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): # 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) #for background music and special sound effects mixer.init() sound1 = mixer.Sound('./sounds/ouch.ogg') sound2 = mixer.Sound('./sounds/stone.ogg') file = './sounds/Rock_Slide.ogg' m = mixer.music.load(file) #(-1) argument plays it infinitely unless stopped explicitly mixer.music.play(-1) #set up a screen screen_width = min(704, world_map.pixel_width) screen_height = min(800, 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 = screen_width / 2 hero_pos_y = 6300 #create hero on specified co-ordinates and with specified image hero = person.create_person(hero_pos_x, hero_pos_y, './images/up.png') #portal to detect change of map portal2 = pygame.Rect(0, 1 * 32, 21 * 32, 60) # create stones sprite stone_width = 3 stone1_height = 3 stone2_height = 4 stone3_height = 5 stone1 = [] stone2 = [] stone3 = [] # dimensions of the hero for collision detection hero_width = hero.rect.width hero_height = 5 # 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 to the the right layer sprite_layers[1].add_sprite(hero) # add stone positions stone1_pos_x = [] stone1_pos_y = [] stone2_pos_x = [] stone2_pos_y = [] stone3_pos_x = [] stone3_pos_y = [] # variables for the main loop clock = pygame.time.Clock() running = True speed_x = 4 speed_y = 6 last = 0 #load the saved game variables based on game progress sv = pk.load(open("./save.p", "rb")) health = sv['hp'] hp = sv['hp'] hp_max = sv['max_hp'] c_pos = [cam_world_pos_x, cam_world_pos_y] interf_toggle = 0 interface = menu.create_interface(renderer, sprite_layers, screen, c_pos) hp_sprite = person.create_person(c_pos[0], c_pos[1], './images/hp_bar.png') l_g = menu.create_l_g(renderer, sprite_layers, screen, c_pos) [hp_sprite, hp] = menu.create_hp_bar(renderer, sprite_layers, screen, hp_sprite, c_pos) 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) # set up timer for fps printing pygame.time.set_timer(pygame.USEREVENT, 1000) cl = 0 # mainloop while running: dt = clock.tick(40) sv = pk.load(open("./save.p", "rb")) # event handling for event in pygame.event.get(): #update the health,experience and armour 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) 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 #based on collision with environment decide number of steps allowed mov = climb.hero_climb(cl, hero_pos_x, hero_pos_y, hero, speed_x, speed_y, sprite_layers[3]) cl = mov[0] hero_pos_x = mov[1] hero_pos_y = mov[2] #check collision with portal to change map if (pygame.Rect.colliderect(portal2, hero.rect)): portal = True #stop the background music for this map mixer.music.stop() running = False # adjust camera according to the hero's position, follow him if (hero.rect.centery >= 6000): renderer.set_camera_position(350, 6000) c_pos = (350, 6000) elif (hero.rect.centery <= 400): renderer.set_camera_position(350, 400) c_pos = (350, 400) else: renderer.set_camera_position(350, hero.rect.centery) c_pos = (350, hero.rect.centery) #position health bar, experience bar and armour interface.rect.topleft = (c_pos[0] - 352, c_pos[1] - 384) hp_sprite.rect.topleft = (c_pos[0] - 240, c_pos[1] - 382) xp_sprite.rect.topleft = (c_pos[0] - 240, c_pos[1] - 345) l_g.rect.topleft = (c_pos[0] - 348, c_pos[1] - 381) # 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) time = (pygame.time.get_ticks() / 500) #to decide interval when to drop stones if time > last and len(stone1) + len(stone2) + len(stone3) < 30: last = time hero_temp_x = hero.rect.centerx #decide x co-ordinate of stone randomly r = random.randint(0, 100) if (r < 25): left_limit = hero_temp_x - 10 right_limit = hero_temp_x + 10 elif (r < 90): left_limit = hero_temp_x - 200 right_limit = hero_temp_x + 200 if (left_limit < 40): left_limit = 40 right_limit = 400 if (right_limit > 640): left_limit = 300 right_limit = 660 else: left_limit = 10 right_limit = 690 #to decide randomly the type of stone t = random.randint(0, math.floor(hero_pos_y)) if t < 2000: t = 3 elif t < 4000: t = 2 else: t = 1 permission = random.randint(left_limit, right_limit) if (permission < 50): permission = 55 elif (permission > 650): permission = 645 #append initial stone locations and create stone sprites if (t == 1): stone1_pos_x.append(permission) stone1_pos_y.append(max(hero_pos_y - 800, 50)) stone1.append( create_stone(stone1_pos_x[len(stone1)], stone1_pos_y[len(stone1)], 1)) sprite_layers[1].add_sprite(stone1[len(stone1) - 1]) elif t == 2: stone2_pos_x.append(permission) stone2_pos_y.append(max(hero_pos_y - 800, 50)) stone2.append( create_stone(stone2_pos_x[len(stone2)], stone2_pos_y[len(stone2)], 2)) sprite_layers[1].add_sprite(stone2[len(stone2) - 1]) else: stone3_pos_x.append(permission) stone3_pos_y.append(max(hero_pos_y - 800, 50)) stone3.append( create_stone(stone3_pos_x[len(stone3)], stone3_pos_y[len(stone3)], 3)) sprite_layers[1].add_sprite(stone3[len(stone3) - 1]) n = 0 while n < len(stone1): #moving the stones of type1 step_x, step_y = climb.check_collision( stone1_pos_x[n], stone1_pos_y[n], 0, 8 * (6400 - hero_pos_y) // 6400 + 10, stone_width, stone1_height, sprite_layers[3]) stone1_pos_y[n] += step_y stone1[n].rect.midbottom = (stone1_pos_x[n], stone1_pos_y[n]) #if stone is out of visible region remove stone sprite if (stone1_pos_y[n] >= hero_pos_y + 400 or stone1_pos_y[n] >= 6300): sprite_layers[1].remove_sprite(stone1[n]) stone1.pop(n) stone1_pos_y.pop(n) stone1_pos_x.pop(n) #stop background music and play sound of stone reaching bottom of sea mixer.music.stop() sound2.play(0) #play background music again mixer.music.play(-1) continue else: n = n + 1 #to check players' collision with stone type1 n = hero.rect.collidelist(stone1) if n != -1: #remove stone sprite sprite_layers[1].remove_sprite(stone1[n]) stone1.pop(n) stone1_pos_y.pop(n) stone1_pos_x.pop(n) #decrease the health health = health - 3 sv['hp'] = health pk.dump(sv, open("./save.p", "wb")) mixer.music.stop() #play the hurt sound sound1.play(0) mixer.music.play(-1) if health <= 0: #go back to initial position hero_pos_x = screen_width / 2 hero_pos_y = 6300 sv['hp'] = sv['max_hp'] health = sv['hp'] n = 0 #similarly for stones of type2 while n < len(stone2): step_x, step_y = climb.check_collision( stone2_pos_x[n], stone2_pos_y[n], 0, 8 * (6400 - hero_pos_y) // 6400 + 10, stone_width, stone2_height, sprite_layers[3]) stone2_pos_y[n] += step_y stone2[n].rect.midbottom = (stone2_pos_x[n], stone2_pos_y[n]) if (stone2_pos_y[n] >= hero_pos_y + 400 or stone2_pos_y[n] >= 6300): sprite_layers[1].remove_sprite(stone2[n]) stone2.pop(n) stone2_pos_y.pop(n) stone2_pos_x.pop(n) mixer.music.stop() sound2.play(0) mixer.music.play(-1) continue else: n = n + 1 n = hero.rect.collidelist(stone2) if n != -1: sprite_layers[1].remove_sprite(stone2[n]) stone2.pop(n) stone2_pos_y.pop(n) stone2_pos_x.pop(n) health = health - 6 sv['hp'] = health pk.dump(sv, open("./save.p", "wb")) mixer.music.stop() sound1.play(0) mixer.music.play(-1) if health <= 0: # changes to switch screen to game over hero_pos_x = screen_width / 2 hero_pos_y = 6300 sv['hp'] = sv['max_hp'] health = sv['hp'] n = 0 #similarly for stone of type3 while n < len(stone3): step_x, step_y = climb.check_collision( stone3_pos_x[n], stone3_pos_y[n], 0, 8 * (6400 - hero_pos_y) // 6400 + 10, stone_width, stone3_height, sprite_layers[3]) stone3_pos_y[n] += step_y stone3[n].rect.midbottom = (stone3_pos_x[n], stone3_pos_y[n]) if (stone3_pos_y[n] >= hero_pos_y + 400 or stone3_pos_y[n] >= 6300): sprite_layers[1].remove_sprite(stone3[n]) stone3.pop(n) stone3_pos_y.pop(n) stone3_pos_x.pop(n) mixer.music.stop() sound2.play(0) mixer.music.play(-1) continue else: n = n + 1 n = hero.rect.collidelist(stone3) if n != -1: sprite_layers[1].remove_sprite(stone3[n]) stone3.pop(n) stone3_pos_y.pop(n) stone3_pos_x.pop(n) health = health - 10 sv['hp'] = health pk.dump(sv, open("./save.p", "wb")) mixer.music.stop() sound1.play(0) mixer.music.play(-1) if health <= 0: hero_pos_x = screen_width / 2 hero_pos_y = 6300 # changes to switch screen to game over sv['hp'] = sv['max_hp'] health = sv['hp'] pygame.display.flip() if portal == True: #chnage the map mountain_top.main()
