Exemple #1
0
    def __init__(self, folder, sprite_name, direction, whichplayer, offset, screen):


        pygame.sprite.Sprite.__init__(self, self.containers)
        self.reloading = 0
        self.frame = 0
        self.thow_frame = 24
        self.facing = direction
        self.direction = direction
        self.sound_change_radar = Utils.load_sound("bite.wav");
        self.sound_change_radar.set_volume(0.3)
        image_source = Utils.my_load_image(folder, sprite_name+".png")
        emotion_source = Utils.my_load_image(folder, sprite_name+"_emotion.png")
        if whichplayer == 1:
            self.image_frame = Utils.cut_frame(image_source, 114, 90, 110, 90)
            self.image_frame.extend(Utils.cut_frame(emotion_source,114,90,110,90))
        else:
            self.image_frame = Utils.cut_frame(image_source, 114, 85, 110, 98)
            self.image_frame.extend(Utils.cut_frame(emotion_source,114,85,110,98))

        if self.direction > 0:
            self.image = self.image_frame[0]
        else:
            self.image = pygame.transform.flip(self.image_frame[0],0,0)


        self.rect = Rect(160, 200, 110, 90)
        self.rect = self.rect.inflate(-30, -30)
        self.pos = [self.rect.left + 19 , self.rect.top + 18]

        self.origtop = self.rect.top
        self.health = 100
        self.angle = 45
        self.power = Constant.MAXPOWER * self.fireF
        self.typeOfBullet = EBulletType.BASIC
        self.moveWithScreen = False
        self.mask = pygame.mask.from_surface(self.image)
        self.whichplayer = whichplayer
        self.enegery = 100
        self.screen = screen
        self.coin = 0
        Live_bar(self, None, 1)
        Energy_bar(self)
        Power_bar(self)
        self.money = 0

        self.sound_money = Utils.load_sound('yahoo.ogg')
Exemple #2
0
	def __init__(self,x,y,item_name):
		pygame.sprite.Sprite.__init__(self,self.containers)
		self.item_name = item_name
		self.x = x
		self.y = y
		self.state = Constant.ITEM_STATE_LIVE
		self.frame_index = 0
		self.frame_count = 0
		self.timer_die = 0
		self.timer_live = 0
		self.fall = True
		if self.item_name == Constant.MONEY_ITEM :
			self.style = Constant.ADD
			self.feature = Constant.MONEY
			self.num_frame = 7
			image = Utils.my_load_image("vatpham","money.png")
			self.image_frame = Utils.load_frame(image,0,0,40,40,0,self.num_frame)
		elif self.item_name == Constant.BUMERANGE_TREE_ITEM :
			print 28
			self.style = Constant.ADD
			self.feature = Constant.BUMERANGE 
			self.num_frame = 1
			image = Utils.my_load_image("vatpham","bumerange.png")
			self.image_frame = Utils.load_frame(image,0,0,89,70,0,self.num_frame)
			print len(self.image_frame)
		elif self.item_name == Constant.MAGIC_BOX_ITEM :
			self.style = Constant.ADD
			self.feature = Constant.LIFE
			self.num_frame = 1
			image = Utils.my_load_image("vatpham","magic_box.png")
			self.image_frame = Utils.load_frame(image,0,0,69,69,0,self.num_frame)
		elif self.item_name == Constant.MONSTER_ITEM :
			self.style = Constant.SUBTRACT
			self.feature = Constant.LIFE
			self.num_frame = 1
			image = Utils.my_load_image("vatpham","monster.png")
			self.image_frame = Utils.load_frame(image,0,0,89,89,0,self.num_frame)
		elif self.item_name == Constant.BERRY_ITEM :
			self.style = Constant.ADD
			self.feature = Constant.ENERGY
			self.num_frame = 1
			image = Utils.my_load_image("vatpham","berry.png")
			self.image_frame = Utils.load_frame(image,0,0,59,59,0,self.num_frame)
		print len(self.image_frame)
		self.image = self.image_frame[self.frame_index]
		self.rect = self.image.get_rect()
		self.rect.move_ip(x,y)
		self.max_right = x + self.move_length
		self.max_left = x - self.move_length

		self.sound = Utils.load_sound('Ding.ogg')

		self.pos_creep_screen = 0
Exemple #3
0
def main(screen):
    pygame.mouse.set_visible(0)
    # Load image
    background = pygame.image.load("resources\image\TileSet\\background.png").convert()
    img = Utils.load_image('explosion1.gif')
    coins_image = pygame.image.load('resources\image\TileSet\Coins.png')
    Explosion.images = [img, pygame.transform.flip(img, 1, 1)]

