Ejemplo n.º 1
0
def main_pygame(file_name):
    pygame.init()

    #print(" x/c/v = move/wait/cancel, wasd=camera movement, '+/-' control the volume of the background music")

    myfont = pygame.font.Font("press-start-2p/PressStart2P.ttf", 11)
    
    worldMap = tiledtmxloader.tmxreader.TileMapParser().parse_decode(file_name)
    assert worldMap.orientation == "orthogonal"
    screen_width = min(1024, worldMap.pixel_width)
    screen_height = min(768, worldMap.pixel_height)
    screen = pygame.display.set_mode((screen_width, screen_height))
    Characters = pygame.sprite.RenderUpdates()
    
    GameBoard = Board(worldMap, Characters, tileSize, screen)
    pygame.display.set_caption("Ancient Juan")

    #UI sprite container
    menuItems = ["Attack", "Move" ,"Wait", "Cancel"]#thse will be changed later
    myMenu = Menu("Action:", menuItems, myfont, 50, 150, 200, 200)
  
    #CHARACTERS!

    DeathImageSet=sprites.load_sliced_sprites(64,64,'images/skeleton/skeleton_death.png')

    KnightDeathImageSet = sprites.load_sliced_sprites(64, 64, 'images/knight/knight_death.png')
    KnightImageSet = sprites.load_sliced_sprites(64, 64, 'images/knight/knight_walk.png')
    KnightAttackImageSet = sprites.load_sliced_sprites(64, 64, 'images/knight/knight_attack.png')
    KnightSprite = Actor((14-.5)*tileSize, (4-1)*tileSize, KnightImageSet[0], KnightImageSet[1], KnightImageSet[2], KnightImageSet[3], \
        KnightDeathImageSet[0], KnightAttackImageSet[0], KnightAttackImageSet[1], KnightAttackImageSet[2], KnightAttackImageSet[3], \
        "Buster", FRIENDLY ,8, 8, 4, 6, 20)#movement is usually 6
    KnightSprite.RegisterAction(ATTACK, 'The character makes a powerful slash against  an --adjacent target.',[],[])
    KnightSprite.RegisterAction(WHIRLWIND, 'the character spins in a flurry hitting all enemies up to two tiles away.', [],[])
    Characters.add(KnightSprite)
    

    ArcherDeathImageSet=sprites.load_sliced_sprites(64,64,'images/archer/archer_death.png')    
    ArcherImageSet = sprites.load_sliced_sprites(64, 64, 'images/archer/archer_walk.png')
    ArcherAttackImageSet = sprites.load_sliced_sprites(64, 64, 'images/archer/archer_attack.png')
    ArcherSprite = Actor((15-.5)*tileSize, (4-1)*tileSize, ArcherImageSet[0], ArcherImageSet[1], ArcherImageSet[2], ArcherImageSet[3], \
        DeathImageSet[0], ArcherAttackImageSet[0], ArcherAttackImageSet[1], ArcherAttackImageSet[2], ArcherAttackImageSet[3], \
        "Archie", FRIENDLY ,5, 6, 5, 5, 17)#movement is usually 5
    ArcherSprite.RegisterAction(RANGED, 'The character fires an arrow!', [],[])
    ArcherSprite.RegisterAction(CRIPPLESTRIKE, 'The character aims for a sensitive area, postponing the targets next turn.', [],[])
    Characters.add(ArcherSprite)
    
    ForestMageDeathImageSet=sprites.load_sliced_sprites(64,64,'images/forestmage/forestmage_death.png')
    ForestMageImageSet = sprites.load_sliced_sprites(64, 64, 'images/forestmage/forestmage_walk.png')
    ForestMageAttackImageSet = sprites.load_sliced_sprites(64, 64, 'images/forestmage/forestmage_spell.png')
    ForestMageSprite = Actor((16-.5)*tileSize, (4-1)*tileSize, ForestMageImageSet[0], ForestMageImageSet[1], ForestMageImageSet[2], ForestMageImageSet[3], \
        ForestMageDeathImageSet[0], ForestMageAttackImageSet[0], ForestMageAttackImageSet[1], ForestMageAttackImageSet[2], ForestMageAttackImageSet[3], \
        "Terra", FRIENDLY ,5, 4, 4, 5, 15)
    ForestMageSprite.RegisterAction(AOE, 'The character conjures Feline Flames!', [],[])
    ForestMageSprite.RegisterAction(HEAL, 'Restores the health of yourself or an ally.', [], [])
    Characters.add(ForestMageSprite)

