprite if health bacomes zero
                    savegame['arrow_count'] -=1 # decrease the arrow count and update in the dictionary
                    pk.dump(savegame,open("./save.p","wb")) # save the changes of dictionary
                elif event.key == pygame.K_a:
                    # attack with sword on pressing 'a'
                    enemy_attack.attack(drctn,hero,enm,HP_ENM)
                    haabu_remove(enm,HP_ENM,sprite_layers,enm_dir)
                elif event.key == pygame.K_s and color_change%2!=0 and SPECIALARROW > 0:
                    # attack with specialarrow on pressing 's'
                    enemy_attack.create_specialarrow(specialarrow_list,specialarrow_dir,drctn,hero,sprite_layers)
                    SPECIALARROW -= 1
                    
                # interface update
                menu.update_lg(l_g,c_pos)
                menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0)
                menu.update_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos,0)
                menu.update_f_i(f_i,c_pos)
                menu.update_dhp_bar(renderer,sprite_layers,screen,dhp_sprite,c_pos,HP_DRAGON)
                
                if(color_change%2==1):
                    menu.update_s_a(s_a,c_pos,SPECIALARROW)

        # calling hero_move() function for hero's movements
        mov = movements1.hero_move(mr,ml,md,mu,hero_pos_x,hero_pos_y,hero,speed,sprite_layers[3])
        mr = mov[0]
        ml = mov[1]
        md = mov[2]
        mu = mov[3]
        hero_pos_x = mov[4]
        hero_pos_y = mov[5]

        # to detect the direction of hero
        if(mu>1):
            drctn='up'
        elif(mr>1):
            drctn='right'
        elif(md>1):
            drctn='down'
        elif(ml>1):
            drctn='left'

        haabu_move(hero,enm,enm_dir,enemyimages,haabu_speed) # random movement of enemy
        haabu_remove(enm,HP_ENM,sprite_layers,enm_dir)# remove enemy if health of enemy becomes zero
        
        if(color_change%2==0):enemy_attack.create_weapons(weap_list,sprite_layers,drag,weap_dir,dy_dragon,1) # create the weapons only if it is not of orange color
        enemy_attack.remove_weapon(hero,enm,weap_list,weap_dir,point_weapon,sprite_layers)

        # interface update
        menu.update_lg(l_g,c_pos)
        menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0)
        menu.update_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos,0)
        menu.update_f_i(f_i,c_pos)
        menu.update_dhp_bar(renderer,sprite_layers,screen,dhp_sprite,c_pos,HP_DRAGON)
        
        enemy_attack.move_enemy(drag,[19*32],[1*32],dx_dragon,dragon_speed)# random movement of dragon
        enemy_attack.dir_update(drag,hero,dy_dragon) # direction update of enemy
        enemy_attack.image_update(drag,image_variable,dy_dragon,dragonimages) # image update of enemy

        enemy_attack.remove_arrow(arrow_list,enm,HP_ENM,arrow_dir,sprite_layers,point_arrow) # removes arrow from the screen
        enemy_attack.remove_arrow(specialarrow_list,drag,HP_DRAGON,specialarrow_dir,sprite_layers,point_specialarrow) # removes specialarrow from the screen

        # decrease health of hero if it colldes with dragon
        if pygame.sprite.collide_rect(hero,drag[0]):
            weap_sound = sound.create_soundfx('./sounds/weapon_touch.ogg')
            sound.volume(weap_sound,0.4)
            savegame=pk.load(open("./save.p","rb"))
            savegame['hp'] -= point_dragon
            pk.dump(savegame,open("./save.p","wb"))
            
        # game starts again if player dies
        if savegame['hp'] <= 0:
            sound.stop_soundfx(battlefield_sound)
            savegame['xp'] = old_xp
            savegame['h_level'] = old_level
            savegame['sheild_hp'] = old_armor
            savegame['arrow_count'] = old_arrow
            savegame['hp'] = savegame['max_hp']
            pk.dump(savegame,open("./save.p","wb"))
            menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0)
            life = 0
            running = False