def demo_pygame(file_name,frm): # 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() #background music tunnel2_4_sound = sound.create_music(file_name) sound.volume(tunnel2_4_sound,0.2) # create hero sprite if frm==0: hero_pos_x = 5*32 hero_pos_y = 95*32 else: hero_pos_x = 81*32 hero_pos_y = 62*32 hero = person.create_person(hero_pos_x, hero_pos_y ,'./images/hero_u2.png') # create monster sprites mon = [] mon_dir = [] mon_image = [] mon.append(person.create_person(16*32, 82*32,'./images/slime14.png')) mon.append(person.create_person(39*32, 82*32,'./images/slime14.png')) mon.append(person.create_person(50*32, 82*32,'./images/slime14.png')) mon.append(person.create_person(60*32, 82*32,'./images/slime14.png')) mon.append(person.create_person(67*32, 82*32,'./images/slime14.png')) mon.append(person.create_person(5*32, 74*32,'./images/slime14.png')) mon.append(person.create_person(5*32, 47*32,'./images/slime14.png')) mon.append(person.create_person(14*32, 47*32,'./images/slime14.png')) mon.append(person.create_person(23*32, 33*32,'./images/slime14.png')) mon.append(person.create_person(23*32, 20*32,'./images/slime14.png')) mon.append(person.create_person(20*32, 8*32,'./images/slime14.png')) mon.append(person.create_person(43*32, 8*32,'./images/slime14.png')) mon.append(person.create_person(43*32, 24*32,'./images/slime14.png')) mon.append(person.create_person(43*32, 41*32,'./images/slime14.png')) mon.append(person.create_person(49*32, 47*32,'./images/slime14.png')) mon.append(person.create_person(66*32, 47*32,'./images/slime14.png')) mon.append(person.create_person(72*32, 32*32,'./images/slime14.png')) mon.append(person.create_person(72*32, 23*32,'./images/slime14.png')) mon.append(person.create_person(72*32, 8*32,'./images/slime14.png')) mon.append(person.create_person(81*32, 8*32,'./images/slime14.png')) mon.append(person.create_person(81*32, 19*32,'./images/slime14.png')) mon.append(person.create_person(81*32, 36*32,'./images/slime14.png')) mon.append(person.create_person(81*32, 49*32,'./images/slime14.png')) mon.append(person.create_person(67*32, 64*32,'./images/slime14.png')) mon.append(person.create_person(82*32, 64*32,'./images/slime14.png')) #list to save the direcion constraints for enemy's movements mon_dir = [-1,0,-1,0,1,0,1,0,1,0,0,-1,1,0,-1,0,0,-1,0,1,1,0,-1,0,0,1,0,-1,1,0,-1,0,0,-1,0,1,1,0,-1,0,0,1,0,-1,0,1,1,0,-1,0] # 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 and monsters to the the right layer sprite_layers[1].add_sprite(hero) i = 0 for i in range(len(mon)): mon_image.append(1) sprite_layers[1].add_sprite(mon[i]) # portal for entry and exit of hero portal1=pygame.Rect(4*32,96*32,3*32,2*32) portal2=pygame.Rect(85*32,61*32,1*32,3*32) # variables for the main loop clock = pygame.time.Clock() running = True # to run while loop speed = 10 # hero speed mr=ml=md=mu=0 # image variables(change images to show movements of hero) h_drctn = 'up' # direction where hero facing right now life = 1 # to keep track wheather hero is alive or not arrow_list = [] # contains a list of arrows (currently on screen) arrow_dir = [] # directions of arrows HP_MON = [10.0]*(len(mon)) # health of monster point_arrow = 10.0 # decrease in health of enemy when arrow of hero collides with enemy point_enm = 1.0 # decrease in health of hero after collision with enemy enm_speed = 8.0 # speed of enemy savegame=pk.load(open("./save.p","rb")) old_xp = savegame['xp'] old_level = savegame['h_level'] old_armor = savegame['sheild_hp'] old_arrow = savegame['arrow_count'] # interface code c_pos=[cam_world_pos_x, cam_world_pos_y] interface=menu.create_interface(renderer,sprite_layers,screen,c_pos) hp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/hp_bar.png') # hp bar