    # mainloop variables for gameplay
    frames_per_sec = 60.0
    clock = pygame.time.Clock()
    running = True
    paused=True #start the game paused
    grid=False #Debugging boolean to draw a grid

    #these are triggers for text in the game
    gameStart=True
    scriptCounter=0
    AlignmentCounter={}
    AlignmentCounter[FRIENDLY]=0
    AlignmentCounter[HOSTILE]=0
    gameOver=False
    AncientAwoken=False

    #Game Turns Controller
    PlayTurn=Turn(GameBoard)
    mode=PlayTurn.Mode()#used to detect when the mode changes for updating purposes

    #the Bad gusys
    
    PlayTurn.SpawnSkeleton(16,9,1)
    
    PlayTurn.SpawnSkeleton(22,13,1)
    PlayTurn.SpawnSkeleton(21,12, 1)
    PlayTurn.SpawnMage(15,16,1)
    PlayTurn.SpawnMage(17,20,1)
    PlayTurn.SpawnPig(12,19,1)
    PlayTurn.SpawnPig(13,18,1)
    PlayTurn.SpawnSkeleton(4,6,2)
    
    PlayTurn.SpawnMage(5,6,1)
    PlayTurn.SpawnMage(22,31,2)
    PlayTurn.SpawnPig(26,24,1)
    PlayTurn.SpawnPig(20,37,2)
    PlayTurn.SpawnPig(20,39,2)
    
    PlayTurn.SpawnPortal(2,6, 1)
    PlayTurn.SpawnPortal(7,18, 1)
    PlayTurn.SpawnPortal(28,25, 1)
    PlayTurn.SpawnPortal(34,38, 1)
    PlayTurn.SpawnPortal(18,47, 1)
    PlayTurn.SpawnPortal(9,42, 1)
    
    #PlayTurn.SpawnPortal(17,3,1)
    
    #PlayTurn.SpawnSpecial(18,38,level=5)
    
    #Picks the first character
    CurrentSprite=PlayTurn.Next()
    CurrentSpriteInfo = CharacterInfo(PlayTurn.CurrentSprite(), myfont, screen_height)
    myMenu = Menu("Turn:"+PlayTurn.CurrentSprite().Name(), PlayTurn.CurrentActions(), myfont, 50, 150, 200, 220, ActionItems = PlayTurn.CurrentSprite().GetActions())
    starttext="ARCHIE, BUSTER and TERRA have been following a disturbance in arcane energies to the edge of a deep fissure in the earth."+ \
                       "Just beyond the fissure they find what appears to be a green portal.  Before they can investigate they are ambushed by dark agents!"

    pausetext = ["Control the players using the mouse.", "WASD keys move the camera." , "+/- control the volume of the background music."]
    
    triggerText   = ["These portals must be how the creatures are passing to this realm!", "We must destroy all of the portals!", "There is another one in the graveyard!", "Up ahead is a strange altar!"] 
    PauseWindow = Menu("Defeat of the Ancient One", [CONTINUEGAME], myfont, 100,100, 600,int(len(starttext)/3), text=starttext)

    #Music
    BGvolume=.15#.05 #this is a number between 0 and 1
    BackgroundMusic =pygame.mixer.Sound("sound/wandering_around.wav")
    BackgroundMusic.play(loops=-1)
    BackgroundMusic.set_volume(BGvolume)
    LevelUpMusic = pygame.mixer.Sound("sound/levelup.wav")

    ##The Main Game Loop 
    while running:
        clock.tick(frames_per_sec)
        time = pygame.time.get_ticks()

        mouse_pos_x, mouse_pos_y = pygame.mouse.get_pos() #mouse coordinates
        tile_x, tile_y = mouse_pos_x// tileSize, mouse_pos_y // tileSize #note the board translates coordinates depending on the location of the camera

        #used these if you want to be able to hold down the mouse/keys
        pressedKeys=pygame.key.get_pressed() #actions that come from the keyboard This is for holding down
        pressedMouse = pygame.mouse.get_pressed() # mouse pressed event 3 booleans [button1, button2, button3]

        #counts the number of actors of each alignment
        AlignmentCounter[FRIENDLY]=0
        AlignmentCounter[HOSTILE]=0   
        for actor in Characters:
            AlignmentCounter[actor.Alignment()] +=1
   
        #checks for levelups,
        if PlayTurn.Mode()==LEVELUP and paused==False:# we are between turns

            if PlayTurn.CurrentSprite().LevelUp():#this is redundant
                #print 'levelup!'
                paused=True
                LevelUpMusic.play(loops=0)
                CurrentSpriteInfo = CharacterInfo(PlayTurn.CurrentSprite(), myfont, screen_height)