        # Game ends!
        # clean the screen!
        if HP_DRAGON[0] <= 0:
            i = 0
            l = len(enm)
            while(i>=0 and i<l):
                sprite_layers[1].remove_sprite(enm[i])
                enm.pop(i)
                l = len(enm)
            i = 0
            l = len(weap_list)
            while(i>=0 and i<l):
                sprite_layers[2].remove_sprite(weap_list[i])
                weap_list.pop(i)
                l = len(weap_list)
            i = 0
            l = len(arrow_list)
            while(i>=0 and i<l):
                sprite_layers[1].remove_sprite(arrow_list[i])
                arrow_list.pop(i)
                l = len(arrow_list)
            i = 0
            l = len(specialarrow_list)
            while(i>=0 and i<l):
                sprite_layers[1].remove_sprite(specialarrow_list[i])
                specialarrow_list.pop(i)
                l = len(specialarrow_list)
            sprite_layers[1].remove_sprite(drag[0])
            render_update(renderer,sprite_layers,screen)
            sound.stop_soundfx(battlefield_sound)
            running = False
            life = 2
            
        # adjust camera according to the hero's position, follow him
        cam_pos_x = hero.rect.centerx
        cam_pos_y = hero.rect.centery
        if hero.rect.centerx <= 520 :
            cam_pos_x = 520
        if hero.rect.centery >=1050:
            cam_pos_y = 1050
        elif hero.rect.centery <=407:
            cam_pos_y = 407
        renderer.set_camera_position(cam_pos_x, cam_pos_y)

        # interface update
        c_pos=(cam_pos_x,cam_pos_y)
        interface.rect.topleft=(c_pos[0]-512,c_pos[1]-384)
        hp_sprite.rect.topleft=(c_pos[0]-400,c_pos[1]-382)
        xp_sprite.rect.topleft=(c_pos[0]-400,c_pos[1]-345)
        l_g.rect.topleft=(c_pos[0]-508,c_pos[1]-381)
        f_i.rect.bottomright=(c_pos[0]+500,c_pos[1]+350)
        interf_fight.rect.bottomright=(c_pos[0]+512,c_pos[1]+384)
        dhp_sprite.rect.midbottom=(c_pos[0],c_pos[1]+350)
        d_hp.rect.midbottom=(c_pos[0],c_pos[1]+350)
        spec_interf.rect.topleft=(c_pos[0]-512,c_pos[1]-240)
        s_a.rect.topleft=(c_pos[0]-540,c_pos[1]-280)

        # clear screen, might be left out if every pixel is redrawn anyway
        screen.fill((0, 0, 0))
        (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
        
    if life == 0:
        demo_pygame('./maps/palace_final.tmx',0)
    elif life ==2:
        # Game ends!
        # Quit the window after pressing 'Esc'
        running = True
        ending_sound = sound.create_soundfx('./sounds/ending.ogg')
        sound.volume(ending_sound,1)
        while running :
            for event in pygame.event.get():
                if (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE ):
                    sound.stop_soundfx(ending_sound)
                    running = False
        pygame.quit()
Beispiel #11
0
def demo_pygame(file_name, frm):

    # parser the map (it is done here to initialize the
    # window the same size as the map if it is small enough)
    world_map = tiledtmxloader.tmxreader.TileMapParser().parse_decode(
        file_name)

    # init pygame and set up a screen
    pygame.display.set_caption("tiledtmxloader - " + file_name + \
                                                        " - keys: arrows, 0-9")
    screen_width = min(1024, world_map.pixel_width)
    screen_height = min(768, world_map.pixel_height)
    screen = pygame.display.set_mode((screen_width, screen_height))

    # load the images using pygame
    resources = tiledtmxloader.helperspygame.ResourceLoaderPygame()
    resources.load(world_map)

    # prepare map rendering
    assert world_map.orientation == "orthogonal"

    # renderer
    renderer = tiledtmxloader.helperspygame.RendererPygame()

    #background music
    tunnel2_4_sound = sound.create_music(file_name)
    sound.volume(tunnel2_4_sound, 0.2)

    # create hero sprite
    if frm == 0:
        hero_pos_x = 5 * 32
        hero_pos_y = 95 * 32
    else:
        hero_pos_x = 81 * 32
        hero_pos_y = 62 * 32
    hero = person.create_person(hero_pos_x, hero_pos_y, './images/hero_u2.png')