    # Load font
    coin_font = pygame.font.Font("resources\Fonts\Number.ttf", 32)

    # Load the sound effects
    boom_sound = Utils.load_sound('boom.wav')
    shoot_sound = Utils.load_sound('1.wav')

    if pygame.mixer:
        music = 'resources/data/1037.wav'
        pygame.mixer.music.load(music)
        pygame.mixer.music.play(-1)

    # Initialize Game Groups
    aliens = pygame.sprite.Group()
    bombs = pygame.sprite.Group()
    monsterbombs = pygame.sprite.Group()
    render_group = pygame.sprite.OrderedUpdates()
    creeps = pygame.sprite.Group()
    items = pygame.sprite.Group()

    # Assign default groups to each sprite class

    # Ground.containers = all_group
    # Player.containers = all_group
    # BasicCreep.containers = all_group, creeps
    coreItem.containers = render_group

    Player.containers = render_group
    Player.screen = screen

    BasicCreep.containers = creeps, render_group
    Bullet.containers = bombs, render_group
    MonsterBullet.containers = monsterbombs,render_group
    Explosion.containers = render_group

    Live_bar.containers = render_group
    Energy_bar.containers = render_group
    Power_bar.containers = render_group

    # Create Some Starting Values
    # Global score

    clock = pygame.time.Clock()


    #ground = Ground()
    player = Player('nhan vat 1', 'character1', 1, 1, 350, screen)

    #*************************************
    # Init creeps
    #*************************************
    BasicCreep.screen = screen
    Player.screen = screen
    #*************************************
    # Init item
    #*************************************

    money_item = money(360, 200, "money")
    items.add(money_item)
    money_item = money(400, 200, "money")
    items.add(money_item)
    money_item = money(440, 200, "money")
    items.add(money_item)
    money_item = money(480, 200, "money")
    items.add(money_item)
    money_item = money(520, 200, "money")
    items.add(money_item)

    money_item = money(360, 80, "money")
    items.add(money_item)
    money_item = money(400, 80, "money")
    items.add(money_item)
    money_item = money(440, 80, "money")
    items.add(money_item)
    money_item = money(480, 80, "money")
    items.add(money_item)
    money_item = money(520, 80, "money")
    items.add(money_item)

    money_item = money(680, 40, "money")
    items.add(money_item)
    money_item = money(720, 40, "money")
    items.add(money_item)
    money_item = money(760, 40, "money")
    items.add(money_item)
    money_item = money(800, 40, "money")
    items.add(money_item)
    money_item = money(840, 40, "money")
    items.add(money_item)

