def demo_pygame(file_name): # parser the map (it is done here to initialize the # window the same size as the map if it is small enough) world_map = tiledtmxloader.tmxreader.TileMapParser().parse_decode(file_name) mixer.init() #background music sound = mixer.Sound('./sounds/bats.ogg') file = './sounds/spooky.ogg' m = mixer.music.load(file) mixer.music.play(-1); #set up a screen screen_width = min(950, world_map.pixel_width) screen_height = min(760, world_map.pixel_height) screen = pygame.display.set_mode((screen_width, screen_height)) # load the images using pygame resources = tiledtmxloader.helperspygame.ResourceLoaderPygame() resources.load(world_map) # prepare map rendering assert world_map.orientation == "orthogonal" # renderer renderer = tiledtmxloader.helperspygame.RendererPygame() # create hero sprite hero_pos_x = 400 hero_pos_y = 800 hero = person.create_person(hero_pos_x, hero_pos_y ,'./images/hero_u2.png') # dimensions of the hero for collision detection hero_width = hero.rect.width hero_height = 3 # cam_offset is for scrolling cam_world_pos_x = screen_width/2 cam_world_pos_y = screen_height/2 # set initial cam position and size renderer.set_camera_position_and_size(cam_world_pos_x, cam_world_pos_y, \ screen_width, screen_height) # retrieve the layers sprite_layers = tiledtmxloader.helperspygame.get_layers_from_map(resources) # filter layers sprite_layers = [layer for layer in sprite_layers if not layer.is_object_group] # add the hero the the right layer, it can be changed using 0-9 keys sprite_layers[2].add_sprite(hero) # variables for the main loop clock = pygame.time.Clock() running = True speed=5 health=100 # set up timer for fps printing pygame.time.set_timer(pygame.USEREVENT,1000) mr=ml=md=mu=0 #create portal to change map portal1 = pygame.Rect(19*20,42*20,180,20) #create the spooky guy vil=person.create_villager(file_name) sprite_layers[1].add_sprite(vil[0]['sprte']) # mainloop while running: dt = clock.tick(40) #update camera position as per hero's position if ( hero.rect.centery >=570): renderer.set_camera_position(475, 570) c_pos=(475,570) elif (hero.rect.centery <=380): renderer.set_camera_position(475, 380) c_pos=(475,380) else: renderer.set_camera_position(475,hero.rect.centery ) c_pos=(475,hero.rect.centery) # event handling for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.USEREVENT: print("fps: ", clock.get_fps()) elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False x=event.key if (vil!=None): talk_result=talk.iftalk(0,x,vil,0,hero_pos_x,hero_pos_y,file_name) else: talk_result=None if(talk_result[0]==1): menutext=menu.create_menu_vil(0,file_name,talk_result[2]) dialog_show=0 txtim=person.create_text_img('./images/textbox.png',menutext,dialog_show) menu_ui=person.create_menu_bg(c_pos[0],c_pos[1]-768/2,txtim) sprite_layers[2].add_sprite(menu_ui) shifty1.render_update(renderer,sprite_layers,screen) #the loop for showing text box (again and again) till dialogues not completed while(dialog_show<len(menutext)): for event in pygame.event.get(): if event.type == pygame.KEYDOWN: x=event.key if(x==pygame.K_SPACE): sprite_layers[2].remove_sprite(menu_ui) dialog_show +=1 if dialog_show==len(menutext): break txtim=person.create_text_img('./images/textbox.png',menutext, \ dialog_show) menu_ui=person.create_menu_bg(c_pos[0],c_pos[1]-768/2,\ txtim) sprite_layers[2].add_sprite(menu_ui) sv['spook']=1 sv['talk_vil'][file_name][0]=1 sv['talk_vil']['./maps/village2_inside.tmx'][2]=1 pk.dump(sv,open("./save.p","wb")) shifty1.render_update(renderer,sprite_layers,screen) menu.exit_menu(x)##an infite loop till 'x' is pressed sprite_layers[2].remove_sprite(menu_ui) # find directions mov = movements1.hero_move(mr,ml,md,mu,hero_pos_x,hero_pos_y,hero,speed,sprite_layers[3]) mr = mov[0] ml = mov[1] md = mov[2] mu = mov[3] hero_pos_x = mov[4] hero_pos_y = mov[5] sv=pk.load(open("./save.p","rb")) if(portal1.collidepoint(hero.rect.midbottom) and sv['talk_vil'][file_name][0]==1): portal=True running = False mixer.music.stop(); # clear screen, might be left out if every pixel is redrawn anyway screen.fill((0, 0, 0)) #render the map for sprite_layer in sprite_layers: if sprite_layer.is_object_group: # we dont draw the object group layers # you should filter them out if not needed continue else: renderer.render_layer(screen, sprite_layer) t=random.randint(0,1000) #based on random numnber play bats sound if(t<5): mixer.music.stop() sound.play(0) mixer.music.play(-1); # changes to switch screen to game over pygame.display.flip() if portal==True: #change the map shifty1.demo_pygame('./maps/village2_inside.tmx',2)
def demo_pygame(file_name, frm): ##FILE NAME GIVES THE CURRENT MAP if (file_name == './maps/tunnel3.tmx'): tunnel3.main() elif (file_name == './maps/tunnel.tmx'): goodtunnel.main() elif (file_name == './maps/mountainclimbing.tmx'): climb_mountain.main() elif (file_name == './maps/maze.tmx'): maze_code.main() elif (file_name == './maps/maze2.tmx'): maze_code2.main() elif (file_name == './maps/hotel.tmx'): hotel.main() elif (file_name == './maps/tunnel2_4.tmx'): tunnel2_4.main(frm) elif (file_name == './maps/palace.tmx'): pal_lava.main() elif (file_name == './maps/palace_final.tmx'): palace.main() # parser the map (it is done here to initialize the # window the same size as the map if it is small enough) world_map = tiledtmxloader.tmxreader.TileMapParser().parse_decode( file_name) # init pygame and set up a screen pygame.display.set_caption("tiledtmxloader - " + file_name + \ " - keys: arrows, 0-9") screen_width = min(1024, world_map.pixel_width) screen_height = min(768, world_map.pixel_height) screen = pygame.display.set_mode((screen_width, screen_height)) # load