    # create monster sprites
    mon = []
    mon_dir = []
    mon_image = []
    mon.append(person.create_person(16 * 32, 82 * 32, './images/slime14.png'))
    mon.append(person.create_person(39 * 32, 82 * 32, './images/slime14.png'))
    mon.append(person.create_person(50 * 32, 82 * 32, './images/slime14.png'))
    mon.append(person.create_person(60 * 32, 82 * 32, './images/slime14.png'))
    mon.append(person.create_person(67 * 32, 82 * 32, './images/slime14.png'))
    mon.append(person.create_person(5 * 32, 74 * 32, './images/slime14.png'))
    mon.append(person.create_person(5 * 32, 47 * 32, './images/slime14.png'))
    mon.append(person.create_person(14 * 32, 47 * 32, './images/slime14.png'))
    mon.append(person.create_person(23 * 32, 33 * 32, './images/slime14.png'))
    mon.append(person.create_person(23 * 32, 20 * 32, './images/slime14.png'))
    mon.append(person.create_person(20 * 32, 8 * 32, './images/slime14.png'))
    mon.append(person.create_person(43 * 32, 8 * 32, './images/slime14.png'))
    mon.append(person.create_person(43 * 32, 24 * 32, './images/slime14.png'))
    mon.append(person.create_person(43 * 32, 41 * 32, './images/slime14.png'))
    mon.append(person.create_person(49 * 32, 47 * 32, './images/slime14.png'))
    mon.append(person.create_person(66 * 32, 47 * 32, './images/slime14.png'))
    mon.append(person.create_person(72 * 32, 32 * 32, './images/slime14.png'))
    mon.append(person.create_person(72 * 32, 23 * 32, './images/slime14.png'))
    mon.append(person.create_person(72 * 32, 8 * 32, './images/slime14.png'))
    mon.append(person.create_person(81 * 32, 8 * 32, './images/slime14.png'))
    mon.append(person.create_person(81 * 32, 19 * 32, './images/slime14.png'))
    mon.append(person.create_person(81 * 32, 36 * 32, './images/slime14.png'))
    mon.append(person.create_person(81 * 32, 49 * 32, './images/slime14.png'))
    mon.append(person.create_person(67 * 32, 64 * 32, './images/slime14.png'))
    mon.append(person.create_person(82 * 32, 64 * 32, './images/slime14.png'))

    #list to save the direcion constraints for enemy's movements
    mon_dir = [
        -1, 0, -1, 0, 1, 0, 1, 0, 1, 0, 0, -1, 1, 0, -1, 0, 0, -1, 0, 1, 1, 0,
        -1, 0, 0, 1, 0, -1, 1, 0, -1, 0, 0, -1, 0, 1, 1, 0, -1, 0, 0, 1, 0, -1,
        0, 1, 1, 0, -1, 0
    ]

    # cam_offset is for scrolling
    cam_world_pos_x = screen_width / 2
    cam_world_pos_y = screen_height / 2

    # set initial cam position and size
    renderer.set_camera_position_and_size(cam_world_pos_x, cam_world_pos_y, \
                                        screen_width, screen_height)

    # retrieve the layers
    sprite_layers = tiledtmxloader.helperspygame.get_layers_from_map(resources)

    # filter layers
    sprite_layers = [
        layer for layer in sprite_layers if not layer.is_object_group
    ]

    # add the hero and monsters to the the right layer
    sprite_layers[1].add_sprite(hero)
    i = 0
    for i in range(len(mon)):
        mon_image.append(1)
        sprite_layers[1].add_sprite(mon[i])

    # portal for entry and exit of hero
    portal1 = pygame.Rect(4 * 32, 96 * 32, 3 * 32, 2 * 32)
    portal2 = pygame.Rect(85 * 32, 61 * 32, 1 * 32, 3 * 32)

    # variables for the main loop
    clock = pygame.time.Clock()
    running = True  # to run while loop
    speed = 10  # hero speed
    mr = ml = md = mu = 0  # image variables(change images to show movements of hero)
    h_drctn = 'up'  # direction where hero facing right now
    life = 1  # to keep track wheather hero is alive or not
    arrow_list = []  # contains a list of arrows (currently on screen)
    arrow_dir = []  # directions of arrows

    HP_MON = [10.0] * (len(mon))  # health of monster
    point_arrow = 10.0  # decrease in health of enemy when arrow of hero collides with enemy
    point_enm = 1.0  # decrease in health of hero after collision with enemy
    enm_speed = 8.0  # speed of enemy

    savegame = pk.load(open("./save.p", "rb"))
    old_xp = savegame['xp']
    old_level = savegame['h_level']
    old_armor = savegame['sheild_hp']
    old_arrow = savegame['arrow_count']