    money_item = money(1600, 180, "money")
    items.add(money_item)
    money_item = money(1640, 180, "money")
    items.add(money_item)
    money_item = money(1680, 180, "money")
    items.add(money_item)
    money_item = money(1720, 180, "money")
    items.add(money_item)
    money_item = money(2592, 128, "money")
    items.add(money_item)
    money_item = money(2624, 128, "money")
    items.add(money_item)
    money_item = money(2656, 128, "money")
    items.add(money_item)
    money_item = money(2688, 128, "money")
    items.add(money_item)
    money_item = money(3744, 384, "money")
    items.add(money_item)
    money_item = money(3776, 384, "money")
    items.add(money_item)
    money_item = money(3808, 384, "money")
    items.add(money_item)
    money_item = money(3840, 384, "money")
    items.add(money_item)
    money_item = money(4736, 64, "money")
    items.add(money_item)
    money_item = money(4736, 32, "money")
    items.add(money_item)
    money_item = money(4768, 64, "money")
    items.add(money_item)
    money_item = money(4768, 32, "money")
    items.add(money_item)
    money_item = money(4800, 64, "money")
    items.add(money_item)
    money_item = money(4800, 32, "money")
    items.add(money_item)
    money_item = money(4832, 64, "money")
    items.add(money_item)
    money_item = money(4832, 32, "money")
    items.add(money_item)
    money_item = money(4864, 64, "money")
    items.add(money_item)
    money_item = money(4896, 32, "money")
    items.add(money_item)
    money_item = money(4928, 64, "money")
    items.add(money_item)
    money_item = money(4928, 32, "money")
    items.add(money_item)
    money_item = money(4960, 64, "money")
    items.add(money_item)
    money_item = money(4992, 32, "money")
    items.add(money_item)
    money_item = money(5024, 64, "money")
    items.add(money_item)
    money_item = money(5024, 32, "money")
    items.add(money_item)
    money_item = money(5056, 64, "money")
    items.add(money_item)
    money_item = money(5056, 32, "money")
    items.add(money_item)
    money_item = money(5088, 64, "money")
    items.add(money_item)
    money_item = money(5088, 32, "money")
    items.add(money_item)
    money_item = money(5120, 64, "money")
    items.add(money_item)
    money_item = money(5120, 32, "money")
    items.add(money_item)
    money_item = money(5152, 64, "money")
    items.add(money_item)
    money_item = money(5152, 32, "money")
    items.add(money_item)
    money_item = money(5184, 64, "money")
    items.add(money_item)
    money_item = money(5184, 32, "money")
    items.add(money_item)
    money_item = money(5216, 64, "money")
    items.add(money_item)
    money_item = money(5216, 32, "money")
    items.add(money_item)
    money_item = money(5248, 64, "money")
    items.add(money_item)
    money_item = money(5248, 32, "money")
    items.add(money_item)

    money_item = berry(2890, 100, "berry")
    items.add(money_item)


    money_item = money(5440, 192, "money")
    items.add(money_item)
    money_item = money(5472, 192, "money")
    items.add(money_item)
    money_item = money(5504, 192, "money")
    items.add(money_item)
    money_item = money(5472, 192, "money")
    items.add(money_item)

    money_item = money(5792, 160, "money")
    items.add(money_item)
    money_item = money(5824, 160, "money")
    items.add(money_item)
    money_item = money(5856, 160, "money")
    items.add(money_item)
    money_item = money(5888, 160, "money")
    items.add(money_item)

    money_item = money(6080, 160, "money")
    items.add(money_item)
    money_item = money(6112, 160, "money")
    items.add(money_item)
    money_item = money(6144, 160, "money")
    items.add(money_item)

    CreepManager.create_creep(creeps, 'A', 365, 332, 365, 480, 0, 1)
    CreepManager.create_creep(creeps, 'A', 611, 332, 576, 989, 0, 1)
    CreepManager.create_creep(creeps, 'A', 874, 332, 576, 989, 1, 1)
    CreepManager.create_creep(creeps, 'D', 1472+10, 316-50, 1472+10, 1588, 1, 1)
    CreepManager.create_creep(creeps, 'D', 1218+10, 380-50, 1218+10, 1374, 1, 1)

    CreepManager.create_creep(creeps, 'B', 1280+20, 508-30, 1280+20, 1374-20, 1, 1)
    CreepManager.create_creep(creeps, 'B', 1474+20, 508-30, 1474+20, 1628-50, 1, 1)
    CreepManager.create_creep(creeps, 'B', 1664+45, 508-30, 1664+45, 1782-20, 1, 1)

    CreepManager.create_creep(creeps, 'A', 2592+45, 442-48, 2592+45, 2876-20, 1, 1)
    CreepManager.create_creep(creeps, 'F', 2592+45, 100, 2592+45, 2876-20, 1, 4)

    CreepManager.create_creep(creeps, 'B', 3302+45, 442 - 30, 3302+45-20, 3548-20, 1, 2)
    CreepManager.create_creep(creeps, 'F', 3312+45, 300, 3302+45-20, 3548-20, 1, 4)
    CreepManager.create_creep(creeps, 'F', 3400, 200, 3302+45-20, 3548-20, 0, 3)
    CreepManager.create_creep(creeps, 'F', 3390, 70, 3302+45-20, 3548-20, 0, 3)