the images using pygame resources = tiledtmxloader.helperspygame.ResourceLoaderPygame() resources.load(world_map) # prepare map rendering assert world_map.orientation == "orthogonal" # renderer renderer = tiledtmxloader.helperspygame.RendererPygame() #loading the main dictionary into "savegame" #pk.dump(savegame,open("./save.p","wb")) -> donates dumping/saving the updated #dictionaty "savegame" to the "save.p" file so that can be used again with the updated values savegame = pk.load(open("./save.p", "rb")) ##Creating hero #getting the entry position depending on the map starting = entry(file_name, frm) hero_pos_x = starting[0] hero_pos_y = starting[1] #creating the hero sprite hero = person.create_person(hero_pos_x, hero_pos_y, './images/hero_d2.png') ##Creating villagers #villager count is 0 if no villager on the current map vcount = 0 #defining the villager directions muv = 'up' mdv = 'down' mrv = 'right' mlv = 'left' #no direction -> not moving no = '' #creating the villager sprites #villagers created according to map vil = person.create_villager(file_name) vcount = len(vil) ##Giving initial random direction to every villager #initializing the variable drc = no #the villager direction list drctn = [] #using randint to decide direction for i in range(0, vcount): a = random.randint(1, 10) if (a == 1): drc = muv elif (a == 2): drc = mrv elif (a == 3): drc = mdv elif (a == 4): drc = mlv elif (a <= 10): drc = no drctn.append(drc) # cam_offset is for scrolling cam_world_pos_x = hero.rect.centerx cam_world_pos_y = hero.rect.centery # set initial cam position and size renderer.set_camera_position_and_size(cam_world_pos_x, cam_world_pos_y, \ screen_width, screen_height) # retrieve the layers sprite_layers = tiledtmxloader.helperspygame.get_layers_from_map(resources) # filter layers sprite_layers = [ layer for layer in sprite_layers if not layer.is_object_group ] # add the hero the the right layer, it can be changed using 0-9 keys sprite_layers[1].add_sprite(hero) ##Adding the villager sprites i = 0 for i in range(0, vcount): sprite_layers[1].add_sprite(vil[i]['sprte']) ##Misc object sprites #creating the sprite misc = person.create_misc(file_name) #adding the sprites if misc != None: mcount = len(misc) i = 0 while (i >= 0 and i < mcount): ##check if any misc is already taken if (savegame[misc[i]['name']] == 0): sprite_layers[1].add_sprite(misc[i]['sprte']) i += 1 else: misc.pop(i) mcount = len(misc) # variables for the main loop clock = pygame.time.Clock() running = True speed = 4 ##Sign board for the tunnel riddle portal_board = None if (file_name == './maps/village1.tmx'): portal_board = pygame.Rect(81 * 32, 9 * 32, 40, 80) signboard = person.create_person(81 * 32, 9 * 32, './images/signboard.png') sprite_layers[2].add_sprite(signboard) ##The variables for changing the movement pictures -> to give animation to movement mr = ml = md = mu = 0 vmr = vml = vmd = vmu = 0 # set up timer for fps printing pygame.time.set_timer(pygame.USEREVENT, 1000) #Creating portals -> For map changing portals = person.create_portal(file_name) #Creating the shopping portal shop_portal = person.create_shop_portal(file_name) #Variable for the quests/tasks/side missions villager_job = 0 #To check if ship is on the shore in "Ship.tmx" map (pirate ship) ship_present = 0 #Initial value of portal -> if True -> map changes portal = False #check for the river sound in Burning village map -> heard only if close to river flag_crossed = 0 #This is check for talking to villager -> talks to villager-> shows the first dialog box-> if 1 count = 0 ###FOR INTERFACE #initiaizing variables from savegame hp = savegame['hp'] hp_max = savegame['max_hp'] #camera postion stored in c_pos c_pos = camra.camera(file_name, renderer, hero) #variable for turning the interface on and off interf_toggle = 0 #creating the background for health bar, xp bar interface = menu.create_interface(renderer, sprite_layers, screen, c_pos) #creating the health bar sprite and creating the bar hp_sprite = person.create_person(c_pos[0], c_pos[1], './images/hp_bar.png') [hp_sprite, hp] = menu.create_hp_bar(renderer, sprite_layers, screen, hp_sprite, c_pos) #creating the xp bar sprite and creating the bar xp_sprite = person.create_person(c_pos[0], c_pos[1], './images/exp_bar.png') xp_sprite = menu.create_xp_bar(renderer, sprite_layers, screen, xp_sprite, c_pos) #creating the level and gold sprite l_g = menu.create_l_g(renderer, sprite_layers, screen, c_pos) #creating the weapons interface background and values f_i = menu.create_f_i(renderer, sprite_layers, screen, c_pos) interf_fight = menu.create_interface_fight(renderer, sprite_layers, screen, c_pos) ##Aditional background music that turns onn and off add = None #Creating the main background music musicbg = sound.create_music(file_name) #Creating the additional full time running background music if file_name == './maps/village2_out1.tmx': music_add = sound.create_music_add('./sounds/vil2add.ogg') #--------------------------------------- """MAIN GAME LOOP""" while running: #fixing the FPS dt = clock.tick(50) ##Checking for map exit -> -1 no change -> !