    # interface code
    c_pos = [cam_world_pos_x, cam_world_pos_y]
    interface = menu.create_interface(renderer, sprite_layers, screen, c_pos)
    hp_sprite = person.create_person(c_pos[0], c_pos[1],
                                     './images/hp_bar.png')  # hp bar interface
    l_g = menu.create_l_g(renderer, sprite_layers, screen,
                          c_pos)  # level and gold interface
    [hp_sprite, hp] = menu.create_hp_bar(renderer, sprite_layers, screen,
                                         hp_sprite, c_pos)
    xp_sprite = person.create_person(c_pos[0], c_pos[1],
                                     './images/exp_bar.png')  # x interface
    xp_sprite = menu.create_xp_bar(renderer, sprite_layers, screen, xp_sprite,
                                   c_pos)
    f_i = menu.create_f_i(renderer, sprite_layers, screen,
                          c_pos)  # arrow,armor,sword interface
    interf_fight = menu.create_interface_fight(renderer, sprite_layers, screen,
                                               c_pos)

    # set up timer for fps printing
    pygame.time.set_timer(pygame.USEREVENT, 1000)

    # mainloop
    while running:
        dt = clock.tick(50)
        savegame = pk.load(open("./save.p", "rb"))

        # event handling
        for event in pygame.event.get():
            if (event.type == pygame.QUIT):
                running = False
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_w and savegame['arrow_count'] > 0:
                    enemy_attack.create_arrow(
                        arrow_list, arrow_dir, h_drctn, hero,
                        sprite_layers)  # create arrow on pressing 'w'
                    remove_mon(
                        HP_MON, mon, mon_dir, mon_image, sprite_layers
                    )  # remove monster sprite if health bacomes zero
                    savegame[
                        'arrow_count'] -= 1  # decrease the arrow count and update in the dictionary
                    pk.dump(savegame,
                            open("./save.p",
                                 "wb"))  # save the changes of dictionary
                elif event.key == pygame.K_a:
                    # attack with sword on pressing 'a'
                    enemy_attack.attack(h_drctn, hero, mon, HP_MON)
                    remove_mon(HP_MON, mon, mon_dir, mon_image, sprite_layers)

            # interface update
            menu.update_lg(l_g, c_pos)
            menu.update_hp_bar(renderer, sprite_layers, screen, hp_sprite,
                               c_pos, 0)
            menu.update_xp_bar(renderer, sprite_layers, screen, xp_sprite,
                               c_pos, 0)
            menu.update_f_i(f_i, c_pos)

        # calling hero_move() function for hero's movements
        mov = movements1.hero_move(mr, ml, md, mu, hero_pos_x, hero_pos_y,
                                   hero, speed, sprite_layers[3])
        mr = mov[0]
        ml = mov[1]
        md = mov[2]
        mu = mov[3]
        hero_pos_x = mov[4]
        hero_pos_y = mov[5]

        # to detect the direction of hero
        if (mu > 1):
            h_drctn = 'up'
        elif (mr > 1):
            h_drctn = 'right'
        elif (md > 1):
            h_drctn = 'down'
        elif (ml > 1):
            h_drctn = 'left'

        # decresing the HP of player if collides any of the monsters
        # if HP becomes zero then start the game again
        for i in range(len(mon)):
            if pygame.sprite.collide_rect(hero, mon[i]):
                ouch_sound = sound.create_soundfx('./sounds/weapon_touch.ogg')
                sound.volume(ouch_sound, 0.4)
                if savegame['sheild_hp'] > 0:
                    savegame['sheild_hp'] -= (point_enm / 2)
                    savegame['hp'] -= (point_enm / 2)
                    if savegame['sheild_hp'] < 0:
                        savegame['sheild_hp'] = 0
                else:
                    savegame['hp'] -= point_enm
                    if savegame['hp'] <= 0:
                        sound.stop_soundfx(tunnel2_4_sound)
                        savegame['xp'] = old_xp
                        savegame['h_level'] = old_level
                        savegame['sheild_hp'] = old_armor
                        savegame['arrow_count'] = old_arrow
                        savegame['hp'] = savegame['max_hp']
                        pk.dump(savegame, open("./save.p", "wb"))
                        menu.update_hp_bar(renderer, sprite_layers, screen,
                                           hp_sprite, c_pos, 0)
                        life = 0
                        running = False
                pk.dump(savegame, open("./save.p", "wb"))