interface l_g=menu.create_l_g(renderer,sprite_layers,screen,c_pos) # level and gold interface [hp_sprite,hp]=menu.create_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos) xp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/exp_bar.png') # x interface xp_sprite=menu.create_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos) f_i=menu.create_f_i(renderer,sprite_layers,screen,c_pos) # arrow,armor,sword interface interf_fight=menu.create_interface_fight(renderer,sprite_layers,screen,c_pos) # set up timer for fps printing pygame.time.set_timer(pygame.USEREVENT, 1000) # mainloop while running: dt = clock.tick(50) savegame=pk.load(open("./save.p","rb")) # event handling for event in pygame.event.get(): if (event.type == pygame.QUIT): running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_w and savegame['arrow_count'] > 0: enemy_attack.create_arrow(arrow_list,arrow_dir,h_drctn,hero,sprite_layers) # create arrow on pressing 'w' remove_mon(HP_MON,mon,mon_dir,mon_image,sprite_layers) # remove monster sprite if health bacomes zero savegame['arrow_count'] -= 1 # decrease the arrow count and update in the dictionary pk.dump(savegame,open("./save.p","wb")) # save the changes of dictionary elif event.key == pygame.K_a: # attack with sword on pressing 'a' enemy_attack.attack(h_drctn,hero,mon,HP_MON) remove_mon(HP_MON,mon,mon_dir,mon_image,sprite_layers) # interface update 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) # calling hero_move() function for hero's movements 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] # to detect the direction of hero if(mu>1): h_drctn='up' elif(mr>1): h_drctn='right' elif(md>1): h_drctn='down' elif(ml>1): h_drctn='left' # decresing the HP of player if collides any of the monsters # if HP becomes zero then start the game again for i in range(len(mon)): if pygame.sprite.collide_rect(hero,mon[i]): ouch_sound = sound.create_soundfx('./sounds/weapon_touch.ogg') sound.volume(ouch_sound,0.4) if savegame['sheild_hp']>0: savegame['sheild_hp'] -= (point_enm/2) savegame['hp'] -= (point_enm/2) if savegame['sheild_hp']<0: savegame['sheild_hp'] = 0 else : savegame['hp'] -= point_enm if savegame['hp'] <= 0: sound.stop_soundfx(tunnel2_4_sound) savegame['xp'] = old_xp savegame['h_level'] = old_level savegame['sheild_hp'] = old_armor savegame['arrow_count'] = old_arrow savegame['hp'] = savegame['max_hp'] pk.dump(savegame,open("./save.p","wb")) menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0) life = 0 running = False pk.dump(savegame,open("./save.p","wb")) (mon_dir,mon,mon_image) = move_mon(mon_dir,mon,mon_image,sprite_layers,enm_speed) # monsters's movement enemy_attack.remove_arrow(arrow_list,mon,HP_MON,arrow_dir,sprite_layers,point_arrow) # remove arrow if it goes out of the screen remove_mon(HP_MON,mon,mon_dir,mon_image,sprite_layers) # remove monsters menu.update_lg(l_g,c_pos) #interface update # adjust camera according to the hero's position, follow him # (don't make the hero follow the cam, maybe later you want different # objects to be followed by the cam) cam_pos_x = hero.rect.centerx cam_pos_y = hero.rect.centery if hero.rect.centerx <= 520 : cam_pos_x = 520 elif hero.rect.centerx >=2336: cam_pos_x = 2336 if hero.rect.centery >= 2875: cam_pos_y = 2875 elif hero.rect.centery <=408: cam_pos_y = 408 renderer.set_camera_position(cam_pos_x,cam_pos_y) # interface update c_pos=(cam_pos_x,cam_pos_y) 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) # next map if pygame.Rect.colliderect(hero.rect,portal1) or pygame.Rect.colliderect(hero.rect,portal2) : portal=True sound.stop_soundfx(tunnel2_4_sound) running=False # clear screen, might be left out if every pixel is redrawn anyway screen.fill((0, 0, 0)) (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) # Game restarts if life == 0: demo_pygame('./maps/tunnel2_4.tmx',0) elif portal==True: shifty1.demo_pygame('./maps/village1.tmx',1)