=-1 Specific portal number change_map = exit_map(hero, portals) if change_map != -1: portal = True #Giving the nextmap's name and frm -> "frm"-> tells if the player came from which map # -> to give the respective starting position nextlevel = next_map(file_name, change_map) ##Giving the warning messages wherever needed #In Ship map -> warning for not enough gold if (file_name == './maps/ship.tmx' and (savegame['pirate'] == 0 or savegame['pirate_map'] == 1)): portal = False warning = menu.warning_msg(file_name, renderer, sprite_layers, screen, c_pos, 1) ##Infinite loop until menu is to be removed i = 0 while (i != 1): for event in pygame.event.get(): if (event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE): i = 1 continue sprite_layers[2].remove_sprite(warning) hero_pos_x -= 10 #In burning village map -> "Something is missing" if player do not have a melee weapon elif (file_name == './maps/village1.tmx' and savegame['dagger'] == 0): portal = False warning = menu.warning_msg(file_name, renderer, sprite_layers, screen, c_pos, 0) ##Infinite loop until menu is to be removed i = 0 while (i != 1): for event in pygame.event.get(): if (event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE): i = 1 continue sprite_layers[2].remove_sprite(warning) hero_pos_y += 10 #In village2 inside -> "Something is missing" if no melee weapon or not talked to the spooky guy elif (file_name == './maps/village2_inside.tmx' and (savegame['eqp_weapon'] == None or savegame['spook'] == 0) and (change_map == 1 or change_map == 2)): portal = False warning = menu.warning_msg(file_name, renderer, sprite_layers, screen, c_pos, 0) ##Infinite loop until menu is to be removed i = 0 while (i != 1): for event in pygame.event.get(): if (event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE): i = 1 continue sprite_layers[2].remove_sprite(warning) hero_pos_y += 10 #Quit the while loop if portal is true if portal == True: running = False ##loading the main dictionary into "savegame" savegame = pk.load(open("./save.p", "rb")) #Getting the current camera position c_pos = camra.camera(file_name, renderer, hero) ##IN Ship map to move the ship when hreo reaches a certain point if (file_name == './maps/ship.tmx' and hero_pos_x > 14 * 32 and ship_present == 0): #Creating the addtional bg music (which continues once started) music_add = sound.create_music_add('./sounds/pirate.ogg') music_add.set_volume(0.7) ship_moving = True #Creating the Ship sprite and adding it ship = person.create_person(9 * 32, 29 * 32, './images/ship.png') sprite_layers[1].add_sprite(ship) #while function for the ship moving while (ship_moving): #moving the ship ship.rect.top -= 1 #rendering the screen to keep the screen updated render_update(renderer, sprite_layers, screen) #Stopping the ship if (ship.rect.top < 7 * 32): #Ship reached the shore ship_present = 1 i = 0 while (i != 30): i = i + 1 continue #changing to second image ship.image = pygame.image.load('./images/ship2.png') render_update(renderer, sprite_layers, screen) ##adding some delay to ship image change while (i != 60): i = i + 1 continue #changing to third image and ship.image = pygame.image.load('./images/ship3.png') ship.rect.top = 4 * 32 ship.rect.right += 32 #Coming out of while loop ship_moving = False #Creating the Captian as villger in the format in which other villagers are added in person file vil=[{'sprte':person.create_person(5*32,5*32-16,'./images/cappy.png'),\ 'toplx':None,'toply':None,'w':None,'h':None}] #adding the Captian sprite_layers[1].add_sprite(vil[0]['sprte']) ##MOVING THE HERO mov = movements.hero_move(mr, ml, md, mu, hero_pos_x, hero_pos_y, hero, speed, sprite_layers, vil, misc) #The variables for the animation images returned from the movement fucntion #Then the same variables are passed again to keep the animation smoother mr = mov[0] ml = mov[1] md = mov[2] mu = mov[3] #position variables -> called and passed again hero_pos_x = mov[4] hero_pos_y = mov[5] #hypothetical rectagle -> where the hero will move next? #used to check collision against villagers hero_hypo = mov[7] #Additional bg music (on/off) if (file_name == './maps/village1.tmx' and hero_pos_y <= 28 * 32 and flag_crossed == 0): add = sound.create_music_add('./sounds/river.ogg') ##to check wether first time crossed or other flag_crossed = 1 elif (file_name == './maps/village1.tmx' and hero_pos_y >= 28 * 32 and flag_crossed == 1): sound.stop_soundfx(add) flag_crossed = 0 ##Moving the villager if there is one if (vil != None): ##Moving the villager -> the function gives the old direction in which the villagers were ##travelling. In every loop they take one step drctn = movements.move_villager(drctn, speed, vil, hero_hypo, vmu, vmr, vmd, vml, file_name) ##Gives the index of colliding vilager coll = movements.colliding_other_living(vil, hero_hypo) #Checking if there is any misc elif (misc != None): collm = movements.colliding_other_living(misc, hero_hypo) #Moving the interface with camera interface.rect.topleft = (c_pos[0] - 512, c_pos[1] - 384) hp_sprite.rect.topleft = (c_pos[0] - 400, c_pos[1] - 382) xp_sprite.rect.topleft = (c_pos[0] - 400, c_pos[1] - 345) l_g.rect.topleft = (c_pos[0] - 508, c_pos[1] - 381) f_i.rect.bottomright = (c_pos[0] + 500, c_pos[1] + 350) interf_fight.rect.bottomright = (c_pos[0] + 512, c_pos[1] + 384) #-------------------------- EVENT HANDLING --------------------------------- for event in pygame.event.get(): #Updating the interface whenever an event happens menu.update_lg(l_g, c_pos) menu.update_hp_bar(renderer, sprite_layers, screen, hp_sprite, c_pos, 0) menu.update_xp_bar(renderer, sprite_layers, screen, xp_sprite, c_pos, 0) menu.update_f_i(f_i, c_pos) #For Key pressed event if event.type == pygame.KEYDOWN: x = event.key if (x == pygame.K_ESCAPE): pygame.quit() #Saving the game elif (x == pygame.K_s): #saving the present file name savegame['last_map'] = file_name #saving the present frm-> where to put the hero when game loaded savegame['last_frm'] = frm #to allow the load game function to work savegame['save'] = 1 pk.dump(savegame, open("./save.p", "wb")) sv = menu.save_menu(c_pos) sound.create_soundfx('./sounds/savegame.ogg') sprite_layers[2].add_sprite(sv) render_update(renderer, sprite_layers, screen) menu.exit_menu(x) sprite_layers[2].remove_sprite(sv) #Printing