Exemple #1
0
def tutorial():
    tutplayer = Player('Tutorial')
    tutmap = Map(tut=True)
    tutplayer.linkMap(tutmap)
    while True:
        clearScreen()
        tutmap.update()
        choice = userInput()
        if choice == 'q':
            break
        elif choice in 'wasd':
            tutplayer.move(choice)

    del tutmap, tutplayer
Exemple #2
0
                menu = 0

    # game loop
    while mc_gyver.alive:

        pygame.time.Clock().tick(30)

        # checking the events
        for event in pygame.event.get():
            if event.type == QUIT:
                quit()
            if event.type == KEYDOWN:
                old_pos = mc_gyver.x, mc_gyver.y
                if event.key == K_DOWN:
                    new_pos = (mc_gyver.x, mc_gyver.y + sprite)
                    mc_gyver.move(old_pos, new_pos, map)
                if event.key == K_UP:
                    new_pos = (mc_gyver.x, mc_gyver.y - sprite)
                    mc_gyver.move(old_pos, new_pos, map)
                if event.key == K_LEFT:
                    new_pos = (mc_gyver.x - sprite, mc_gyver.y)
                    mc_gyver.move(old_pos, new_pos, map)
                if event.key == K_RIGHT:
                    new_pos = (mc_gyver.x + sprite, mc_gyver.y)
                    mc_gyver.move(old_pos, new_pos, map)

        # Printing the floor, walls, Mc Gyver, guardian and objects
        window.blit(floor, (0, 0))
        [window.blit(wall, pos) for pos in list(map.wall_pos)]
        window.blit(guardian.image, (guardian.x, guardian.y))
        window.blit(mc_gyver.image, (mc_gyver.x, mc_gyver.y))
Exemple #3
0
def main():

    # Initialise pygame.
    pygame.init()

    # Set up screen.
    screen_width = 800
    screen_height = 640
    screen_surface = pygame.display.set_mode([screen_width, screen_height])

    # Set up sprites:
    SPR_TREE = pygame.image.load('Sprites\\tree.png').convert_alpha()
    SPR_PLAYER = pygame.image.load('Sprites\\player.png').convert_alpha()
    SPR_ORC = pygame.image.load('Sprites\\orc.png').convert_alpha()

    sprites = {"player": SPR_PLAYER, "tree": SPR_TREE, "orc": SPR_ORC}

    # Set up view port constants for the area which will display the game map. HUD dimensions are derived from this.
    view_port_width = 800
    view_port_height = 480
    view_port_x_offset = 0
    view_port_y_offset = 50

    # Calculate a simple map which is double the screen size to test scrolling.
    map_width, map_height = display_to_map(screen_width * 2, screen_height *
                                           2)  # Map size in 16px by 16px tiles

    # Create player and map objects.
    player_stats = StatBlock(h=100, m=0, s=10, d=10)
    player = Player("Player",
                    map_x=randint(1, map_width - 1),
                    map_y=randint(1, map_height - 1),
                    colour=(0, 255, 0),
                    sprite=SPR_PLAYER,
                    stats=player_stats)
    game_map = GameMap(map_width, map_height)  # Create a game map.

    # Create some random noise in the map.
    for x, y in game_map:
        if randint(1, 10) == 1:
            game_map.blocked[x, y] = True

    # List to store all the game entities. Populate with player.
    entities = list()
    entities.append(player)

    # Add some basic monsters.
    for mon in range(10):
        name = "Orc " + str(mon + 1)
        mon_stats = StatBlock(h=10, m=0, s=12, d=8)
        mon = Monster(name,
                      map_x=randint(1, map_width - 1),
                      map_y=randint(1, map_height - 1),
                      colour=(255, 0, 0),
                      game_map=game_map,
                      sprite=SPR_ORC,
                      stats=mon_stats)
        entities.append(mon)

    # Set the first turn as the player.
    current_turn = Turn.player

    # Main game loop.
    running = True
    while running:

        # Create a map chunk for iteration based on the rect boundaries.
        visible_map_chunk = get_visible_map_chunk(player, game_map,
                                                  view_port_width,
                                                  view_port_height)

        # Render the various screen elements. The placement of this determines whether player or enemies movement lag..
        render_all(screen_surface, screen_width, screen_height,
                   view_port_width, view_port_height, view_port_x_offset,
                   view_port_y_offset, game_map, player, entities,
                   visible_map_chunk, sprites)

        # Start Player Turn
        if current_turn == Turn.player:

            # Get inputs and terminate loop if necessary.
            user_input, running = get_inputs(running)

            if not user_input:
                continue  # If no input continue with game loop.