        (mon_dir, mon, mon_image) = move_mon(mon_dir, mon, mon_image,
                                             sprite_layers,
                                             enm_speed)  # monsters's movement
        enemy_attack.remove_arrow(
            arrow_list, mon, HP_MON, arrow_dir, sprite_layers,
            point_arrow)  # remove arrow if it goes out of the screen
        remove_mon(HP_MON, mon, mon_dir, mon_image,
                   sprite_layers)  # remove monsters
        menu.update_lg(l_g, c_pos)  #interface update

        # adjust camera according to the hero's position, follow him
        # (don't make the hero follow the cam, maybe later you want different
        #  objects to be followed by the cam)
        cam_pos_x = hero.rect.centerx
        cam_pos_y = hero.rect.centery
        if hero.rect.centerx <= 520:
            cam_pos_x = 520
        elif hero.rect.centerx >= 2336:
            cam_pos_x = 2336
        if hero.rect.centery >= 2875:
            cam_pos_y = 2875
        elif hero.rect.centery <= 408:
            cam_pos_y = 408
        renderer.set_camera_position(cam_pos_x, cam_pos_y)

        # interface update
        c_pos = (cam_pos_x, cam_pos_y)
        interface.rect.topleft = (c_pos[0] - 512, c_pos[1] - 384)
        hp_sprite.rect.topleft = (c_pos[0] - 400, c_pos[1] - 382)
        xp_sprite.rect.topleft = (c_pos[0] - 400, c_pos[1] - 345)
        l_g.rect.topleft = (c_pos[0] - 508, c_pos[1] - 381)
        f_i.rect.bottomright = (c_pos[0] + 500, c_pos[1] + 350)
        interf_fight.rect.bottomright = (c_pos[0] + 512, c_pos[1] + 384)

        # next map
        if pygame.Rect.colliderect(hero.rect,
                                   portal1) or pygame.Rect.colliderect(
                                       hero.rect, portal2):
            portal = True
            sound.stop_soundfx(tunnel2_4_sound)
            running = False

        # clear screen, might be left out if every pixel is redrawn anyway
        screen.fill((0, 0, 0))
        (renderer, sprite_layers,
         screen) = render_update(renderer, sprite_layers, screen)

    # Game restarts
    if life == 0:
        demo_pygame('./maps/tunnel2_4.tmx', 0)

    elif portal == True:
        shifty1.demo_pygame('./maps/village1.tmx', 1)
Beispiel #12
0
def demo_pygame(file_name,frm):

    # parser the map (it is done here to initialize the
    # window the same size as the map if it is small enough)
    world_map = tiledtmxloader.tmxreader.TileMapParser().parse_decode(file_name)

    # init pygame and set up a screen
    pygame.display.set_caption("tiledtmxloader - " + file_name + \
                                                        " - keys: arrows, 0-9")
    screen_width = min(1024, world_map.pixel_width)
    screen_height = min(768, world_map.pixel_height)
    screen = pygame.display.set_mode((screen_width, screen_height))

    # load the images using pygame
    resources = tiledtmxloader.helperspygame.ResourceLoaderPygame()
    resources.load(world_map)

    # prepare map rendering
    assert world_map.orientation == "orthogonal"

    # renderer
    renderer = tiledtmxloader.helperspygame.RendererPygame()

    #background music
    battlefield_sound = sound.create_music(file_name)
    
    # create hero
    hero_pos_x = 10*32
    hero_pos_y = 41*32
    hero = person.create_person(hero_pos_x, hero_pos_y,'./images/hero_u2.png')
    
    # create enemy sprites
    enm = []
    enm.append(person.create_person(10*32, 3*32,'./images/haabu_d1.png'))
    enm.append(person.create_person(14*32, 3*32,'./images/haabu_d1.png'))
    enm.append(person.create_person(10*32, 7*32,'./images/haabu_d1.png'))
    enm.append(person.create_person(14*32, 7*32,'./images/haabu_d1.png'))

    # create dragon sprite
    dragon = person.create_person(10*32, 27*32,'./images/dragon_d1.png')
    
    # cam_offset is for scrolling
    cam_world_pos_x = 520
    cam_world_pos_y = 1050

    # set initial cam position and size
    renderer.set_camera_position_and_size(cam_world_pos_x, cam_world_pos_y, \
                                        screen_width, screen_height)