the dictionary elif (x == pygame.K_q): print savegame #Starting the shopping interface elif (x == pygame.K_SPACE and shop_portal != None and pygame.Rect.colliderect(hero.rect, shop_portal)): shop(c_pos, renderer, sprite_layers, screen, l_g) #Showing the tunnel riddle elif (x == pygame.K_SPACE and portal_board != None and pygame.Rect.colliderect(hero.rect, portal_board)): riddle = person.create_person( hero.rect.centerx, hero.rect.centery + 200, './images/tunnel_riddle.png') sprite_layers[2].add_sprite(riddle) (renderer, sprite_layers, screen) = render_update(renderer, sprite_layers, screen) ##Infinite loop until menu is to be removed i = 0 while (i != 1): for event in pygame.event.get(): if (event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE): i = 1 continue sprite_layers[2].remove_sprite(riddle) ##Showing the Travel option of the ship elif (file_name == './maps/ship.tmx' and ship_present == 1 and x == pygame.K_SPACE and collision.checkCollision(hero, ship)): #creating the menu imgtx = Image.open('./images/textbox.png') draw = ImageDraw.Draw(imgtx) font = ImageFont.truetype("./PAPYRUS.ttf", 30) draw.text((260, 70), 'Are you sure you want to travel?', (0, 0, 0), font=font) draw.text((260, 110), '(Y)es (N)o', (0, 0, 0), font=font) imgtx.save('./images/ship_conf.png') ship_conf = person.create_menu_bg( c_pos[0], c_pos[1] - 768 / 2, './images/ship_conf.png') sprite_layers[2].add_sprite(ship_conf) render_update(renderer, sprite_layers, screen) ##Infinite loop until menu is to be removed result = 'x' while (result == 'x'): for event in pygame.event.get(): if event.type == pygame.KEYDOWN: x = event.key if (x == pygame.K_y): result = 'y' else: result = 'n' break sprite_layers[2].remove_sprite(ship_conf) render_update(renderer, sprite_layers, screen) #Checking the conditions if pressed 'y' -> want to travel if (result == 'y'): #condition for job done and then gold does not matter if (savegame['talk_vil']['./maps/ship.tmx'][0] == 1): pirate_mapchange = 1 running = False #condition for job not done but have gold elif (savegame['gold'] >= 50): savegame['gold'] -= 50 pk.dump(savegame, open("./save.p", "wb")) pirate_mapchange = 1 running = False #condition for job not done and not enough gold elif (savegame['gold'] < 50 and savegame['pirate_map'] == 0): menu.warning_msg(file_name, renderer, sprite_layers, screen, c_pos, 0) break #Key pressed near a collectable object elif (x == pygame.K_SPACE and misc != None): i = 0 l = len(misc) while (i >= 0 and i < l): if pygame.Rect.colliderect(hero.rect, misc[i]['sprte'].rect): savegame['misc'].append(misc[i]['name']) savegame['misc'].append(misc[i]['value']) savegame[misc[i]['name']] = 1 pk.dump(savegame, open("./save.p", "wb")) sprite_layers[1].remove_sprite(misc[i]['sprte']) misc.pop(i) else: i += 1 l = len(misc) #toggling the interface off elif (x == pygame.K_f and interf_toggle == 0): sprite_layers[2].remove_sprite(hp_sprite) sprite_layers[2].remove_sprite(xp_sprite) sprite_layers[1].remove_sprite(interface) sprite_layers[2].remove_sprite(l_g) sprite_layers[1].remove_sprite(interf_fight) sprite_layers[2].remove_sprite(f_i) interf_toggle = 1 #toggling the interface on elif (x == pygame.K_f and interf_toggle == 1): sprite_layers[2].add_sprite(hp_sprite) sprite_layers[2].add_sprite(xp_sprite) sprite_layers[1].add_sprite(interface) sprite_layers[2].add_sprite(l_g) sprite_layers[1].add_sprite(interf_fight) sprite_layers[2].add_sprite(f_i) interf_toggle = 0 ##Making the Inventory elif (x == pygame.K_i): sound.create_soundfx('./sounds/inventory.ogg') inven = menu.create_menu_inventory(c_pos) sprite_layers[2].add_sprite(inven) render_update(renderer, sprite_layers, screen) ##Infinite loop until inventory is to be removed while (x != pygame.K_SPACE): for event in pygame.event.get(): if event.type == pygame.KEYDOWN: x = event.key continue sprite_layers[2].remove_sprite(inven) render_update(renderer, sprite_layers, screen) #------------------TALKING TO VILLAGER------------------ #Give the required values for showing the talk to villager number 'coll' (line 394) if (vil != None): talk_result = talk.iftalk( coll, x, vil, count, hero_pos_x, hero_pos_y, file_name) ##Gives : count(for checking if talking) ##coll (which villager he's talking to) ##talktime(talking again or not) #if no villager colliding else: talk_result = None #talk_result[0] -> count --- shows the talking interface only if count is 1-> talking to someone #count remains 0 as called before mainloop if (talk_result[0] == 1): ##gives back the text for respective villager menutext = menu.create_menu_vil(coll, file_name, talk_result[2]) ##variable to check for for how many number of times the loop should work dialog_show = 0 sound.create_soundfx('./sounds/talk.ogg') ##gives the name of the created image txtim = person.create_text_img('./images/textbox.png', menutext, dialog_show) ##gives the sprite for the menu image menu_ui = person.create_menu_bg(c_pos[0], c_pos[1] - 768 / 2, txtim) sprite_layers[2].add_sprite(menu_ui) render_update(renderer, sprite_layers, screen) #the loop for showing text box (again and again) while (dialog_show < len(menutext)): for event in pygame.event.get(): if event.type == pygame.KEYDOWN: x = event.key #for the villagers that have Yes/No option if (dialog_show == len(menutext) - 1): if x == pygame.K_y: if (file_name == './maps/village1.tmx' and coll == 1 and savegame['b_h_vil'] == 0): #sound created as this 'add' variable is closing when going out of village1 #main reason -> prevent error add = sound.create_music_add( './sounds/river.ogg') savegame['b_h_vil'] = 1 