    CreepManager.create_creep(creeps, 'A', 3840+55, 442 - 15, 3840+50, 4000-20-20, 0, 1)

    CreepManager.create_creep(creeps, 'A', 4706+55, 362, 4706, 4862-20, 0, 1)

    CreepManager.create_creep(creeps, 'C', 5365, 162, 5365, 6000, 0, 4)
    CreepManager.create_creep(creeps, 'C', 5365, 62, 5365, 6000, 0, 4)

    CreepManager.create_creep(creeps, 'B', 6505, 316, 6505, 6645, 0, 4)

    CreepManager.create_creep(creeps, 'A_SPECIAL', 4917, 381, 4907, 5033, 0, 1)

    tileset = TileCache("resources/image/TileSet/ImageSheet.png", Constant.TILE_WIDTH, Constant.TILE_HEIGHT).load_tile_table()
    invisible_tiles = (((9,14), (9,15), (9, 16),(9, 17)),
                        ((6, 19), (6, 20), (6, 21), (6,22)),
                       ((12, 68), (12, 69), (12, 70), (13, 70), (14, 70)),
                       ((5, 81), (5, 82), (5, 83), (5, 84)),
                       ((7,144), (7, 145), (6, 146), (6, 147)))

    """ CREATE LIST OF SPECIAL OBJECTS """
    special_tiles = []
    for line in invisible_tiles:
        for element in line:
            special_tile = SpecialObject(tileset, element, (Constant.TILE_WIDTH * element[1], Constant.TILE_HEIGHT * element[0]))
            special_tiles.append(special_tile)

    camera_left = 0
    camera_right = Constant.SCREENRECT.width
    hCount = 1

    player.typeOfBullet = EBulletType.BASIC
    mymonster = monster(7400, 270, "monster")
    items.add(mymonster)
    player.sound_money = pygame.mixer.Sound('resources/data/yahoo.ogg')
    # Main loop
    while player.health > -10:

        # CREEP MANAGER
        CreepManager.update(creeps, player.pos[0], player.pos[1], player.rect.left)
        CreepManager.create_creep_dynamic(player.pos[0], creeps)
        if player.state == Constant.DIE_STATE:
            player.health -= 0.1

        # Get input
        player1_down_to_up = player.fire_down

        for event in pygame.event.get():
            if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
                return
            elif event.type == KEYDOWN:
                if event.key == Constant.PLAYER1FIREKEY:
                    player.fire_down = True
                elif event.key == Constant.PLAYER1CHANGEBULLET:
                    player.typeOfBullet += 1
                    if player.typeOfBullet >= Constant.NUM_BULLET_TYPE:
                        player.typeOfBullet = EBulletType.BASIC
                elif event.key == Constant.PLAYER1JUMPKEY:
                    if not player.downable:
                        player.jump = 20
            elif event.type == KEYUP:
                if event.key == Constant.PLAYER1FIREKEY:
                    player.fire_down = False
                    if player.enegery >= 20:
                        player.state = Constant.THROW_STATE

        # Clear/erase the last drawn sprites
        render_group.clear(screen, background)
        screen.fill((0, 0, 0))
        if (camera_right < Constant.SCREENRECT.width * 8):
            if camera_left < (hCount - 1) * background.get_width():
                hCount -= 1
            elif (camera_left < hCount * background.get_width()):
                if (camera_right > hCount * background.get_width()):
                        screen.blit(background, (0  - camera_left + (hCount - 1) * background.get_width(), 0))
                        screen.blit(background, (hCount * background.get_width() - camera_left, 0))
                else:
                        screen.blit(background, (0  - camera_left + (hCount -1) * background.get_width(), 0))
            else:
                hCount += 1

        tiles = []
        for y in range(int(camera_left) / Constant.TILE_WIDTH, (int(camera_right) / Constant.TILE_WIDTH) + 1):
            if y > 239:
                y = 239
            for x in range(0, 20):
                if Constant.MAP[x][y] is not 0:
                    tile = Tile(tileset, (x, y), (32 * y, 32 * x))
                    for line in invisible_tiles:
                        if tile.id in line:
                            tile.visible = False
                            break
                    if tile.visible:
                        screen.blit(tile.image, (Constant.TILE_WIDTH * y - camera_left, Constant.TILE_HEIGHT * x))
                    tiles.append(tile)