    # retrieve the layers
    sprite_layers = tiledtmxloader.helperspygame.get_layers_from_map(resources)

    # filter layers
    sprite_layers = [layer for layer in sprite_layers if not layer.is_object_group]

    # add the hero and enemies the the right layer
    sprite_layers[1].add_sprite(hero)
    sprite_layers[1].add_sprite(dragon)
    i = 0
    for i in range(len(enm)):
        sprite_layers[1].add_sprite(enm[i])
    
    # variables for the main loop
    clock = pygame.time.Clock()
    running = True # to run while loop
    speed = 7  # hero speed 
    mr=ml=md=mu=0  # image variables(change images to show movements of hero)
    
    tic_flag = 0
    drctn='down' # direction where hero facing right now
    life = 1 # to keep track wheather hero is alive or not
    arrow_list = [] # contains a list of arrows (currently on screen)
    arrow_dir = [] # directions of arrows
    enm_dir = [0,0,0,0]
    drag = [dragon]
    dx_dragon = [0]
    image_variable = [0]
    weap_dir = [] # directions of weapons 
    weap_list = [] # contains a list of weapons (currently on screen)
    color_change = 0 # a color variable for dragon
    dy_dragon = [1] # dragon direction
    specialarrow_list = [] # contains a list of specialarrows (currently on screen)
    specialarrow_dir = [] # directions of specialarrows
    dragonimages = ['./images/dragon_d1.png','./images/dragon_d2.png','./images/dragon_d3.png','./images/dragon_u1.png','./images/dragon_u2.png','./images/dragon_u3.png']
    enemyimages = ['./images/haabu_d1.png','./images/haabu_d2.png','./images/haabu_d3.png','./images/haabu_u1.png','./images/haabu_u2.png','./images/haabu_u3.png']
    chk = 0

    HP_ENM = [100.0,100.0,100.0,100.0] # health of enemies
    HP_DRAGON = [100.0] # health of dragon
    SPECIALARROW = 5    
    point_weapon = 1.0   # decrease in health of hero when weapon OR haabu collides with hero  ## HAABU MEANS ENEMY (in HINDI)
    point_arrow = 20.0    # arrow enemy collision
    point_dragon = 5.0    # hero dragon collision
    point_specialarrow = 10.0  # specialarrow hero collision
    haabu_speed = 6
    dragon_speed = 8

    #old variables to restore if hero dies in this map
    savegame=pk.load(open("./save.p","rb"))
    old_xp = savegame['xp']
    old_level = savegame['h_level']
    old_armor = savegame['sheild_hp']
    old_arrow = savegame['arrow_count']

     # interface code
    c_pos=[cam_world_pos_x, cam_world_pos_y]
    interface=menu.create_interface(renderer,sprite_layers,screen,c_pos) 
    hp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/hp_bar.png') # hp bar interface
    l_g=menu.create_l_g(renderer,sprite_layers,screen,c_pos) # level and gold interface
    [hp_sprite,hp]=menu.create_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos) 
    xp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/exp_bar.png') # xp interface
    xp_sprite=menu.create_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos)
    s_a=menu.create_s_a(renderer,sprite_layers,screen,c_pos)
    f_i=menu.create_f_i(renderer,sprite_layers,screen,c_pos) # arrow,armor,sword interface
    interf_fight=menu.create_interface_fight(renderer,sprite_layers,screen,c_pos)
    spec_interf=menu.create_interface_spec_arrow(renderer,sprite_layers,screen,c_pos)

    d_hp=menu.create_interface_dragon(renderer,sprite_layers,screen,c_pos)
    dhp_sprite=person.create_person(c_pos[0]-400,c_pos[1],'./images/dragon_health.png') #dragon health interface
    dhp_sprite=menu.create_dragon_hp(renderer,sprite_layers,screen,dhp_sprite,c_pos,HP_DRAGON)
    