villager_job = 1 running = False sprite_layers[2].remove_sprite( menu_ui) dialog_show += 1 elif (file_name == './maps/village2_out1.tmx' and coll == 0 and savegame['f_vil'] == 0): savegame['f_vil'] = 1 villager_job = 2 running = False sprite_layers[2].remove_sprite( menu_ui) dialog_show += 1 elif (file_name == './maps/village2_inside.tmx' and coll == 2 and savegame['spook'] == 0): savegame['spook'] = 1 villager_job = 3 running = False sprite_layers[2].remove_sprite( menu_ui) dialog_show += 1 elif x == pygame.K_n: sprite_layers[2].remove_sprite(menu_ui) dialog_show += 1 #all other villagers if (x == pygame.K_SPACE): ##remove the prev text image sprite_layers[2].remove_sprite(menu_ui) ##indicates for the next one dialog_show += 1 ##for not going in the loop again if dialog_show == len(menutext): break ##if any other key pressed elif (x != pygame.K_SPACE): continue ##for not going in the loop again elif dialog_show == len(menutext): break sound.create_soundfx('./sounds/talk.ogg') #next text image created and its sprite created and added txtim=person.create_text_img('./images/textbox.png',menutext, \ dialog_show) menu_ui=person.create_menu_bg(c_pos[0],c_pos[1]-768/2,\ txtim) sprite_layers[2].add_sprite(menu_ui) render_update(renderer, sprite_layers, screen) if x == pygame.K_SPACE: ##an infite loop till 'x' is pressed menu.exit_menu(x) sprite_layers[2].remove_sprite(menu_ui) #--------------------TALKING ENDS------------------- #----------------------------- EVENT HANDLING ENDED ---------------------------- # adjust camera according to the hero's position, follow him # clear screen, might be left out if every pixel is redrawn anyway screen.fill((0, 0, 0)) # render the map for sprite_layer in sprite_layers: if sprite_layer.is_object_group: continue else: renderer.render_layer(screen, sprite_layer) pygame.display.flip() """------------------------------------- OUT OF MAIN GAME LOOP----------------------------------""" #stopping the additional background music if (file_name == './maps/village2_out1.tmx' or file_name == './maps/ship.tmx'): music_add.stop() #stopping the fluctuating bg music #'add' created (in line 585) to prevent error in this snippet if (file_name == './maps/village1.tmx'): sound.stop_soundfx(add) musicbg.stop() #If portal was the reason for stopping the game loop if portal == True: #name of next map and respective frm mp = nextlevel[0] frm = nextlevel[1] #calling the map demo_pygame(mp, frm) #If main loop ended because of a side task if villager_job == 1: knifehouse1.main() elif villager_job == 2: fish.main() elif villager_job == 3: spooky.main() #when pressed 'yes' to the ship travel if pirate_mapchange == 1: demo_pygame('./maps/village2_out1.tmx', 0)
def demo_pygame(file_name,frm): ##FILE NAME GIVES THE CURRENT MAP if(file_name=='./maps/tunnel3.tmx'): tunnel3.main() elif(file_name=='./maps/tunnel.tmx'): goodtunnel.main() elif(file_name=='./maps/mountainclimbing.tmx'): climb_mountain.main() elif(file_name=='./maps/maze.tmx'): maze_code.main() elif(file_name=='./maps/maze2.tmx'): maze_code2.main() elif(file_name=='./maps/hotel.tmx'): hotel.main() elif(file_name=='./maps/tunnel2_4.tmx'): tunnel2_4.main(frm) elif(file_name=='./maps/palace.tmx'): pal_lava.main() elif(file_name=='./maps/palace_final.tmx'): palace.main() # parser the map (it is done here to initialize the # window the same size as the map if it is small enough) world_map = tiledtmxloader.tmxreader.TileMapParser().parse_decode(file_name) # init pygame and set up a screen pygame.display.set_caption("tiledtmxloader - " + file_name + \ " - keys: arrows, 0-9") screen_width = min(1024, world_map.pixel_width) screen_height = min(768, world_map.pixel_height) screen = pygame.display.set_mode((screen_width, screen_height)) # load the images using pygame resources = tiledtmxloader.helperspygame.ResourceLoaderPygame() resources.load(world_map) # prepare map rendering assert world_map.orientation == "orthogonal" # renderer renderer = tiledtmxloader.helperspygame.RendererPygame() #loading the main dictionary into "savegame" #pk.dump(savegame,open("./save.p","wb")) -> donates dumping/saving the updated #dictionaty "savegame" to the "save.p" file so that can be used again with the updated values savegame=pk.load(open("./save.p","rb")) ##Creating hero #getting the entry position depending on the map starting = entry(file_name,frm) hero_pos_x = starting[0] hero_pos_y = starting[1] #creating the hero sprite hero = person.create_person(hero_pos_x, hero_pos_y,'./images/hero_d2.png') ##Creating villagers #villager count is 0 if no villager on the current map vcount=0 #defining the villager directions muv='up' mdv='down' mrv='right' mlv='left' #no direction -> not moving no='' #creating the villager sprites #villagers created according to map vil=person.create_villager(file_name) vcount=len(vil) ##Giving initial random direction to every villager #initializing the variable drc=no #the villager direction list drctn = [] #using randint to decide direction for i in range(0,vcount): a=random.randint(1,10) if(a==1): drc=muv elif(a==2): drc=mrv elif(a==3): drc=mdv elif(a==4): drc=mlv elif (a<=10): drc=no drctn.append(drc) # cam_offset is for scrolling cam_world_pos_x = hero.rect.centerx cam_world_pos_y = hero.rect.centery # set initial cam position and size renderer.set_camera_position_and_size(cam_world_pos_x, cam_world_pos_y, \ screen_width, screen_height) # retrieve the layers sprite_layers = tiledtmxloader.helperspygame.get_layers_from_map(resources) # filter layers sprite_layers = [layer for layer in sprite_layers if not layer.is_object_group] # add the hero the the right layer, it can be changed using 0-9 keys sprite_layers[1].add_sprite(hero) ##Adding the villager sprites i=0 for i in range(0,vcount): sprite_layers[1].add_sprite(vil[i]['sprte']) ##Misc object sprites #creating the sprite misc=person.create_misc(file_name) #adding the sprites if misc!