def demo_pygame(file_name,frm): # 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() #background music tunnel3_sound = sound.create_music(file_name) sound.volume(tunnel3_sound,0.1) # create hero,enemy sprites hero_pos_x = 12*32 hero_pos_y = 3*32 hero = person.create_person(hero_pos_x, hero_pos_y,'./images/hero_u2.png') # create enemy,crabs and ring sprites enm1 = person.create_person(6*32, 22*32,'./images/slime_d1.png') enm2 = person.create_person(16*32, 22*32,'./images/slime_d1.png') crab = person.create_person(30*32, 38*32,'./images/crab.png') crab1 = person.create_person(49*32, 38*32,'./images/crab.png') ring = person.create_person(49*32, 33*32,'./images/ring.png') # cam_offset is for scrolling cam_world_pos_x = screen_width cam_world_pos_y = screen_height # 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 and enemies to the right layer sprite_layers[1].add_sprite(hero) sprite_layers[1].add_sprite(enm1) sprite_layers[1].add_sprite(enm2) # variables for the main loop clock = pygame.time.Clock() running = True # to run while loop speed = 7 # hero speed mr=ml=md=mu=0 # image variables(change images to show movements of hero) flag_crab = 0 # a variable to check when to add crab's sprite drctn='down' # direction where hero facing right now life = 1 # to keep track wheather hero is alive or not enm =[enm1,enm2] # list of enemy sprites dx_enm = [1,1] # list of direction in x of enemies dy_enm = [-1,-1] # list of direction in y of enemies left_enm = [1*32,9*32] # left collision coordinate for enemies(after which it will return back) right_enm = [12*32,21*32] # right collision coordinate for enemies(after which it will return back) weap_dir = [] # directions of weapons weap_list = [] # contains a list of weapons (currently on screen) arrow_list = [] # contains a list of arrows (currently on screen) arrow_dir = [] # directions of arrows # contains a list of enemy images enmimages = ['./images/slime_d1.png','./images/slime_d2.png','./images/slime_d3.png','./images/slime_u1.png','./images/slime_u2.png','./images/slime_u3.png'] gold = [] # contains a list of gold (currently on screen) heart = [] # contains a list of heart (currently on screen) image_variable = [0,0] flag_ring = 0 tic_flag = 0 x = 0 portal1 = pygame.Rect(58*32,28*32,2*32,8*32) portal=False point_weapon = 2.0 # decrease in health of hero when weapon of enemy collides with hero point_arrow = 15.0 # decrease in health of enemy when arrow of hero collides with enemy crab_attack = 10.0 # attack of crab point_heal = 20.0 # increase in health after healing HP_CRAB = 30.0 # health of crab gold_increase = 5 # increase in health of hero after getting gold heart_increase = 5.0 # increase in health of hero after getting heart speed_enm = 6 # speed of enemy HP_ENM = [100.0,100.0] # health of enemies hero_attack = 10 # hero attack defense_hero = 5 # hero defense #old variables to restore if hero dies in this map savegame=pk.load(open("./save.p","rb")) old_xp = savegame['xp'] old_level = savegame['h_level'] old_gold = savegame['gold'] old_armor = savegame['sheild_hp'] old_arrow = savegame['arrow_count'] # interface code c_pos=[cam_world_pos_x, cam_world_pos_y] interface=menu.create_interface(renderer,sprite_layers,screen,c_pos) hp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/hp_bar.png') # hp bar interface l_g=menu.create_l_g(renderer,sprite_layers,screen,c_pos) # level and gold interface [hp_sprite,hp]=menu.create_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos) xp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/exp_bar.png') # xp interface xp_sprite=menu.create_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos) f_i=menu.create_f_i(renderer,sprite_layers,screen,c_pos) # arrow,armor,sword interface interf_fight=menu.create_interface_fight(renderer,sprite_layers,screen,c_pos) # set up timer for fps printing pygame.time.set_timer(pygame.USEREVENT, 1000) # mainloop while running: dt = clock.tick(50) savegame=pk.load(open("./save.p","rb")) #set coordinates on which turn based