        # Update all the sprites
        render_group.update()
        monsterbombs.update()
        
        for item in items.sprites():
            item.update_pos(player.pos[0], player.rect.left)

        screen.blit(coins_image, (440, 0))
        screen.blit(coin_font.render(' X  ' + str(player.money), True, (0, 0, 0)), (480, 0))
        items.update()

        # Handle player input
        key_state = pygame.key.get_pressed()

        player.check(key_state)

        if player1_down_to_up and not player.fire_down and player.enegery >= 25:
            if player.typeOfBullet == EBulletType.BASIC:
                butllet = Bullet(player.angle, player.power, player, "fireball.png")
                shoot_sound.play()
                player.enegery -= butllet.energy_cost
            else:
                butllet = Bullet(player.angle, player.power, player, "simple.png")
                butllet = Bullet(player.angle+10, player.power, player, "simple.png")
                butllet = Bullet(player.angle-10, player.power, player, "simple.png")
                shoot_sound.play()
                player.enegery -= butllet.energy_cost

        # *************************************************************
        # CHECK COLLISION HERE!
        # *************************************************************
        for b in bombs.sprites():
            b.update_pos(player.pos[0], player.rect.x)



        """ COLLIDE WITH SPECIAL OBJECT"""
        for tile in tiles:
            if tile.id ==  (11, 21) and Utils.check_collision(player, tile):
                for special_tile in special_tiles:
                    if special_tile.id in invisible_tiles[0]:
                        special_tile.visible = True
            if tile.id == (11, 27) and Utils.check_collision(player, tile):
                for special_tile in special_tiles:
                    if special_tile.id in invisible_tiles[1]:
                        special_tile.visible = True
            if tile.id == (14, 58) and Utils.check_collision(player, tile):
                for special_tile in special_tiles:
                    if special_tile.id in invisible_tiles[2]:
                        special_tile.visible = True
            if tile.id == (6, 77) and Utils.check_collision(player, tile):
                for special_tile in special_tiles:
                    if special_tile.id in invisible_tiles[3]:
                        special_tile.visible = True
            if tile.id == (9, 143) and Utils.check_collision(player, tile):
                for special_tile in special_tiles:
                    if special_tile.id in invisible_tiles[4]:
                        special_tile.visible = True
        for special_tile in special_tiles:
            if special_tile.visible:
                screen.blit(special_tile.image, (Constant.TILE_WIDTH * special_tile.id[1] - camera_left, Constant.TILE_HEIGHT * special_tile.id[0]))
        """ OUT OF MAP"""
        if (player.pos[1] + Constant.PLAYERHEIGHT >= Constant.SCREENRECT.height):
            game_state = Constant.GAMEOVER
            break

        """PLAYER GOES DOWN"""
        player.downable = True
        for tile in tiles:
            is_Visible = True
            for special_tile in special_tiles:
                if special_tile.id == tile.id and special_tile.visible == False:
                    is_Visible = False
                    break
            if not is_Visible :
                continue
            if tile.downable == True:
                continue;
            if (player.pos[0]  >= tile.pos[0] and player.pos[0]  <= tile.pos[0] + Constant.TILE_WIDTH) \
                    or ( player.pos[0] + Constant.PLAYERWIDTH  >= tile.pos [0] and player.pos[0] + Constant.PLAYERWIDTH  <= tile.pos[0] + Constant.TILE_WIDTH):
                if (player.pos[1] + Constant.PLAYERHEIGHT  >= tile.pos[1] and player.pos[1] + Constant.PLAYERHEIGHT <= tile.pos[1] + Constant.TILE_HEIGHT):
                    player.downable = False
                    break;
        """ WALL BLOCK """
        player.isBlockByWall = False
        for tile in tiles:
            is_Visible = True
            for special_tile in special_tiles:
                if special_tile.id == tile.id and special_tile.visible == False:
                    is_Visible = False
                    break
            if is_Visible and tile.isBlockByWall == True and player.pos[1] <= tile.pos[1] and player.pos[1] + Constant.PLAYERHEIGHT >= tile.pos[1] \
                and player.pos[1] > tile.pos[1] - Constant.TILE_HEIGHT:
                """ Player goes to the right """