            # Process actions
            else:
                # Process user input and get actions.
                action = handle_keys(user_input)

                # Action categories.
                move = action.get("move")
                quit_game = action.get("quit")

                if quit_game:  # Triggered when ESC key is pressed.
                    running = False

                if move:  # If movement keys are pressed move player.
                    player_map_x, player_map_y = player.get_map_position()
                    dx, dy = move  # Pull relative values from action.

                    # Calculate potential new coordinates
                    destination_x = player_map_x + dx
                    destination_y = player_map_y + dy

                    if not game_map.blocked[
                            destination_x,
                            destination_y]:  # Check if the tiles are walkable.
                        attack_target = get_blocking_entities(
                            entities, destination_x, destination_y
                        )  # Is there a monster at the destination?

                        # if there is an entity at the location...
                        if attack_target:
                            if isinstance(attack_target,
                                          Monster):  # ... and it's a monster
                                player.attack(attack_target)  # Attack it.
                        else:
                            player.move(
                                dx, dy
                            )  # If the cell is empty, move player into it.

            current_turn = Turn.monster  # Set turn state to monster.

        # Start Monster Turn
        if current_turn == Turn.monster:
            # Iterate through all entities.
            for entity in entities:
                if isinstance(entity, Monster):  # If the entity is a Monster
                    # Can the monster see the player (and vice versa).
                    if (entity.map_x, entity.map_y) in visible_map_chunk:
                        if not entity.target:  # If the monster doesn't have a target, set it to the player.
                            entity.target = player

                        # Process monster turn ai
                        entity.take_turn(game_map, entities)

            current_turn = Turn.player  # Set to player's turn again.

    # If the main game loop is broken, quit the game.
    pygame.quit()
Exemple #4
0
def game_loop(game_level):

    room = pygame.image.load("Living RoomWithStuff.png").convert()  # Living Room.jpg")
    menu = pygame.image.load("BoxWithElements.png").convert_alpha()
    # Menu is 1025 x 196
    timer_offset = 0
    menu_timer_fill = pygame.image.load("Timer.png").convert()
    menu_timer_background = pygame.image.load("WhiteBox.png").convert()
    menu_objective = pygame.image.load("Controls.png").convert()

    start_time = pygame.time.get_ticks()  # Time from the beginning of execution
    cycle_time = pygame.time.get_ticks()  # Time of each cycle or loop iteration
    time_counter = 0

    #ghost_guy = ghost("boo.png")
    # Player Sprite declaration ##############
    player_position = vector2(352, 114)
    player_sprite = Player("WalkingSheet.png", player_position)

    #   Object declaration, spray ID = 01, tape ID = 02, dog_toy ID = 03
    spray = Objects("SprayDarkLine.png", vector2(820, 444), 01)
    tape = Objects("Object_Tape.png", vector2(630, 280), 02)
    dog_toy = Objects("Object_DogToy.png", vector2(400, 530), 03)
    dog_bags = Objects("Object_DogBag.png", vector2(160, 308), 04)
    trash_can = Objects("Object_TrashCan.png", vector2(0, 450), 05)

    # Stores all objects into object_list
    #object_list = [spray, tape, dog_toy, dog_bags, trash_can]
    object_list = [spray, dog_bags]

    # Path declaration, 6 points for dog to travel too
    path_list = [Path(vector2(750, 510), vector2(60, 40)),
                 Path(vector2(160, 528), vector2(60, 40)),
                 Path(vector2(350, 400), vector2(60, 40)),
                 Path(vector2(550, 340), vector2(60, 40)),
                 Path(vector2(620, 500), vector2(60, 40)),
                 Path(vector2(250, 340), vector2(60, 40))]

    #   Puppy declaration and setup
    puppy_position = path_list[0].pos
    puppy_speed = vector2(0, 0)
    puppy_sprite = Puppy("dogresized.png", puppy_position, puppy_speed)

    # Pup clone: Better to start together or sep?
    puppy_position2 = path_list[2].pos
    puppy_speed2 = vector2(0, 0)
    puppy_sprite2 = Puppy("dogresized.png", puppy_position, puppy_speed2)

    pup_list = [puppy_sprite]

    if game_level >= 2:
        pup_list.append(puppy_sprite2)

