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botboy.py
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botboy.py
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import pygame
import pygame.locals
import pygame.font
import sys
from util import *
from gamePlayer import *
from gameMob import *
from gameStage import *
class BotboyGame:
def __init__(self, loadData = False):
# ゲームキャラクター
self.choseChar()
# ステージ作成
self.current_stage = Stage(self, self.player, ["01"])
self.stageDict = {"01":self.current_stage}
# クラス内のオブジェクトをリンクさせている。
self.active_sprite_list = pygame.sprite.Group()
self.player.stage = self.current_stage
self.player.rect.x = 340
self.player.rect.y = SCREEN_HEIGHT - self.player.rect.height
self.active_sprite_list.add(self.player)
# ゲームの基本定数
if loadData == False:
self.score = 0
self.currentSavePoint = ["01", 0, 120, 530]
self.currentDeathPoint = None
else:
with open("data/saveData", "r") as saveFile:
self.score = eval(saveFile.readline().rstrip("\n"))
saveData = eval(saveFile.readline().rstrip("\n"))
if saveData[0] in self.stageDict:
self.current_stage = self.stageDict[saveData[0]]
else:
self.current_stage = Stage(self, self, [saveData[0],[saveData[3],saveData[1]]])
self.stageDict[saveData[0]] = self.current_stage
self.player.stage = self.current_stage
try: # プレーヤーのy変更
self.player.rect.y = saveData[3]
except: pass
try: # world_shiftの変更
self.current_stage.shift_world(saveData[1])
except: pass
self.currentSavePoint = eval(saveFile.readline().rstrip("\n"))
self.currentDeathPoint = eval(saveFile.readline().rstrip("\n"))
# ゲームの用意
self.done = False
self.died = False
self.gameover = False
self.life = 5
self.clock = pygame.time.Clock()
# メインループ
def main(self):
while not self.done:
self.k_up = False
if not self.gameover:
if not self.died:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.player.go_left()
if event.key == pygame.K_RIGHT:
self.player.go_right()
if event.key == pygame.K_UP:
self.k_up = True
self.player.jump()
if event.key == pygame.K_s: #セーブ
self.save()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT and self.player.change_x < 0:
self.player.stop()
if event.key == pygame.K_RIGHT and self.player.change_x > 0:
self.player.stop()
self.update()
self.drow()
else:
screen.fill(BLACK)
for event in pygame.event.get():
if event.type == pygame.QUIT:
return True
elif event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
self.life -= 1
self.died = False
self.load()
self.text = font.render("YOU DIED", True, RED)
self.text_rect = self.text.get_rect()
self.text_x = screen.get_width() / 2 - self.text_rect.width / 2
self.text_y = screen.get_height() / 2 - self.text_rect.height / 2
screen.blit(self.text, [self.text_x, self.text_y])
self.text = font.render("Press Enter to Continue!", True, WHITE)
self.text_rect = self.text.get_rect()
self.text_x = screen.get_width() / 2 - self.text_rect.width / 2
self.text_y = screen.get_height() / 2 - self.text_rect.height / 2 + 50
screen.blit(self.text, [self.text_x, self.text_y])
else:
screen.fill(BLACK)
for event in pygame.event.get():
if event.type ==pygame.QUIT:
return True
elif event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
self.life=5
self.gameover = False
self.done=True
self.text = font.render("GAME OVER", True, RED)
self.text_rect = self.text.get_rect()
self.text_x = screen.get_width() / 2 - self.text_rect.width / 2
self.text_y = screen.get_height() / 2 - self.text_rect.height / 2
screen.blit(self.text, [self.text_x, self.text_y])
self.text = font.render("Press Enter to Continue!", True, WHITE)
self.text_rect = self.text.get_rect()
self.text_x = screen.get_width() / 2 - self.text_rect.width / 2
self.text_y = screen.get_height() / 2 - self.text_rect.height / 2 + 50
screen.blit(self.text, [self.text_x, self.text_y])
self.clock.tick(60)
pygame.display.flip()
# キャラ選択
def choseChar(self):
self.player = Botboy(self)
def update(self):
self.active_sprite_list.update()
self.current_stage.update()
if self.player.rect.right >= 500:
diff = self.player.rect.right - 500
self.player.rect.right = 500
self.current_stage.shift_world(-diff)
if self.player.rect.left <= 120:
diff = 120 - self.player.rect.left
self.player.rect.left = 120
self.current_stage.shift_world(diff)
if self.player.rect.y >= SCREEN_HEIGHT + self.player.rect.height and self.player.change_y >= 0:
self.died=True
self.death()
if self.life == 0:
self.gameover = True
def death(self):
stage = self.current_stage
playerY = self.player.rect.y
playerX = self.player.rect.x
self.currentDeathPoint = [stage.stageId,stage.world_shift, playerX, playerY]
def drow(self):
self.current_stage.draw(screen)
self.active_sprite_list.draw(screen)
self.text = font.render("Total Life : " + str(self.life), True, BLACK)
self.text_rect = self.text.get_rect()
self.text_x = screen.get_width() - self.text_rect.width * 1.2
self.text_y = 20
screen.blit(self.text, [self.text_x, self.text_y])
self.text =font.render("Total Credit: " + str(self.score), True, BLACK)
self.text_rect = self.text.get_rect()
self.text_x = screen.get_width() - self.text_rect.width * 1.2
self.text_y = 50
screen.blit(self.text, [self.text_x, self.text_y])
def save(self):
stage = self.current_stage
playerY = self.player.rect.y
playerX = self.player.rect.x
savePoint = [stage.stageId,stage.world_shift, playerX, playerY]
with open("data/saveData","w") as saveFile:
saveFile.write(str(self.score))
saveFile.write("\n")
saveFile.write(str(savePoint))
saveFile.write("\n")
saveFile.write(str(self.currentSavePoint))
saveFile.write("\n")
saveFile.write(str(self.currentDeathPoint))
saveFile.write("\n")
def gameOver(self):
self.gameover = True
def Died(self):
self.died = True
self.player.stop()
def load(self):
data = self.currentSavePoint
if data is not None:
self.current_stage = self.stageDict[data[0]]
self.current_stage.shift_world( -1 * self.currentDeathPoint[1] )
self.current_stage.world_shift = 0
self.current_stage.shift_world(data[1])
self.player.rect.x = data[2]
self.player.rect.y = data[3]
else: # sevePointを通過しなかったとき
pass
def opening():
done = False
screen.fill(BLACK)
renderText(screen,bigFont,"Bot-Boy",0, -50,WHITE)
renderText(screen,font,"Load game > LEFT KEY ",0,70,WHITE)
renderText(screen,font,"New game > RIGHT KEY",0,40,WHITE)
pygame.display.flip()
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
return True
elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
return False
pygame.display.flip()
# pygameの初期設定
pygame.init()
pygame.display.set_caption("BotBoy")
font = pygame.font.Font(None, 36)
bigFont = pygame.font.Font(None, 100)
size = [SCREEN_WIDTH, SCREEN_HEIGHT]
screen = pygame.display.set_mode(size)
done = False
while not done:
load = opening()
game = BotboyGame(load)
done = game.main()
pygame.quit()