fighting appears if(hero_pos_x > 24*32 and flag_crab == 0 and len(enm)==0): flag_crab = 1 if(hero_pos_x > 43*32 and flag_crab == 2): flag_crab = 3 # event handling for event in pygame.event.get(): if (event.type == pygame.QUIT): running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_w and savegame['arrow_count'] > 0: enemy_attack.create_arrow(arrow_list,arrow_dir,drctn,hero,sprite_layers) # create arrow on pressing 'w' enemy_attack.remove_enm(HP_ENM,enm,dx_enm,right_enm,left_enm,dy_enm,sprite_layers,gold,heart) # remove enemy sprite if health bacomes zero savegame['arrow_count'] -=1 # decrease the arrow count and update in the dictionary pk.dump(savegame,open("./save.p","wb")) # save the changes of dictionary elif event.key == pygame.K_a: # attack with sword on pressing 'a' enemy_attack.attack(drctn,hero,enm,HP_ENM) enemy_attack.remove_enm(HP_ENM,enm,dx_enm,right_enm,left_enm,dy_enm,sprite_layers,gold,heart) # remove enemy sprite if health bacomes zero # interface update 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) # if one enemy dies then other enemy's walking area increases(other enemy covers the region of previous enemy) if len(enm)==1: right_enm[0] = 19*32 left_enm[0] = 2*32 # add crab sprite for turn based fighting if(flag_crab == 1): sprite_layers[1].add_sprite(crab) flag_crab = 2 x = 35 (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) elif(flag_crab == 3): crab = crab1 x = 54 sprite_layers[1].add_sprite(crab) HP_CRAB = 30.0 flag_crab = 4 (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) # loop for turn based fighting until crab doesn't die while(HP_CRAB > 0 and (flag_crab==2 or flag_crab==4)): for event in pygame.event.get(): # heal on pressing 'h' if event.type == pygame.KEYDOWN and event.key == pygame.K_h and tic_flag==0: heal_sound = sound.create_soundfx('./sounds/heal.ogg') sound.volume(heal_sound,0.4) heal = person.create_person(hero.rect.centerx,hero.rect.top+11,'./images/heal_1.png') # create the heal sprite sprite_layers[2].add_sprite(heal) # add the sprite to the right layer savegame['hp'] += point_heal # increase the health and upadte in the dictionary if savegame['hp'] > savegame['max_hp']: savegame['hp'] = savegame['max_hp'] pk.dump(savegame,open("./save.p","wb")) # save the changes in dictionary # interface update 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) # image update while tic_flag<=13: heal.image=pygame.image.load('./images/heal_1.png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) heal.image=pygame.image.load('./images/heal_2.png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) heal.image=pygame.image.load('./images/heal_3.png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) tic_flag += 1 tic_flag = 25 # remove the heal sprite sprite_layers[2].remove_sprite(heal) # rendering (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) elif event.type == pygame.KEYDOWN and event.key == pygame.K_a and tic_flag==0: # hero attacks on pressing 'a' sword_sound = sound.create_soundfx('./sounds/sword.ogg') sound.volume(sword_sound,0.4) var_attack_hero = random.randint(hero_attack-2.0, hero_attack+2.0) HP_CRAB -= var_attack_hero # crab's health decreases enemy_attack.create_score(var_attack_hero) # crab's image changes after hero attacks crab.image=pygame.image.load('./images/crab_1.png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) crab.image=pygame.image.load('./images/crab_2.png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) crab.image=pygame.image.load('./images/crab_3.png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) crab.image=pygame.image.load('./images/crab_3.png') # create the score sprite and add it score = person.create_person(x*32,32*32,'./images/sample-out.png') sprite_layers[1].add_sprite(score) while(tic_flag<25): score.rect.centery -= 2 tic_flag += 1 if(tic_flag == 25): sprite_layers[1].remove_sprite(score) (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) crab.image=pygame.image.load('./images/crab.png') if