=None: mcount=len(misc) i=0 while(i>=0 and i<mcount): ##check if any misc is already taken if (savegame[misc[i]['name']]==0): sprite_layers[1].add_sprite(misc[i]['sprte']) i+=1 else: misc.pop(i) mcount=len(misc) # variables for the main loop clock = pygame.time.Clock() running = True speed = 4 ##Sign board for the tunnel riddle portal_board=None if(file_name=='./maps/village1.tmx'): portal_board=pygame.Rect(81*32,9*32,40,80) signboard=person.create_person(81*32,9*32,'./images/signboard.png') sprite_layers[2].add_sprite(signboard) ##The variables for changing the movement pictures -> to give animation to movement mr=ml=md=mu=0 vmr=vml=vmd=vmu=0 # set up timer for fps printing pygame.time.set_timer(pygame.USEREVENT, 1000) #Creating portals -> For map changing portals = person.create_portal(file_name) #Creating the shopping portal shop_portal=person.create_shop_portal(file_name) #Variable for the quests/tasks/side missions villager_job=0 #To check if ship is on the shore in "Ship.tmx" map (pirate ship) ship_present=0 #Initial value of portal -> if True -> map changes portal=False #check for the river sound in Burning village map -> heard only if close to river flag_crossed=0 #This is check for talking to villager -> talks to villager-> shows the first dialog box-> if 1 count=0 ###FOR INTERFACE #initiaizing variables from savegame hp=savegame['hp'] hp_max=savegame['max_hp'] #camera postion stored in c_pos c_pos=camra.camera(file_name,renderer,hero) #variable for turning the interface on and off interf_toggle=0 #creating the background for health bar, xp bar interface=menu.create_interface(renderer,sprite_layers,screen,c_pos) #creating the health bar sprite and creating the bar hp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/hp_bar.png') [hp_sprite,hp]=menu.create_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos) #creating the xp bar sprite and creating the bar xp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/exp_bar.png') xp_sprite=menu.create_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos) #creating the level and gold sprite l_g=menu.create_l_g(renderer,sprite_layers,screen,c_pos) #creating the weapons interface background and values f_i=menu.create_f_i(renderer,sprite_layers,screen,c_pos) interf_fight=menu.create_interface_fight(renderer,sprite_layers,screen,c_pos) ##Aditional background music that turns onn and off add=None #Creating the main background music musicbg=sound.create_music(file_name) #Creating the additional full time running background music if file_name=='./maps/village2_out1.tmx': music_add=sound.create_music_add('./sounds/vil2add.ogg') #--------------------------------------- """MAIN GAME LOOP""" while running: #fixing the FPS dt = clock.tick(50) ##Checking for map exit -> -1 no change -> !=-1 Specific portal number change_map = exit_map(hero,portals) if change_map!=-1: portal = True #Giving the nextmap's name and frm -> "frm"-> tells if the player came from which map # -> to give the respective starting position nextlevel=next_map(file_name,change_map) ##Giving the warning messages wherever needed #In Ship map -> warning for not enough gold if (file_name=='./maps/ship.tmx' and (savegame['pirate']==0 or savegame['pirate_map']==1)): portal=False warning=menu.warning_msg(file_name,renderer,sprite_layers,screen,c_pos,1) ##Infinite loop until menu is to be removed i=0 while(i!=1): for event in pygame.event.get(): if (event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE): i=1 continue sprite_layers[2].remove_sprite(warning) hero_pos_x -=10 #In burning village map -> "Something is missing" if player do not have a melee weapon elif(file_name=='./maps/village1.tmx' and savegame['dagger']==0): portal=False warning=menu.warning_msg(file_name,renderer,sprite_layers,screen,c_pos,0) ##Infinite loop until menu is to be removed i=0 while(i!=1): for event in pygame.event.get(): if (event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE): i=1 continue sprite_layers[2].remove_sprite(warning) hero_pos_y +=10 #In village2 inside -> "Something is missing" if no melee weapon or not talked to the spooky guy elif(file_name=='./maps/village2_inside.tmx' and (savegame['eqp_weapon']==None or savegame['spook']==0) and (change_map==1 or change_map==2)): portal=False warning=menu.warning_msg(file_name,renderer,sprite_layers,screen,c_pos,0) ##Infinite loop until menu is to be removed i=0 while(i!=1): for event in pygame.event.get(): if (event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE): i=1 continue sprite_layers[2].remove_sprite(warning) hero_pos_y +=10 #Quit the while loop if portal is true if portal==True: running=False ##loading the main dictionary into "savegame" savegame=pk.load(open("./save.p","rb")) #Getting the current camera position c_pos=camra.camera(file_name,renderer,hero) ##IN Ship map to move the ship when hreo reaches a certain point if(file_name=='./maps/ship.tmx' and hero_pos_x>14*32 and ship_present==0): #Creating the addtional bg music (which continues once started) music_add=sound.create_music_add('./sounds/pirate.ogg') music_add.set_volume(0.7) ship_moving = True #Creating the Ship sprite and adding it ship=person.create_person(9*32,29*32,'./images/ship.png') sprite_layers[1].add_sprite(ship) #while function for the ship moving while(ship_moving): #moving the ship ship.rect.top -=1 #rendering the screen to keep the screen updated render_update(renderer,sprite_layers,screen) #Stopping the ship if(ship.rect.top<7*32): #Ship reached the shore ship_present=1 i=0 while(i!