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Game.py
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Game.py
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from Interactions import *
from Map import Map
from Healthbar import PlayerHealthbar
from Score import Score
import SimpleGUICS2Pygame.simpleguics2pygame as simplegui
from Vector import Vector
from Collisions import Collisions
from Inputs import *
from StartScreen import StartScreen
from EndScreen import EndScreen
from Creatures import Wizard
class Game:
def __init__(self):
title = "Trip: Down The Rabbit Hole" #working title
self.canvas_width = 500
self.canvas_height = 500
self.frame = simplegui.create_frame(title, self.canvas_width, self.canvas_height)
self.frame.set_canvas_background( "rgb(28, 17, 23)" )
self.state = "start"
self.start_screen = StartScreen(self.canvas_width, self.canvas_height)
self.end_screen = EndScreen(self.canvas_width, self.canvas_height)
# Player
self.player = Wizard( Vector(self.canvas_width/2, self.canvas_height/2))
self.health = PlayerHealthbar(self.player, ( 20, 20 ), ( 170, 50 ))
self.score = Score((self.canvas_width - 150, 40))
self.floor = 0
# Interactions
self.keyboard = Keyboard()
self.mouse = Mouse( (self.canvas_width/2, self.canvas_height/2) )
self.player_input = PlayerInputInteraction(self.player, self.keyboard, self.mouse)
self.player_game = None
# Map Generation
self.__min_room_size = 256
self.__max_rooms = 12
self.__random_rooms = 0.4
self.map = None
def start(self):
self.change_state("start")
self.frame.set_draw_handler(self.draw_handler)
self.frame.start()
def start_game(self):#called from the start screen
self.map = Map(self.__min_room_size, self.__min_room_size, self.canvas_width, self.canvas_height)
self.map.generate(self.__max_rooms, self.__random_rooms, (self.canvas_width, self.canvas_height))
self.current_room = [self.map.getRooms()[0]]
self.player_game = PlayerGameInteraction( self.player, self.current_room[0] )
def change_state(self, newState):
states = ["start","game","end"]
if newState in states:
if newState == "start":
self.frame.set_mouseclick_handler(self.start_screen.KeyClick)
elif newState == "game":
self.frame.set_keydown_handler(self.keyDown_handler)
self.frame.set_keyup_handler(self.keyUp_handler)
self.frame.set_mousedrag_handler(self.drag_handler)
self.frame.set_mouseclick_handler(self.click_handler)
elif newState == "end":
self.frame.set_mouseclick_handler(self.end_screen.willPlayAgain)
self.state = newState
def draw_handler(self, canvas):#always draw handler
if self.state == "start":
self.start_screen.update(canvas)
if(self.start_screen.canStartGame()):
self.start_game()
self.change_state("game")
elif self.state == "game":
self.update_all()
self.draw_all(canvas)
elif self.state == "end":
self.end_screen.update(canvas)
if(self.end_screen.doPlayAgain()):
self.player = Wizard( Vector(self.canvas_width/2, self.canvas_height/2))
self.health = PlayerHealthbar(self.player, ( 20, 20 ), ( 170, 50 ))
self.score = Score((self.canvas_width - 150, 40))
self.floor = 0
self.start_game()
self.change_state("game")
def update_all(self):
collisions_handler = Collisions(self.player, self.current_room[0])
collisions_handler.update()
new_room = collisions_handler.getNewRoom()
if(new_room != None):
old_room = self.current_room[0]
self.current_room[0] = new_room
self.player.setPos( self.current_room[0].getNewRoomPos(old_room) )
self.player_game = PlayerGameInteraction( self.player, self.current_room[0] )
if(collisions_handler.doGenerateNewMap()):
self.floor += 1
self.map.generate(self.__max_rooms, self.__random_rooms, [self.canvas_width, self.canvas_height])
self.current_room[0] = self.map.getRooms()[0]
self.player_game = PlayerGameInteraction( self.player, self.current_room[0] )
self.player.restoreHealth( self.player.getHealth()/2 )
for e in self.current_room[0].getEnemies():
if(e.isDead()):
self.score.updateScore(e.getScore())
self.current_room[0].removeEnemy(e)
if(self.player.getHealth() <= 0):
self.score.multiplyScore(self.floor)
self.end_screen.updatePlayerState("dead")
self.end_screen.updateScore(self.score.getScore())
self.change_state("end")
def draw_all(self,canvas):
# Draws room and enemies in room
self.current_room[0].draw(canvas)
# Draw player character
self.player.draw(canvas, self.keyboard, self.mouse)
# Handle projectiles
self.player_game.process(canvas)
# Draw enemies
enemies = self.current_room[0].getEnemies()
for e in enemies:
e.draw(canvas, self.player, self.current_room[0])
# UI Components
self.health.draw(canvas)
self.score.draw(canvas)
# Handlers
def drag_handler(self, position):
self.player_input.MCdrag(position)
def click_handler(self, position):
self.player_input.MCclick(position)
def keyDown_handler(self, key):
self.player_input.MCkeyD(key)
def keyUp_handler(self, key):
self.player_input.MCkeyU(key)
game = Game()
game.start()