    # set up timer for fps printing
    pygame.time.set_timer(pygame.USEREVENT, 1000)

    # mainloop
    while running:
        dt = clock.tick(70)
        savegame=pk.load(open("./save.p","rb"))

        # keep adding a group of four enemies after dying previous group
        if len(enm)==0: 
            color_change += 1
            enm.append(person.create_person(10*32, 3*32,'./images/haabu_d1.png'))
            enm.append(person.create_person(14*32, 3*32,'./images/haabu_d1.png'))
            enm.append(person.create_person(10*32, 7*32,'./images/haabu_d1.png'))
            enm.append(person.create_person(14*32, 7*32,'./images/haabu_d1.png'))
            HP_ENM = [100.0,100.0,100.0,100.0]
            enm_dir = [0,0,0,0]
            i = 0
            for i in range(len(enm)):
                sprite_layers[1].add_sprite(enm[i])

        # dragon can be killed only if it is of orange color and only by specialarrows
        # five specialarrows are provided when dragon becomes orange
        if color_change%2==0:
            SPECIALARROW = 0
            chk = 0
            dragonimages = ['./images/dragon_d1.png','./images/dragon_d2.png','./images/dragon_d3.png','./images/dragon_u1.png','./images/dragon_u2.png','./images/dragon_u3.png']
        else:
            if chk == 0: 
                SPECIALARROW = 5
            chk = 1
            dragonimages = ['./images/orange_d1.png','./images/orange_d2.png','./images/orange_d3.png','./images/orange_u1.png','./images/orange_u2.png','./images/orange_u3.png']
            #spec_arrow_interf
            menu.update_s_a(s_a,c_pos,SPECIALARROW)
        # event handling
        for event in pygame.event.get():
            if (event.type == pygame.QUIT):
                running = False
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_w and savegame['arrow_count'] > 0:
                    enemy_attack.create_arrow(arrow_list,arrow_dir,drctn,hero,sprite_layers) # create arrow on pressing 'w'
                    haabu_remove(enm,HP_ENM,sprite_layers,enm_dir)  # remove enemy sprite if health bacomes zero
                    savegame['arrow_count'] -=1 # decrease the arrow count and update in the dictionary
                    pk.dump(savegame,open("./save.p","wb")) # save the changes of dictionary
                elif event.key == pygame.K_a:
                    # attack with sword on pressing 'a'
                    enemy_attack.attack(drctn,hero,enm,HP_ENM)
                    haabu_remove(enm,HP_ENM,sprite_layers,enm_dir)
                elif event.key == pygame.K_s and color_change%2!=0 and SPECIALARROW > 0:
                    # attack with specialarrow on pressing 's'
                    enemy_attack.create_specialarrow(specialarrow_list,specialarrow_dir,drctn,hero,sprite_layers)
                    SPECIALARROW -= 1
                    
                # interface update
                menu.update_lg(l_g,c_pos)
                menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0)
                menu.update_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos,0)
                menu.update_f_i(f_i,c_pos)
                menu.update_dhp_bar(renderer,sprite_layers,screen,dhp_sprite,c_pos,HP_DRAGON)
                
                if(color_change%2==1):
                    menu.update_s_a(s_a,c_pos,SPECIALARROW)

        # calling hero_move() function for hero's movements
        mov = movements1.hero_move(mr,ml,md,mu,hero_pos_x,hero_pos_y,hero,speed,sprite_layers[3])
        mr = mov[0]
        ml = mov[1]
        md = mov[2]
        mu = mov[3]
        hero_pos_x = mov[4]
        hero_pos_y = mov[5]

        # to detect the direction of hero
        if(mu>1):
            drctn='up'
        elif(mr>1):
            drctn='right'
        elif(md>1):
            drctn='down'
        elif(ml>1):
            drctn='left'

        haabu_move(hero,enm,enm_dir,enemyimages,haabu_speed) # random movement of enemy
        haabu_remove(enm,HP_ENM,sprite_layers,enm_dir)# remove enemy if health of enemy becomes zero
        
        if(color_change%2==0):enemy_attack.create_weapons(weap_list,sprite_layers,drag,weap_dir,dy_dragon,1) # create the weapons only if it is not of orange color
        enemy_attack.remove_weapon(hero,enm,weap_list,weap_dir,point_weapon,sprite_layers)

        # interface update
        menu.update_lg(l_g,c_pos)
        menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0)
        menu.update_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos,0)
        menu.update_f_i(f_i,c_pos)
        menu.update_dhp_bar(renderer,sprite_layers,screen,dhp_sprite,c_pos,HP_DRAGON)
        
        enemy_attack.move_enemy(drag,[19*32],[1*32],dx_dragon,dragon_speed)# random movement of dragon
        enemy_attack.dir_update(drag,hero,dy_dragon) # direction update of enemy
        enemy_attack.image_update(drag,image_variable,dy_dragon,dragonimages) # image update of enemy

        enemy_attack.remove_arrow(arrow_list,enm,HP_ENM,arrow_dir,sprite_layers,point_arrow) # removes arrow from the screen
        enemy_attack.remove_arrow(specialarrow_list,drag,HP_DRAGON,specialarrow_dir,sprite_layers,point_specialarrow) # removes specialarrow from the screen