                LevelUpWindow = Menu(PlayTurn.CurrentSprite().Name()+' levels up!', PlayTurn.LevelUpActions() ,myfont, 100,100,200,200, ActionItems= PlayTurn.CurrentSprite().GetActions(), text="Choose a skill to improve.")
                continue

        #update the UI
        if (CurrentSprite != PlayTurn.CurrentSprite() or mode != PlayTurn.Mode() ) and PlayTurn.CurrentSprite !=[] and paused==False:
            CurrentSprite = PlayTurn.CurrentSprite()
            mode= PlayTurn.Mode()
            myMenu = Menu("Turn:"+PlayTurn.CurrentSprite().Name(), PlayTurn.CurrentActions(), myfont, 50, 150, 200, 220, ActionItems = PlayTurn.CurrentSprite().GetActions())
            #CurrentActions is a list removing unavailable actions
            CurrentSpriteInfo = CharacterInfo(PlayTurn.CurrentSprite(), myfont, screen_height)
        #Move the camera manually with "wasd"

        ###Special Script section!!
        if scriptCounter==0 and PlayTurn.CurrentSprite().Alignment()==FRIENDLY and PlayTurn.CurrentSprite().tile_y>13 and PlayTurn._moves==[] and GameBoard.Animating()==False:
            paused=True
            
            currentText=PlayTurn.CurrentSprite().Name()+": "+triggerText[scriptCounter]
            PauseWindow = Menu("Defeat of the Ancient One", [CONTINUEGAME], myfont, 100,100, 600,int(len(currentText)/3)+30, text=currentText)
            GameBoard.PanCamera((25 + GameBoard._screenTileOffset_x)*GameBoard._tileSize, \
                (22+ GameBoard._screenTileOffset_y)*GameBoard._tileSize) 
            scriptCounter+=1
            
        elif scriptCounter==1 and PlayTurn.CurrentSprite().Alignment()==FRIENDLY and PlayTurn.CurrentSprite().tile_y>17 and GameBoard.Animating()==False:
            paused=True
            
            currentText=PlayTurn.CurrentSprite().Name()+": "+triggerText[scriptCounter]
            PauseWindow = Menu("Defeat of the Ancient One", [CONTINUEGAME], myfont, 100,100, 600,int(len(currentText)/3)+30, text=currentText)
            scriptCounter+=1
            if GameBoard.getTile(28,24,tiled=True)[0]!="Collision":
                PortalMusic =pygame.mixer.Sound("sound/portal.wav")
                PortalMusic.play(loops=0)
                PlayTurn.SpawnSkeleton(28,24,2)

        elif scriptCounter==2 and PlayTurn.CurrentSprite().Alignment()==FRIENDLY and PlayTurn.CurrentSprite().tile_x<10 and GameBoard.Animating()==False:
            paused=True
            
            currentText=PlayTurn.CurrentSprite().Name()+": "+triggerText[scriptCounter]
            PauseWindow = Menu("Defeat of the Ancient One", [CONTINUEGAME], myfont, 100,100, 600,int(len(currentText)/3)+30, text=currentText)
            scriptCounter+=1

        elif scriptCounter==3 and PlayTurn.CurrentSprite().Alignment()==FRIENDLY and PlayTurn.CurrentSprite().tile_y>29 and GameBoard.Animating()==False:
            paused=True
            
            currentText=PlayTurn.CurrentSprite().Name()+": "+triggerText[scriptCounter]
            PauseWindow = Menu("Defeat of the Ancient One", [CONTINUEGAME], myfont, 100,100, 600,int(len(currentText)/3)+30, text=currentText)
            scriptCounter+=1

        elif AlignmentCounter[HOSTILE]==0 and gameOver==False and AncientAwoken==False:
            AncientAwoken=True
            paused=True
            currentText="You have disturbed an ancient villain, behold the ANCIENT ONE!!!!"
            PauseWindow = Menu("Defeat of the Ancient One", [CONTINUEGAME], myfont, 100,100, 600,int(len(currentText)/3)+30, text=currentText)
            PlayTurn.SpawnSpecial(18,38,4)
            #print("won the game")

        elif AlignmentCounter[HOSTILE]==0 and gameOver==False and AncientAwoken==True:
            gameOver=True
            paused=True
            currentText="Congratulations on completing the abbreviated version of DEFEAT OF THE ANCIENT ONE.  Someday we'll actually add in more to the game.  Thank you for playing!!!!"
            PauseWindow = Menu("Defeat of the Ancient One", [RESTART, QUITGAME], myfont, 100,100, 600,int(len(currentText)/3)+30, text=currentText)
            #print("won the game")

        elif AlignmentCounter[FRIENDLY]==0 and gameOver==False:
            gameOver=True
            paused=True
            currentText="Your party has been defeated.  Without you to prevent the return of the Ancient One, the world was destroyed!!"
            PauseWindow = Menu("Defeat of the Ancient One", [RESTART, QUITGAME], myfont, 100,100, 600,int(len(currentText)/3)+30, text=currentText)