    # Sets object status as active for first puppy path
    for pup in pup_list:
        pup.change_path(path_list)

    # Game loop setup
    frame_clock = pygame.time.Clock()
    FPS = 60
    game_running = True

    while game_running:
        frame_clock.tick(FPS)
        # get user events
        pygame.event.pump()
        for evt in pygame.event.get():
            # print(evt) #   Prints all key and mouse events
            if evt.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            sprinting = False
            # Not sure if this is correct   ########
            if evt.type == pygame.KEYDOWN:
                if evt.key == pygame.K_ESCAPE:
                    pygame.quit
                    sys.exit()
                if evt.key == pygame.K_w:  # Up
                    player_sprite.moving = True
                elif evt.key == pygame.K_s:
                    player_sprite.moving = True
                elif evt.key == pygame.K_a:
                    player_sprite.moving = True
                elif evt.key == pygame.K_d:
                    player_sprite.moving = True
                elif evt.key == pygame.K_SPACE:
                    sprinting = True
                # Equip items tree
                if evt.key == pygame.K_j:
                    player_sprite.looking_for_item = True
                else:
                    player_sprite.looking_for_item = False
            else:
                player_sprite.moving = False
        # Pressed keys are assigned an action
        keys_pressed = pygame.key.get_pressed()
        #   Movement speed increase with 'sprint'
        if keys_pressed[pygame.K_w]:
            player_sprite.moving = True
            player_sprite.timer = 0
            player_sprite.side = 3
            player_sprite.move(0, -4, sprinting)
        if keys_pressed[pygame.K_s]:
            player_sprite.moving = True
            player_sprite.timer = 0
            player_sprite.side = 0
            player_sprite.move(0, 4, sprinting)
        if keys_pressed[pygame.K_a]:
            player_sprite.moving = True
            player_sprite.timer = 0
            player_sprite.side = 2
            player_sprite.move(-4, 0, sprinting)
        if keys_pressed[pygame.K_d]:
            player_sprite.moving = True
            player_sprite.timer = 0
            player_sprite.side = 1
            player_sprite.move(4, 0, sprinting)
        if keys_pressed[pygame.K_k]:
            player_sprite.cleanup = True
        else:
            player_sprite.cleanup = False

# SIMULATION  ---------------------------
# UPDATE
        end = pygame.time.get_ticks()
        delta_time = end - cycle_time
        cycle_time = end

        # Game Timer functions
        counting_time = pygame.time.get_ticks() - start_time
        counting_seconds = int(counting_time % 60000 / 1000)
        # print(counting_seconds)

        # Using get_ticks, counting seconds currently times game
        if counting_seconds != time_counter:
            time_counter += 1
            timer_offset += 5
            # If the timer has exceeded 59 seconds, game over screen
            if counting_seconds == 59:
                game_running = False
                return path_list

        # Checks if player is touching any objects, works
        for obj in object_list:
            player_sprite.update(obj, delta_time)

        for pup in pup_list:
            # Moves towards active target, returns True if reached
            if pup.move(delta_time):
                # Set new active area when destination reached
                print("Reached point, in Main loop")
                for path in path_list:
                    path.update(pup)
                pup.change_path(path_list)

        # Is the player in the path area for cleanup
        for path in path_list:
            if path.status == 'warning':
                path.update(player_sprite)



# DRAW SECTION (from back to front) Room, paths, player, Pup, menu, objects##################
        screen.blit(room, (0, 0))

        # Draws each object to room
        for path in path_list:
            path.draw(screen)

        # draws the unequipped items
        for obj in object_list:
            if not obj.item_held:
                obj.draw(screen)

        player_sprite.draw(screen)
        for pup in pup_list:
            pup.draw(screen)

        screen.blit(menu_timer_background, (5, 584))
        screen.blit(menu_timer_fill, (5 - timer_offset, 594))
        # 305 x 146
        # 1 sec 5 pixel
        screen.blit(menu, (0, 572))
        screen.blit(menu_objective, (782, 628))

        #draws equipped items
        for obj in object_list:
            if obj.item_held:
                obj.draw(screen)

        pygame.display.flip()
# Register mouse onclick
click = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
 
# -------- Main Program Loop -----------
while not done:
    # --- Main event loop
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
    
    keys = pygame.key.get_pressed() # player movement
    if keys[pygame.K_a]:
        player.move(-1,0)
    if keys[pygame.K_d]:
        player.move(1,0)
    if keys[pygame.K_w]:
        player.move(0,-1)
    if keys[pygame.K_s]:
        player.move(0,1)
    
    if keys[pygame.K_a] and keys[pygame.K_j] and stamina > 1: # player stamina
        player.move(-4,0)
        stamina = stamina - 2
    if keys[pygame.K_d] and keys[pygame.K_j] and stamina > 1:
        player.move(4,0)
        stamina = stamina - 2
    if keys[pygame.K_w] and keys[pygame.K_j] and stamina > 1:
        player.move(0,-4)
Exemple #6
0
def game_loop():
    room = pygame.image.load("Living RoomWithStuff.png")  # Living Room.jpg")
    menu = pygame.image.load("BoxWithElements.png").convert_alpha()
    # Menu is 1025 x 196

