def __init__(self, screen): # instanciate players and their size self.player = Tracy(100, SCREEN_HEIGHT/2) self.AI = Biggie(0, SCREEN_HEIGHT/2) # screen self.screen = screen # create sprite grouping for active sprites self.active_sprites = pygame.sprite.Group() self.active_sprites.add(self.player) self.active_sprites.add(self.AI) # which is active self.ACTIVE = self.player # create level and list of levels self.lvl_list = [Tutorial_level(self.player, self.AI)] self.lvl_num = 0 self.lvl_current = self.lvl_list[self.lvl_num] self.player.level = self.lvl_current self.AI.level = self.lvl_current # some initialization for game loop self.done = False self.clock=pygame.time.Clock() # instantiate camera self.camera = Camera()
def __init__(self, screen): # instanciate players and their size # self.player = Tracy(100, SCREEN_HEIGHT/2) # self.AI = Biggie(0, SCREEN_HEIGHT/2) self.player = Tracy(0, SCREEN_HEIGHT - 120) self.AI = Biggie(100, SCREEN_HEIGHT - 150) self.Biggie = Biggie # screen self.screen = screen # create sprite grouping for active sprites self.active_sprites = pygame.sprite.Group() self.active_sprites.add(self.player) self.active_sprites.add(self.AI) # which is active self.ACTIVE = self.player # create level and list of levels self.lvl_list = [ Menu_level(self.player, self.AI), Tutorial_level(self.player, self.AI), Level1_level(self.player, self.AI), Level2_level(self.player, self.AI), End_level(self.player, self.AI) ] self.lvl_num = 0 self.lvl_current = self.lvl_list[self.lvl_num] self.player.level = self.lvl_current self.AI.level = self.lvl_current # create dialogue and dialogue lines self.dialogue_list = [ 'tutorial_conversation_onEnter.txt', 'tutorial_conversation.txt' ] # some initialization for game loop self.done = False self.clock=pygame.time.Clock() # instantiate camera self.camera = Camera() self.camera.updateCam(0, 0, self.lvl_current.level_width, self.lvl_current.level_height) #conversation variables #will change this variable once we refactor, essentially tells main to parse the text file self.convoNum = 1 #dialogue line # self.dialogue = 0 self.enterDialogue = 0 self.levelEnterDialogue = False #enter level to start dialogue variable self.levelEnterConvo = False # 0 not climbing, 1 move up, 2 move down self.climbing = 0
class Control(object): def __init__(self, screen): # instanciate players and their size self.player = Tracy(100, SCREEN_HEIGHT/2) self.AI = Biggie(0, SCREEN_HEIGHT/2) # screen self.screen = screen # create sprite grouping for active sprites self.active_sprites = pygame.sprite.Group() self.active_sprites.add(self.player) self.active_sprites.add(self.AI) # which is active self.ACTIVE = self.player # create level and list of levels self.lvl_list = [Tutorial_level(self.player, self.AI)] self.lvl_num = 0 self.lvl_current = self.lvl_list[self.lvl_num] self.player.level = self.lvl_current self.AI.level = self.lvl_current # some initialization for game loop self.done = False self.clock=pygame.time.Clock() # instantiate camera self.camera = Camera() def save(self): with open('save/save.txt', 'w') as f: saveStr = str(lvl_no) + ' ' + str(self.player.abilities) + ' ' + str(self.player.abilities) f.write(saveStr) def load(self): if os.path.exists('save/save.txt'): with open('save/save.txt', 'r') as f: text = f.read() if text != '': text = text.split(' ') text[-1] = text[-1].rstrip('\n') # read in level self.lvl_no = text[0] self.current_lvl = self.lvl_list[self.lvl_num] self.player.level = self.lvl_current self.AI.level = self.lvl_current if len(text) > 1: # read in abilities self.player.abilities = ast.literal_eval(text[1]) self.AI.abilities = ast.literal_eval(text[2]) # reset player position self.player.rect.x = 50 self.AI.rect.x = 0 def processEvents(self): # loop events for event in pygame.event.get() : if event.type == pygame.QUIT: self.done = True # key pressed if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: self.player.move_left() if event.key == pygame.K_RIGHT: self.player.move_right() if event.key == pygame.K_SPACE: self.player.jump() else: # check for ability key k = self.player.checkAbility(event.key) if k is not None: k.cast(self) # key released if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT and self.player.delta_x < 0: self.player.stop() if event.key == pygame.K_RIGHT and self.player.delta_x > 0: self.player.stop() def update(self): # update camera self.camera.update(self.player) #update player self.active_sprites.update() if self.player.dead: self.load() self.player.dead = False # update level self.lvl_current.update() # check if we've moved onto the next area if self.player.rect.right > LEVEL_WIDTH and self.lvl_num < len(self.lvl_list)-1: # save checkpoint self.save() self.player.rect.x = 50 self.AI.rect.x = 0 self.lvl_num += 1 self.lvl_current = self.lvl_list[self.lvl_num] self.player.level = self.lvl_current self.AI.level = self.lvl_current # go to previous area elif self.player.rect.left < 0 and self.lvl_num > 0: self.player.rect.x = LEVEL_WIDTH-100 self.player.rect.x = LEVEL_WIDTH self.lvl_num -= 1 self.lvl_current = self.lvl_list[lvl_num] self.player.level = self.lvl_current self.AI.level = self.lvl_current def draw(self): # draw self.lvl_current.draw(self.screen, self.camera) # draw players for char in self.active_sprites: self.screen.blit(char.image, self.camera.applyCam(char)) def main_loop(self): while not self.done: # input, update, draw self.processEvents() self.update() self.draw() #FPS self.clock.tick(60) #refresh screen pygame.display.flip()
class Control(object): def __init__(self, screen): # instanciate players and their size # self.player = Tracy(100, SCREEN_HEIGHT/2) # self.AI = Biggie(0, SCREEN_HEIGHT/2) self.player = Tracy(0, SCREEN_HEIGHT - 120) self.AI = Biggie(100, SCREEN_HEIGHT - 150) self.Biggie = Biggie # screen self.screen = screen # create sprite grouping for active sprites self.active_sprites = pygame.sprite.Group() self.active_sprites.add(self.player) self.active_sprites.add(self.AI) # which is active self.ACTIVE = self.player # create level and list of levels self.lvl_list = [ Menu_level(self.player, self.AI), Tutorial_level(self.player, self.AI), Level1_level(self.player, self.AI), Level2_level(self.player, self.AI), End_level(self.player, self.AI) ] self.lvl_num = 0 self.lvl_current = self.lvl_list[self.lvl_num] self.player.level = self.lvl_current self.AI.level = self.lvl_current # create dialogue and dialogue lines self.dialogue_list = [ 'tutorial_conversation_onEnter.txt', 'tutorial_conversation.txt' ] # some initialization for game loop self.done = False self.clock=pygame.time.Clock() # instantiate camera self.camera = Camera() self.camera.updateCam(0, 0, self.lvl_current.level_width, self.lvl_current.level_height) #conversation variables #will change this variable once we refactor, essentially tells main to parse the text file self.convoNum = 1 #dialogue line # self.dialogue = 0 self.enterDialogue = 0 self.levelEnterDialogue = False #enter level to start dialogue variable self.levelEnterConvo = False # 0 not climbing, 1 move up, 2 move down self.climbing = 0 def save(self): with open('save/save.txt', 'w') as f: if isinstance(self.player, Tracy): pickle.dump([self.lvl_num, self.player.abilities, self.AI.abilities], f, protocol=pickle.HIGHEST_PROTOCOL) else: pickle.dump([self.lvl_num, self.AI.abilities, self.player.abilities], f, protocol=pickle.HIGHEST_PROTOCOL) def load(self): if os.path.exists('save/save.txt'): with open('save/save.txt', 'r') as f: if isinstance(self.player, Tracy): self.lvl_num, self.player.abilities, self.AI.abilities = pickle.load(f) else: self.lvl_num, self.AI.abilities, self.player.abilities = pickle.load(f) # read in level self.lvl_current = self.lvl_list[self.lvl_num] self.camera.updateCam(0, 0, self.lvl_current.level_width, self.lvl_current.level_height) self.player.level = self.lvl_current self.AI.level = self.lvl_current if isinstance(self.player, Tracy): revert = Revert() revert.cast(self) # reset player position self.player.rect.x = self.lvl_current.Px self.player.rect.y = self.lvl_current.Py self.AI.rect.x = self.lvl_current.Ax self.AI.rect.y = self.lvl_current.Ay def processEvents(self): # loop events for event in pygame.event.get() : if event.type == pygame.QUIT: self.done = True # key pressed if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: self.player.move_left() if event.key == pygame.K_RIGHT: self.player.move_right() if event.key == pygame.K_SPACE: if not self.player.convo: self.player.jump() if event.key == pygame.K_RETURN: #if conversation has begun, only return key can progress if self.player.convo == True: if self.levelEnterConvo: self.enterDialogue += 1 else: self.dialogue += 1 else: if not self.player.convo: # check for ability key k = self.player.checkAbility(event.key) if k is not None: if event.key != pygame.K_UP and event.key != pygame.K_DOWN: cast_sound = pygame.mixer.Sound("revert.wav") cast_sound.play() k.cast(self) # key released if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT and self.player.delta_x < 0: self.player.stop() if event.key == pygame.K_RIGHT and self.player.delta_x > 0: self.player.stop() if event.key == pygame.K_UP and self.player.delta_y < 0: if isinstance(self.player, Tracy): self.player.stop_y(self.AI.rect) else: self.player.stop() self.climbing = 0 if event.key == pygame.K_DOWN and self.player.delta_y > 0: if isinstance(self.player, Tracy): self.player.stop_y(self.AI.rect) else: self.player.stop() self.climbing = 0 def update(self): # update camera self.camera.update(self.player) #update player self.active_sprites.update(self) if self.player.dead: death_sound = pygame.mixer.Sound("death.wav") death_sound.play() self.load() self.player.dead = False if self.climbing == 1: k = self.player.checkAbility(pygame.K_UP) if k is not None: k.cast(self) elif self.climbing == 2: k = self.player.checkAbility(pygame.K_DOWN) if k is not None: k.cast(self) # follow if self.player.delta_x > 0 and self.AI.rect.x < self.player.rect.x - FOLLOW_DIST-20 and not self.AI.locked: self.AI.move_right() elif self.player.delta_x < 0 and self.AI.rect.x > self.player.rect.right + FOLLOW_DIST and not self.AI.locked: self.AI.move_left() else: self.AI.stop() # unlock the wal ability for Biggie. if self.player.wallUnlocked: self.AI.wallUnlocked = True # update level self.lvl_current.update(self) # check if we've moved onto the next area if self.player.rect.right > self.lvl_current.level_width and self.lvl_num < len(self.lvl_list)-1: if isinstance(self.player, Tracy): revert = Revert() revert.cast(self) self.lvl_num += 1 self.save() self.lvl_current = self.lvl_list[self.lvl_num] self.player.level = self.lvl_current self.AI.level = self.lvl_current self.player.rect.x = self.lvl_current.Px self.player.rect.y = self.lvl_current.Py self.AI.rect.x = self.lvl_current.Ax self.AI.rect.y = self.lvl_current.Ay self.camera.updateCam(0, 0, self.lvl_current.level_width, self.lvl_current.level_height) print(self.player.level) if