            
            
        for event in pygame.event.get():       
 
            if event.type == QUIT or event.type == pygame.QUIT or (pressedKeys[K_w] and pressedKeys[K_LMETA]):
                running = False
                pygame.quit()
                sys.exit()
                
            if PlayTurn.Mode()==LEVELUP and paused:
                action = LevelUpWindow.input(event)
            elif paused:
                action = PauseWindow.input(event)
            else:
                
                action = myMenu.input(event) #actions that come from the menu
            if not (hasattr(event, 'key') or event.type==KEYDOWN or hasattr(event, 'button') or event.type==MOUSEBUTTONUP): continue
            #print(action)
            
            #UI or turn events
            if (action == CONTINUEGAME or pressedKeys[K_ESCAPE]):
                if gameStart==True:
                    PauseWindow = Menu("Defeat of the Ancient One", pausetext+[CONTINUEGAME], myfont, 100,100, 600,100, text="This game can be paused at any time, bringing up this window by pressing ESC.")
                    gameStart=False
                else:
                    paused= not paused
 
     
                    PauseWindow = Menu("Defeat of the Ancient One", pausetext+[CONTINUEGAME], myfont, 100,100, 600,100, text="")
                GameBoard.PanCamera((PlayTurn.CurrentSprite().tile_x + GameBoard._screenTileOffset_x)*GameBoard._tileSize, \
                    (PlayTurn.CurrentSprite().tile_y + GameBoard._screenTileOffset_y)*GameBoard._tileSize)
                
            elif action == QUITGAME:
                running = False
                pygame.quit()
                sys.exit()
            elif action == RESTART:
                #print("restart called")
                restart_program()

            #the level up parts
            elif PlayTurn.Mode()==LEVELUP and (action in actionList):
                CurrentSprite.LevelUpAction(action)
                PlayTurn._currentSprite=[]
                PlayTurn._mode=[]
                PlayTurn.Next()
                paused=False

                
            elif paused==False and (action == MOVE or pressedKeys[K_x]) and PlayTurn.Mode()==[] and PlayTurn.CurrentSprite().Alignment() != HOSTILE :
                PlayTurn.MoveMode()

            elif paused==False and (action == WAIT or pressedKeys[K_c]) and PlayTurn.CurrentSprite().Alignment() != HOSTILE: #note right now this overrides whatever mode you were in, a back button might be nice 
                PlayTurn.EndTurn()
            elif paused==False and (action == CANCEL or pressedKeys[K_v]) and PlayTurn.CurrentSprite().Alignment() != HOSTILE:
                PlayTurn.CancelMode()
            elif paused==False and (action in actionList or pressedKeys[K_z]) and PlayTurn.Mode()==[] and PlayTurn.CurrentSprite().Alignment() != HOSTILE:#right now it brings up a target list
                #print("Entering Mode", action)
                PlayTurn.ActionMode(action)




            '''
            #single keystroke type inputs
            if event.key ==K_RIGHT: pygame.mouse.set_pos([mouse_pos_x+tileSize, mouse_pos_y])
            elif event.key == K_LEFT: pygame.mouse.set_pos([mouse_pos_x-tileSize, mouse_pos_y])
            elif event.key == K_UP: pygame.mouse.set_pos([mouse_pos_x, mouse_pos_y-tileSize])
            elif event.key == K_DOWN: pygame.mouse.set_pos([mouse_pos_x, mouse_pos_y+tileSize])
            '''
            #Debug
            if pressedKeys[K_g]: grid= not grid #DEBUG: this toggles the grid
            
        if pressedKeys[K_d]: GameBoard.MoveCamera(tileSize,0, relative=True) #right
        elif pressedKeys[K_a]: GameBoard.MoveCamera(-tileSize,0, relative=True)#left
        elif pressedKeys[K_w]: GameBoard.MoveCamera(0,-tileSize, relative=True) #up
        elif pressedKeys[K_s]: GameBoard.MoveCamera(0,tileSize, relative=True) #down