        # decrease health of hero if it colldes with dragon
        if pygame.sprite.collide_rect(hero,drag[0]):
            weap_sound = sound.create_soundfx('./sounds/weapon_touch.ogg')
            sound.volume(weap_sound,0.4)
            savegame=pk.load(open("./save.p","rb"))
            savegame['hp'] -= point_dragon
            pk.dump(savegame,open("./save.p","wb"))
            
        # game starts again if player dies
        if savegame['hp'] <= 0:
            sound.stop_soundfx(battlefield_sound)
            savegame['xp'] = old_xp
            savegame['h_level'] = old_level
            savegame['sheild_hp'] = old_armor
            savegame['arrow_count'] = old_arrow
            savegame['hp'] = savegame['max_hp']
            pk.dump(savegame,open("./save.p","wb"))
            menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0)
            life = 0
            running = False

        # Game ends!
        # clean the screen!
        if HP_DRAGON[0] <= 0:
            i = 0
            l = len(enm)
            while(i>=0 and i<l):
                sprite_layers[1].remove_sprite(enm[i])
                enm.pop(i)
                l = len(enm)
            i = 0
            l = len(weap_list)
            while(i>=0 and i<l):
                sprite_layers[2].remove_sprite(weap_list[i])
                weap_list.pop(i)
                l = len(weap_list)
            i = 0
            l = len(arrow_list)
            while(i>=0 and i<l):
                sprite_layers[1].remove_sprite(arrow_list[i])
                arrow_list.pop(i)
                l = len(arrow_list)
            i = 0
            l = len(specialarrow_list)
            while(i>=0 and i<l):
                sprite_layers[1].remove_sprite(specialarrow_list[i])
                specialarrow_list.pop(i)
                l = len(specialarrow_list)
            sprite_layers[1].remove_sprite(drag[0])
            render_update(renderer,sprite_layers,screen)
            sound.stop_soundfx(battlefield_sound)
            running = False
            life = 2
            
        # adjust camera according to the hero's position, follow him
        cam_pos_x = hero.rect.centerx
        cam_pos_y = hero.rect.centery
        if hero.rect.centerx <= 520 :
            cam_pos_x = 520
        if hero.rect.centery >=1050:
            cam_pos_y = 1050
        elif hero.rect.centery <=407:
            cam_pos_y = 407
        renderer.set_camera_position(cam_pos_x, cam_pos_y)

        # interface update
        c_pos=(cam_pos_x,cam_pos_y)
        interface.rect.topleft=(c_pos[0]-512,c_pos[1]-384)
        hp_sprite.rect.topleft=(c_pos[0]-400,c_pos[1]-382)
        xp_sprite.rect.topleft=(c_pos[0]-400,c_pos[1]-345)
        l_g.rect.topleft=(c_pos[0]-508,c_pos[1]-381)
        f_i.rect.bottomright=(c_pos[0]+500,c_pos[1]+350)
        interf_fight.rect.bottomright=(c_pos[0]+512,c_pos[1]+384)
        dhp_sprite.rect.midbottom=(c_pos[0],c_pos[1]+350)
        d_hp.rect.midbottom=(c_pos[0],c_pos[1]+350)
        spec_interf.rect.topleft=(c_pos[0]-512,c_pos[1]-240)
        s_a.rect.topleft=(c_pos[0]-540,c_pos[1]-280)

        # clear screen, might be left out if every pixel is redrawn anyway
        screen.fill((0, 0, 0))
        (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen)
        
    if life == 0:
        demo_pygame('./maps/palace_final.tmx',0)
    elif life ==2:
        # Game ends!
        # Quit the window after pressing 'Esc'
        running = True
        ending_sound = sound.create_soundfx('./sounds/ending.ogg')
        sound.volume(ending_sound,1)
        while running :
            for event in pygame.event.get():
                if (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE ):
                    sound.stop_soundfx(ending_sound)
                    running = False
        pygame.quit()