    ###########################

    start_time = pygame.time.get_ticks(
    )  # Time from the beginning of execution
    cycle_time = pygame.time.get_ticks(
    )  # Time of each cycle or loop iteration
    time_counter = 0

    # Player Sprite declaration ##############
    player_position = vector2(352, 114)
    player_sprite = Player("WalkingSheet.png", player_position)

    #   Object declaration
    spray = Objects("Object_Spray.png", vector2(200, 430))
    tape = Objects("Object_Tape.png", vector2(300, 330))
    dog_toy = Objects("Object_DogToy.png", vector2(400, 530))

    # Stores all objects into object_list
    object_list = [spray, tape, dog_toy]

    # Path declaration, 6 points for dog to travel too
    path_list = [
        Path(vector2(750, 300), vector2(40, 40)),
        Path(vector2(110, 370), vector2(40, 40)),
        Path(vector2(304, 420), vector2(40, 40)),
        Path(vector2(750, 300), vector2(40, 40)),
        Path(vector2(620, 100), vector2(40, 40)),
        Path(vector2(250, 250), vector2(40, 40))
    ]

    # Sets object status as active for first puppy path
    change_point(path_list)

    #   Puppy declaration and setup
    puppy_position = path_list[0].pos
    puppy_speed = vector2(0, 0)
    puppy_sprite = Puppy("DogSpriteSpreadfinal.png", puppy_position,
                         puppy_speed)

    # Game loop setup
    frame_clock = pygame.time.Clock()
    FPS = 60
    game_running = True

    while game_running:
        frame_clock.tick(FPS)
        # get user events
        pygame.event.pump()
        for evt in pygame.event.get():
            # print(evt) #   Prints all key and mouse events
            if evt.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            elif evt.type == pygame.KEYDOWN and evt.key == pygame.K_ESCAPE:
                pygame.quit
                sys.exit()

            sprinting = False
            player_sprite.moving = False
            # Not sure if this is correct   ########
            if evt.type == pygame.KEYDOWN:
                if evt.key == pygame.K_w:  # Up
                    player_sprite.moving = True
                elif evt.key == pygame.K_s:
                    player_sprite.moving = True
                elif evt.key == pygame.K_a:
                    player_sprite.moving = True
                elif evt.key == pygame.K_d:
                    player_sprite.moving = True
                elif evt.key == pygame.K_SPACE:
                    sprinting = True

        # Pressed keys are assigned an action
        keys_pressed = pygame.key.get_pressed()
        #   Movement speed increase with 'sprint'

        if keys_pressed[pygame.K_w]:
            player_sprite.timer = 0
            player_sprite.side = 3
            player_sprite.move(0, -4, sprinting)
        if keys_pressed[pygame.K_s]:
            player_sprite.timer = 0
            player_sprite.side = 0
            player_sprite.move(0, 4, sprinting)
        if keys_pressed[pygame.K_a]:
            player_sprite.timer = 0
            player_sprite.side = 2
            player_sprite.move(-4, 0, sprinting)
        if keys_pressed[pygame.K_d]:
            player_sprite.timer = 0
            player_sprite.side = 1
            player_sprite.move(4, 0, sprinting)

# SIMULATION  ---------------------------
# UPDATE simulation
        end = pygame.time.get_ticks()
        delta_time = end - cycle_time
        cycle_time = end

        # Checks if player is touching any objects
        for obj in object_list:
            player_sprite.update(obj, delta_time)

        # Finds active spot for puppy to travel too
        for path in path_list:
            if path.status == 'active':
                puppy_sprite.target = path.pos
                path.status = 'idle'
                path.color = object_color_idle
                break

        # Moves towards active target
        if puppy_sprite.move(delta_time):
            # Set new active area when destination reached
            print("Reached point")
            change_point(path_list)

        # Game Timer functions
        counting_time = pygame.time.get_ticks() - start_time
        counting_seconds = int(counting_time % 60000 / 1000)
        # print(counting_seconds)

        # Using get_ticks, counting seconds currently times game
        if counting_seconds != time_counter:
            time_counter += 1
            # If the timer has exceeded 59 seconds, game over screen
            if counting_seconds == 59:
                game_running = False
                game_over(path_list)

# DRAW SECTION (from back to front)##################
        screen.blit(room, (0, 0))

        # Draws each object to room
        for path in path_list:
            path.draw(screen)

        for obj in object_list:
            obj.draw(screen)

        # Puppy sprite is not allowing the room to be redrawn
        puppy_sprite.draw(screen)
        player_sprite.draw(screen)
        screen.blit(menu, (0, 572))
        pygame.display.flip()