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manager.py
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manager.py
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from __future__ import division
import pygame
from pygame.locals import *
import math, random
import sys,os
from level import level
from player import Player
from physicsobject import PhysicsObject
floor_image = pygame.image.load(os.path.join("Art","ground_3.png"))
wall_image = pygame.image.load(os.path.join("Art","wall.png" ))
rock_image = pygame.image.load(os.path.join("Art","rock.png" ))
player_image = pygame.image.load(os.path.join("Art","viking_0.png" ))
lose_image = pygame.image.load(os.path.join("Art","dead.png" ))
win_image = pygame.image.load(os.path.join("Art","lose.png" ))
player_keymap = [
{ K_w: 'up',
K_a: 'left',
K_s: 'down',
K_d: 'right'
},
{ K_g: 'up',
K_v: 'left',
K_b: 'down',
K_n: 'right'
},
{ K_i: 'up',
K_j: 'left',
K_k: 'down',
K_l: 'right'
},
{ K_UP : 'up',
K_LEFT : 'left',
K_DOWN : 'down',
K_RIGHT: 'right'
}
]
class Manager():
def __init__( self ):
self._levels = [ level( ) ] * 9
self._players = []
for i in range(4):
self._players.append(Player( 0, (2000 if i < 2 else 2100, 2000 if i%2==0 else 2100) ) )
self._screens = [ pygame.Surface((512,512)) ] * 4
def update( self, keymap ):
for level in self._levels:
level.update( )
for i, player in enumerate(self._players):
if player.dead:
continue
d = []
for key in player_keymap[i]:
if keymap[key]:
d.append(player_keymap[i][key])
player.update_controls( d )
for i, player in enumerate(self._players):
w = []
for j in range(4):
if j == i or self._players[j].dead:
continue
w.append(self._players[j])
q = []
level = self._levels[player.level]
for l in level.collision(player.x,player.y):
x,y,t = l
if t == 4:
p = PhysicsObject( (x+16,y+16), (0,0), (32,32) )
w.append(p)
if t == 3:
p = PhysicsObject( (x+16,y+16), (0,0), (32,32) )
q.append(p)
player.update_physics( w )
player.update_falling( q )
for i, player in enumerate(self._players):
player.execute_update( )
def draw( self, screen ):
screen.fill((0,0,0))
for i, subscreen in enumerate( self._screens ):
subsubscreen = pygame.Surface((1024,1024))
player = self._players[i]
if player.dead:
subscreen.blit(lose_image,(0,0))
screen.blit( subscreen , (0 if i < 2 else 512, 0 if i%2==0 else 512) )
continue
v = True
for j,player2 in enumerate(self._players):
if j == i:
continue
if not player2.dead:
v = False
if v:
subscreen.blit(win_image,(0,0))
screen.blit( subscreen , (0 if i < 2 else 512, 0 if i%2==0 else 512) )
continue
level = self._levels[player.level]
points = level.getContents( ( player.x/32 , player.y/32 ) , 0 )
for point_cord, point_type in points.items():
x,y = point_cord
x = (x+8)*32 + 256
y = (y+8)*32 + 256
if point_type == 0:
subsubscreen.blit(floor_image,(x,y))
elif point_type == 5:
subsubscreen.blit(wall_image,(x,y))
elif point_type == 4:
subsubscreen.blit(wall_image,(x,y))
for j,player2 in enumerate(self._players):
if j == i or player2.dead:
continue
subsubscreen.blit(player_image,(512 + player2.x - player.x -16, 512 + player2.y - player.y - 16) )
r = player.varg*180/math.pi + 90
subsubscreen = pygame.transform.rotate(subsubscreen, r)
new_rect = subsubscreen.get_rect()
draw_x = (-new_rect.h + 1024)/2 - 256
draw_y = (-new_rect.w + 1024)/2 - 256
subscreen.blit( subsubscreen, (draw_x,draw_y) )
subscreen.blit(player_image,(256-16,256-16))
screen.blit( subscreen , (0 if i < 2 else 512, 0 if i%2==0 else 512) )
pygame.draw.line(screen, (100,100,100), (0,512), (1024,512), 10)
pygame.draw.line(screen, (100,100,100), (512,0), (512,1024), 10)