=30): i=i+1 continue #changing to second image ship.image=pygame.image.load('./images/ship2.png') render_update(renderer,sprite_layers,screen) ##adding some delay to ship image change while(i!=60): i=i+1 continue #changing to third image and ship.image=pygame.image.load('./images/ship3.png') ship.rect.top=4*32 ship.rect.right += 32 #Coming out of while loop ship_moving=False #Creating the Captian as villger in the format in which other villagers are added in person file vil=[{'sprte':person.create_person(5*32,5*32-16,'./images/cappy.png'),\ 'toplx':None,'toply':None,'w':None,'h':None}] #adding the Captian sprite_layers[1].add_sprite(vil[0]['sprte']) ##MOVING THE HERO mov = movements.hero_move(mr,ml,md,mu,hero_pos_x,hero_pos_y,hero,speed,sprite_layers,vil,misc) #The variables for the animation images returned from the movement fucntion #Then the same variables are passed again to keep the animation smoother mr = mov[0] ml = mov[1] md = mov[2] mu = mov[3] #position variables -> called and passed again hero_pos_x = mov[4] hero_pos_y = mov[5] #hypothetical rectagle -> where the hero will move next? #used to check collision against villagers hero_hypo = mov[7] #Additional bg music (on/off) if (file_name=='./maps/village1.tmx' and hero_pos_y<=28*32 and flag_crossed==0): add=sound.create_music_add('./sounds/river.ogg') ##to check wether first time crossed or other flag_crossed=1 elif (file_name=='./maps/village1.tmx' and hero_pos_y>=28*32 and flag_crossed==1): sound.stop_soundfx(add) flag_crossed=0 ##Moving the villager if there is one if (vil!=None): ##Moving the villager -> the function gives the old direction in which the villagers were ##travelling. In every loop they take one step drctn=movements.move_villager(drctn,speed,vil,hero_hypo,vmu,vmr,vmd,vml,file_name) ##Gives the index of colliding vilager coll=movements.colliding_other_living(vil,hero_hypo) #Checking if there is any misc elif(misc!=None): collm=movements.colliding_other_living(misc,hero_hypo) #Moving the interface with camera interface.rect.topleft=(c_pos[0]-512,c_pos[1]-384) hp_sprite.rect.topleft=(c_pos[0]-400,c_pos[1]-382) xp_sprite.rect.topleft=(c_pos[0]-400,c_pos[1]-345) l_g.rect.topleft=(c_pos[0]-508,c_pos[1]-381) f_i.rect.bottomright=(c_pos[0]+500,c_pos[1]+350) interf_fight.rect.bottomright=(c_pos[0]+512,c_pos[1]+384) #-------------------------- EVENT HANDLING --------------------------------- for event in pygame.event.get(): #Updating the interface whenever an event happens menu.update_lg(l_g,c_pos) menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0) menu.update_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos,0) menu.update_f_i(f_i,c_pos) #For Key pressed event if event.type == pygame.KEYDOWN: x=event.key if(x==pygame.K_ESCAPE): pygame.quit() #Saving the game elif(x==pygame.K_s): #saving the present file name savegame['last_map']=file_name #saving the present frm-> where to put the hero when game loaded savegame['last_frm']=frm #to allow the load game function to work savegame['save']=1 pk.dump(savegame,open("./save.p","wb")) sv=menu.save_menu(c_pos) sound.create_soundfx('./sounds/savegame.ogg') sprite_layers[2].add_sprite(sv) render_update(renderer,sprite_layers,screen) menu.exit_menu(x) sprite_layers[2].remove_sprite(sv) #Printing the dictionary elif(x==pygame.K_q): print savegame #Starting the shopping interface elif(x==pygame.K_SPACE and shop_portal!=None and pygame.Rect.colliderect(hero.rect, shop_portal)): shop(c_pos,renderer,sprite_layers,screen,l_g) #Showing the tunnel riddle elif(x==pygame.K_SPACE and portal_board!=None and pygame.Rect.colliderect(hero.rect, portal_board)): riddle=person.create_person(hero.rect.centerx,hero.rect.centery+200,'./images/tunnel_riddle.png') sprite_layers[2].add_sprite(riddle) (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) ##Infinite loop until menu is to be removed i=0 while(i!=1): for event in pygame.event.get(): if (event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE): i=1 continue sprite_layers[2].remove_sprite(riddle) ##Showing the Travel option of the ship elif(file_name=='./maps/ship.tmx' and ship_present==1 and x==pygame.K_SPACE and collision.checkCollision(hero,ship)): #creating the menu imgtx = Image.open('./images/textbox.png') draw = ImageDraw.Draw(imgtx) font = ImageFont.truetype("./PAPYRUS.ttf",30) draw.text((260,70),'Are you sure you want to travel?',(0,0,0),font=font) draw.text((260,110),'(Y)es (N)o',(0,0,0),font=font) imgtx.save('./images/ship_conf.png') ship_conf=person.create_menu_bg(c_pos[0],c_pos[1]-768/2,'./images/ship_conf.png') sprite_layers[2].add_sprite(ship_conf) render_update(renderer,sprite_layers,screen) ##Infinite loop until menu is to be removed result='x' while(result=='x'): for event in pygame.event.get(): if event.type == pygame.KEYDOWN: x=event.key if(x==pygame.K_y): result='y' else: result='n' break sprite_layers[2].remove_sprite(ship_conf) render_update(renderer,sprite_layers,screen) #Checking the conditions if pressed 'y' -> want to travel if(result=='y'): #condition for job done and then gold does not matter if(savegame['talk_vil']['./maps/ship.tmx'][0]==1): pirate_mapchange=1 running =False #condition for job not done but have gold elif(savegame['gold']>=50): savegame['gold']-=50 pk.dump(savegame,open("./save.p","wb")) pirate_mapchange=1 running =False #condition for job not done and not enough gold elif(savegame['gold']<50 and savegame['pirate_map']==0): menu.warning_msg(file_name,renderer,sprite_layers,screen,c_pos,0) break #Key pressed near a collectable object elif(x==pygame.K_SPACE and misc!