isinstance(self.player.level, Tutorial_level): self.levelEnterConvo = True self.player.convo = True # go to previous area elif self.player.rect.left < 0 and self.lvl_num > 0: if isinstance(self.player, Tracy): revert = Revert() revert.cast(self) self.lvl_num -= 1 self.lvl_current = self.lvl_list[self.lvl_num] self.player.level = self.lvl_current self.AI.level = self.lvl_current self.player.rect.y = self.lvl_current.ground_level self.AI.rect.y = self.lvl_current.ground_level-40 self.player.rect.x = self.lvl_current.level_width-200 self.AI.rect.x = self.lvl_current.level_width-200 self.camera.updateCam(self.lvl_current.level_width-SCREEN_WIDTH, self.lvl_current.ground_level, self.lvl_current.level_width, self.lvl_current.level_height) elif self.player.rect.left < 0 and self.lvl_num == 0: self.player.rect.x = 1 self.AI.rect.x = 1 def draw(self): self.screen.fill((0,0,0)) # draw self.lvl_current.draw(self.screen, self.camera) # draw players self.player.image = pygame.transform.scale(self.player.image, self.player.rect.size) self.AI.image = pygame.transform.scale(self.AI.image, self.AI.rect.size) self.screen.blit(self.AI.image, self.camera.applyCam(self.AI)) self.screen.blit(self.player.image, self.camera.applyCam(self.player)) #draw rect at player # font = pygame.font.Font(None, 36) # label = font.render('TEST TEXT', 1, (0, 255, 0), ) # self.screen.blit(label, (self.player.rect.left, self.player.rect.bottom)) def initiateConvo(self): #initialize the conversation #put each line into the list of 'dialogue' if self.player.convo: dialogue = [] if self.convoNum == 1: if self.levelEnterConvo: with open(path.join(get_src_dir(), self.dialogue_list[0]), "r") as f: dialogue = [x.strip('\n') for x in f.readlines()] else: with open(path.join(get_src_dir(), self.dialogue_list[1]), "r") as f: dialogue = [x.strip('\n') for x in f.readlines()] #lock the player and AI self.player.locked = True self.AI.locked = True # initialize font; must be called after 'pygame.init()' to avoid 'Font not Initialized' error font = pygame.font.Font(None, 48) #show the dialogue in a loop until the dialogue is empty if self.levelEnterConvo: num = self.enterDialogue else: num = self.dialogue if dialogue[num] != '': pygame.draw.rect(self.screen, (0,0,0), (0,0,1000,100)) label = font.render('Press enter to continue', 1, (255, 255, 255), ) self.screen.blit(label, (SCREEN_WIDTH/2- 200,0)) font = pygame.font.Font(None, 26) if num % 2 != 0: # render text for Tracy tracyText = font.render(dialogue[num], 1, (255, 0, 255), ) #if the player is currently Tracy, put the dialogue there, otherwise on the other sprite if isinstance(self.player,Tracy): self.screen.blit(tracyText, (0, 50)) else: self.screen.blit(tracyText, (0, 50)) else: #render text for Biggie biggieText = font.render(dialogue[num], 1, (0, 0, 255), ) #if the player is currently Biggie, put the dialogue there, otherwise on the other sprite if isinstance(self.player,Biggie): self.screen.blit(biggieText, (0, 50)) else: self.screen.blit(biggieText, (0, 50)) else: #unfreeze player and AI, end the conversation with player.convo = False, add one to the dialogue # to move to the next conversation line self.player.locked = False self.AI.locked = False self.player.convo = False if self.levelEnterConvo: self.levelEnterConvo = False self.enterDialogue = 0 else: self.dialogue += 1 def main_loop(self): while not self.done: # input, update, draw self.processEvents() self.update() self.draw() #initialize conversation if self.player.convo == True: #self.player.convo = False self.initiateConvo() #FPS self.clock.tick(60) #refresh screen pygame.display.flip()