        elif pressedKeys[K_PLUS] or pressedKeys[K_EQUALS]:
            if BGvolume<1:
                BGvolume+=.05
        elif pressedKeys[K_MINUS] or pressedKeys[K_UNDERSCORE]:
            if BGvolume>0:
                BGvolume-=.05
        BackgroundMusic.set_volume(BGvolume)

        
        if pressedMouse[0]:
            myMenu = Menu("Turn:"+PlayTurn.CurrentSprite().Name(), PlayTurn.CurrentActions(), myfont, 50, 150, 200, 220, ActionItems = PlayTurn.CurrentSprite().GetActions())
            #print(GameBoard.getTile(mouse_pos_x, mouse_pos_y)[2])
            
            #Seed what you clicked on and what turn mode you are in, then determins what to do
            if (PlayTurn.Mode()==ATTACK or PlayTurn.Mode()==RANGED or PlayTurn.Mode()==CRIPPLESTRIKE) and GameBoard.getTile(mouse_pos_x, mouse_pos_y)[0]=="Actor":
                PlayTurn.Attack(GameBoard.getTile(mouse_pos_x, mouse_pos_y)[1])
                CurrentSpriteInfo = CharacterInfo(PlayTurn.CurrentSprite(), myfont, screen_height)
                
            elif PlayTurn.Mode()==MOVE: #asks the game controller if the CurrentSprite can move there
                PlayTurn.Move(GameBoard.getTile(mouse_pos_x, mouse_pos_y)[2][0],GameBoard.getTile(mouse_pos_x, mouse_pos_y)[2][1] )
            elif PlayTurn.Mode()==AOE:
                PlayTurn.AOEAttack(GameBoard.getTile(mouse_pos_x, mouse_pos_y)[2][0],GameBoard.getTile(mouse_pos_x, mouse_pos_y)[2][1])
                CurrentSpriteInfo = CharacterInfo(PlayTurn.CurrentSprite(), myfont, screen_height)
            elif PlayTurn.Mode()==HEAL: #and GameBoard.getTile(mouse_pos_x, mouse_pos_y)[0]=="Actor":
                #print("heal called")
                PlayTurn.HealAction(GameBoard.getTile(mouse_pos_x, mouse_pos_y)[2][0],GameBoard.getTile(mouse_pos_x, mouse_pos_y)[2][1])
                CurrentSpriteInfo = CharacterInfo(PlayTurn.CurrentSprite(), myfont, screen_height)



        Characters.update(time)  
        GameBoard.update(time)
        if GameBoard.Animating() or paused:
            #print('Gameboard is animating or paused! Please be patient!', GameBoard.Animating(), paused)
            pass
        else:
            PlayTurn.update(time)

        #DEBUGGING: Grid
        if grid:#on a press of "g" the grid will be toggled
            for i in range(GameBoard._tileWidth):#draw vertical lines
                pygame.draw.line(screen, (0,0,0), (i*tileSize,0),(i*tileSize,GameBoard._width))
            for j in range(GameBoard._tileHeight):#draw horizontal lines
                pygame.draw.line(screen, (20,0,20), (0,j*tileSize),(GameBoard._height,j*tileSize))

        #moves the menu to the right if the camera is to the far left.
        if GameBoard.camTile()[0] < (myMenu.rect[2])// tileSize:
            myMenu.rect[0]=screen_width-myMenu.rect[2]-50
            CurrentSpriteInfo.rect[0]=screen_width-CurrentSpriteInfo.rect[2]
        else:
            myMenu.rect[0]=50
            CurrentSpriteInfo.rect[0]=0

        #brings up info for a sprite you are hovering over
        if GameBoard.getTile(mouse_pos_x, mouse_pos_y)[0]=="Actor" and paused==False:
                actor = GameBoard.getTile(mouse_pos_x, mouse_pos_y)[1]
                HoverWindow = CharacterInfo(actor, myfont, screen_height-150)
                screen.blit(HoverWindow.surface, HoverWindow.rect)
        screen.blit(CurrentSpriteInfo.surface, CurrentSpriteInfo.rect)
            
        if PlayTurn.CurrentSprite().Alignment()==FRIENDLY and paused==False:
            screen.blit(myMenu.surface, myMenu.rect)
        elif paused and PlayTurn.Mode()==LEVELUP:
            #print("Level up window for", CurrentSprite.Name())
            screen.blit(LevelUpWindow.surface, LevelUpWindow.rect)
        elif paused:
            screen.blit(PauseWindow.surface, PauseWindow.rect)

        pygame.display.flip()