                if player.direction == 1:
                    if player.pos[0] + Constant.PLAYERWIDTH + player.speed>= tile.pos[0] \
                            and player.pos[0] + Constant.PLAYERWIDTH  + player.speed <= tile.pos[0] + Constant.TILE_WIDTH:

                        player.isBlockByWall = True
                else:
                    if player.pos[0] - player.speed  >= tile.pos[0] \
                            and player.pos[0] - player.speed <= tile.pos[0] + Constant.TILE_WIDTH:
                        player.isBlockByWall = True
        """ GROUND BLOCK """
        player.is_block_by_ground = False
        for tile in tiles:
            is_Visible = True
            for special_tile in special_tiles:
                if special_tile.id == tile.id and special_tile.visible == False:
                    is_Visible = False
                    break
            if is_Visible and tile.isBlockByGround and player.jump > 0 and player.pos[1] >= tile.pos[1] and player.pos[1] <= tile.pos[1] + Constant.TILE_HEIGHT:
                if(player.pos[0]  >= tile.pos[0] and player.pos[0]  <= tile.pos[0] + Constant.TILE_WIDTH) \
                or ( player.pos[0] + Constant.PLAYERWIDTH  >= tile.pos [0] and player.pos[0] + Constant.PLAYERWIDTH  <= tile.pos[0] + Constant.TILE_WIDTH):
                    player.jump = 0

        """ Move with world """
        if not player.isBlockByWall and player.state == Constant.MOVE_STATE:
            if (((player.pos[0] + player.direction * player.speed) >= 0 ) and (player.pos[0] + player.direction * player.speed <= Constant.SCREENRECT.width * 8)):
                player.pos[0] += player.direction * player.speed
            if (camera_left + player.direction * player.speed >= 0) and (camera_right + player.direction * player.speed < Constant.SCREENRECT.width * 8):
                camera_left += player.direction * player.speed
                camera_right += player.direction * player.speed
                player.moveWithScreen = False
            else:
                player.moveWithScreen = True



        dict_collide = pygame.sprite.groupcollide(bombs, creeps, True, False)
        for key in dict_collide.keys():
            boom_sound.play()
            Explosion(key)
            for creep in dict_collide[key]:
                if not isinstance(creep, CreepASpecial):
                    creep.kill()
                else:
                    creep.check_die()
        #check va cham cua player voi dan cua monster
        dict_collide1 = pygame.sprite.spritecollide(player,monsterbombs, True)
        for key in dict_collide1:
            boom_sound.play()
            Explosion(key)
            player.lost_blood(70)
        #check va cham cua monster voi dan cua player
        if mymonster:
            dict_collide2 = pygame.sprite.spritecollide(mymonster,bombs, True)
            for key in dict_collide2:
                boom_sound.play()
                Explosion(key)
                mymonster.lost_blood(5)

        if pygame.sprite.spritecollide(player, creeps, True):
            player.lost_blood(40)

        item_collides = pygame.sprite.spritecollide(player, items, True)
        for item in item_collides:
            if isinstance(item, berry):
                player.typeOfBullet = EBulletType.THREE
                continue
            #item.playEffect()
            player.sound_money.play()
            player.money += 1
            player.enegery += 5

        for b in monsterbombs.sprites():
           b.update_pos(player.pos[0], player.rect.x)

        dirty = render_group.draw(screen)  # Draw all sprite, return list of rect
        pygame.display.update(dirty)    # Draw only changed rect
        pygame.display.flip()
        # Cap the frame rate
        clock.tick(Constant.FPS)
        #Clear tile list
        tiles[:] = []


    game_state = Constant.GAMEOVER

    game_over(screen, game_state)