=None): i=0 l=len(misc) while (i>=0 and i<l): if pygame.Rect.colliderect(hero.rect, misc[i]['sprte'].rect): savegame['misc'].append(misc[i]['name']) savegame['misc'].append(misc[i]['value']) savegame[misc[i]['name']]=1 pk.dump(savegame,open("./save.p","wb")) sprite_layers[1].remove_sprite(misc[i]['sprte']) misc.pop(i) else: i+=1 l=len(misc) #toggling the interface off elif(x==pygame.K_f and interf_toggle==0): sprite_layers[2].remove_sprite(hp_sprite) sprite_layers[2].remove_sprite(xp_sprite) sprite_layers[1].remove_sprite(interface) sprite_layers[2].remove_sprite(l_g) sprite_layers[1].remove_sprite(interf_fight) sprite_layers[2].remove_sprite(f_i) interf_toggle=1 #toggling the interface on elif(x==pygame.K_f and interf_toggle==1): sprite_layers[2].add_sprite(hp_sprite) sprite_layers[2].add_sprite(xp_sprite) sprite_layers[1].add_sprite(interface) sprite_layers[2].add_sprite(l_g) sprite_layers[1].add_sprite(interf_fight) sprite_layers[2].add_sprite(f_i) interf_toggle=0 ##Making the Inventory elif(x==pygame.K_i): sound.create_soundfx('./sounds/inventory.ogg') inven=menu.create_menu_inventory(c_pos) sprite_layers[2].add_sprite(inven) render_update(renderer,sprite_layers,screen) ##Infinite loop until inventory is to be removed while(x!=pygame.K_SPACE): for event in pygame.event.get(): if event.type == pygame.KEYDOWN: x=event.key continue sprite_layers[2].remove_sprite(inven) render_update(renderer,sprite_layers,screen) #------------------TALKING TO VILLAGER------------------ #Give the required values for showing the talk to villager number 'coll' (line 394) if (vil!=None): talk_result=talk.iftalk(coll,x,vil,count,hero_pos_x,hero_pos_y,file_name)##Gives : count(for checking if talking) ##coll (which villager he's talking to) ##talktime(talking again or not) #if no villager colliding else: talk_result=None #talk_result[0] -> count --- shows the talking interface only if count is 1-> talking to someone #count remains 0 as called before mainloop if(talk_result[0]==1): ##gives back the text for respective villager menutext=menu.create_menu_vil(coll,file_name,talk_result[2]) ##variable to check for for how many number of times the loop should work dialog_show=0 sound.create_soundfx('./sounds/talk.ogg') ##gives the name of the created image txtim=person.create_text_img('./images/textbox.png',menutext,dialog_show) ##gives the sprite for the menu image menu_ui=person.create_menu_bg(c_pos[0],c_pos[1]-768/2,txtim) sprite_layers[2].add_sprite(menu_ui) render_update(renderer,sprite_layers,screen) #the loop for showing text box (again and again) while(dialog_show<len(menutext)): for event in pygame.event.get(): if event.type == pygame.KEYDOWN: x=event.key #for the villagers that have Yes/No option if (dialog_show==len(menutext)-1): if x==pygame.K_y: if(file_name=='./maps/village1.tmx' and coll==1 and savegame['b_h_vil']==0): #sound created as this 'add' variable is closing when going out of village1 #main reason -> prevent error add=sound.create_music_add('./sounds/river.ogg') savegame['b_h_vil']=1 villager_job=1 running =False sprite_layers[2].remove_sprite(menu_ui) dialog_show+=1 elif(file_name=='./maps/village2_out1.tmx' and coll==0 and savegame['f_vil']==0): savegame['f_vil']=1 villager_job=2 running =False sprite_layers[2].remove_sprite(menu_ui) dialog_show+=1 elif(file_name=='./maps/village2_inside.tmx' and coll==2 and savegame['spook']==0): savegame['spook']=1 villager_job=3 running =False sprite_layers[2].remove_sprite(menu_ui) dialog_show+=1 elif x==pygame.K_n: sprite_layers[2].remove_sprite(menu_ui) dialog_show+=1 #all other villagers if(x==pygame.K_SPACE): ##remove the prev text image sprite_layers[2].remove_sprite(menu_ui) ##indicates for the next one dialog_show +=1 ##for not going in the loop again if dialog_show==len(menutext): break ##if any other key pressed elif(x!=pygame.K_SPACE): continue ##for not going in the loop again elif dialog_show==len(menutext): break sound.create_soundfx('./sounds/talk.ogg') #next text image created and its sprite created and added txtim=person.create_text_img('./images/textbox.png',menutext, \ dialog_show) menu_ui=person.create_menu_bg(c_pos[0],c_pos[1]-768/2,\ txtim) sprite_layers[2].add_sprite(menu_ui) render_update(renderer,sprite_layers,screen) if x==pygame.K_SPACE: ##an infite loop till 'x' is pressed menu.exit_menu(x) sprite_layers[2].remove_sprite(menu_ui) #--------------------TALKING ENDS------------------- #----------------------------- EVENT HANDLING ENDED ---------------------------- # adjust camera according to the hero's position, follow him # clear screen, might be left out if every pixel is redrawn anyway screen.fill((0, 0, 0)) # render the map for sprite_layer in sprite_layers: if sprite_layer.is_object_group: continue else: renderer.render_layer(screen, sprite_layer) pygame.display.flip() """------------------------------------- OUT OF MAIN GAME LOOP----------------------------------""" #stopping the additional background music if (file_name=='./maps/village2_out1.tmx' or file_name=='./maps/ship.tmx'): music_add.stop() #stopping the fluctuating bg music #'add' created (in line 585) to prevent error in this snippet if(file_name=='./maps/village1.tmx' ): sound.stop_soundfx(add) musicbg.stop() #If portal was the reason for stopping the game loop if portal==True: #name of next map and respective frm mp=nextlevel[0] frm=nextlevel[1] #calling the map demo_pygame(mp,frm) #If main loop ended because of a side task if villager_job==1: knifehouse1.main() elif villager_job==2: fish.main() elif villager_job==3: spooky.main() #when pressed 'yes' to the ship travel if pirate_mapchange==1: demo_pygame('./maps/village2_out1.tmx',0)