tic_flag == 25: pygame.time.delay(1000) # crab attacks var_attack_crab = random.randint(crab_attack-2.0,crab_attack+2.0) var_defense_hero = random.randint(defense_hero-3.0,defense_hero) sh = (var_attack_crab - var_defense_hero) if sh<0 : sh = 0 enemy_attack.create_score(sh) savegame['hp'] -= (sh) pk.dump(savegame,open("./save.p","wb")) # crab's image changes when it attacks shine = 0 while shine < 10 : crab.image=pygame.image.load('./images/crab(1).png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) crab.image=pygame.image.load('./images/crab.png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) shine += 1 turnbase_sound = sound.create_soundfx('./sounds/turnbase_touch.ogg') sound.volume(turnbase_sound,0.4) # interface update 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) # create the score sprite and add it score = person.create_person(hero_pos_x-32,hero_pos_y-32,'./images/sample-out.png') sprite_layers[1].add_sprite(score) while(tic_flag>0): score.rect.centery += 2 tic_flag -= 1 if(tic_flag == 0): sprite_layers[1].remove_sprite(score) (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) # if crab's HP is zero then remove its sprite if(HP_CRAB <= 0) : sprite_layers[1].remove_sprite(crab) # add the ring sprite when second crab dies if(x==54): sprite_layers[1].add_sprite(ring) # increase the xp of player after killing the crab if(x==35 or x==54): savegame['xp'] +=15 pk.dump(savegame,open("./save.p","wb")) x = 30 # remove sprite when hero collides ring if pygame.sprite.collide_rect(hero,ring) and flag_ring!=1: ring_sound = sound.create_soundfx('./sounds/gold_heart.ogg') sound.volume(ring_sound,0.5) sprite_layers[1].remove_sprite(ring) flag_ring = 1 ring_take=person.create_person(hero.rect.centerx,hero.rect.centery+200,'./images/ring_take.png') sprite_layers[2].add_sprite(ring_take) (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) i=0 while(i!=1): # Infinite loop until menu is to be removed 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(ring_take) # calling hero_move() function for hero's movements 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] # to detect the direction of hero if(mu>1): drctn='up' elif(mr>1): drctn='right' elif(md>1): drctn='down' elif(ml>1): drctn='left' enemy_attack.create_weapons(weap_list,sprite_layers,enm,weap_dir,dy_enm,0) # create the weapons enemy_attack.move_enemy(enm,right_enm,left_enm,dx_enm,speed_enm) # random movement of enemy enemy_attack.dir_update(enm,hero,dy_enm) # direction update of enemy enemy_attack.image_update(enm,image_variable,dy_enm,enmimages) # image update of enemy enemy_attack.remove_arrow(arrow_list,enm,HP_ENM,arrow_dir,sprite_layers,point_arrow) # remove arrow if it goes out of the screen enemy_attack.remove_enm(HP_ENM,enm,dx_enm,right_enm,left_enm,dy_enm,sprite_layers,gold,heart) # remove enemy if health of enemy becomes zero enemy_attack.remove_weapon(hero,enm,weap_list,weap_dir,point_weapon,sprite_layers) # remove weapon # interface update menu.update_f_i(f_i,c_pos) i = 0 l = len(gold) # if hero collides with gold sprite then increase the gold count and remove the sprite while(i>=0 and i<l): if pygame.sprite.collide_rect(hero,gold[i]): savegame=pk.load(open("./save.p","rb")) savegame['gold'] += gold_increase pk.dump(savegame,open("./save.p","wb")) gold_sound = sound.create_soundfx('./sounds/gold_heart.ogg') sound.volume(gold_sound,0.3) sprite_layers[1].remove_sprite(gold[i]) gold.pop(i) else: i+= 1 l = len(gold) # if hero collides with heart sprite then increase the hp and remove the sprite i = 0 l = len(heart) while(i>=0 and i<l): if pygame.sprite.collide_rect(hero,heart[i]): savegame=pk.load(open("./save.p","rb")) savegame['hp'] += heart_increase if savegame['hp'] > savegame['max_hp']: savegame['hp'] = savegame['max_hp'] pk.dump(savegame,open("./save.p","wb")) heart_sound = sound.create_soundfx('./sounds/gold_heart.ogg') sound.volume(heart_sound,0.3) sprite_layers[1].remove_sprite(heart[i]) heart.pop(i) else: i+= 1 l = len(heart) # game starts again if player dies if savegame['hp'] <= 0: sound.stop_soundfx(tunnel3_sound) savegame['xp'] = old_xp savegame['h_level'] = old_level savegame['gold'] = old_gold savegame['sheild_hp'] = old_armor savegame['arrow_count'] = old_arrow savegame['hp'] = savegame['max_hp'] pk.dump(savegame,open("./save.p","wb")) menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0) life = 0 running = False # another map starts if (flag_ring==1 and pygame.Rect.colliderect(hero.rect,portal1)): portal=True sound.stop_soundfx(tunnel3_sound) running=False # adjust camera according to the hero's position, follow him cam_pos_x = hero.rect.centerx cam_pos_y = hero.rect.centery if hero.rect.centerx <= 524 : cam_pos_x = 524 elif hero.rect.centerx >=1459: cam_pos_x = 1459 if hero.rect.centery <=406: cam_pos_y = 406 renderer.set_camera_position(cam_pos_x,cam_pos_y) # interface update c_pos=(cam_pos_x,cam_pos_y) 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) # clear screen, might be left out if every pixel is redrawn anyway screen.fill((0, 0, 0)) (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) if life == 0: demo_pygame('./maps/tunnel3.tmx',0) elif portal==True: shifty1.demo_pygame('./maps/ship.tmx',0)
def demo_pygame(file_name,frm): #portal portal=False # 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() #background music mountain_top_sound = sound.create_music(file_name) sound.volume(mountain_top_sound,0.1) # create hero hero_pos_x = 3*32 hero_pos_y = 17*32 hero = person.create_person(hero_pos_x, hero_pos_y,'./images/hero_u2.png') # create enemy sprites enm = [] enm.append(person.create_person(19*32, 8*32,'./images/s1.png')) enm.append(person.create_person(19*32, 22*32,'./images/s2.png')) enm.append(person.create_person(24*32, 11*32,'./images/s1.png')) enm.append(person.create_person(26*32, 19*32,'./images/s2.png')) lizard = person.create_person(12*32, 22*32,'./images/lizard.png') # create the rectangle for portal portal1=pygame.Rect(16*32,3*32,3*32,1*32) # cam_offset is for scrolling cam_world_pos_x = 516 cam_world_pos_y = 404 # 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 and enemies the the right layer sprite_layers[1].add_sprite(hero) # variables for the main loop clock = pygame.time.Clock() running = True # to run while loop speed = 5 # hero speed mr=ml=md=mu=0 # image variables(change images to show movements of hero) flag_lizard = 0 # a variable to check when to add crab's sprite tic_flag = 0 drctn='down' # direction where hero facing right now life = 1 # to keep track wheather hero is alive or not dx_enm = [-1,1,1,-1] # list of direction in x of enemies dy_enm = [1,-1,1,-1] # list of direction in y of enemies left_enm = [15*32,16*32,21*32,23*32] # left collision coordinate for enemies(after which it will return back) right_enm = [21*32,23*32,26*32,29*32] # right collision coordinate for enemies(after which it will return back) weap_dir = [] # directions of weapons weap_list = [] # contains a list of weapons (currently on screen) arrow_list = [] # contains a list of arrows (currently on screen) arrow_dir = [] # directions of arrows gold = [] # contains a list of gold (currently on screen) heart = [] # contains a list of heart (currently on screen) flag_enm = 0 point_weapon = 1.0 # decrease in health of hero when weapon of enemy collides with hero point_arrow = 15.0 # decrease in health of enemy when arrow of hero collides with enemy lizard_attack = 10.0 # attack of lizard point_heal = 10.0 # increase in health after healing HP_LIZARD = 30.0 # health of lizard gold_increase = 5 gold_increase = 5 # increase in health of hero after getting gold heart_increase = 5.0 # increase in health of hero after getting heart speed_enm = 6 # speed of enemy HP_ENM = [100.0,100.0,100.0,100.0] # health of enemies hero_attack = 10 # hero attack defense_hero = 5 # hero defense #old variables to restore if hero dies in this map savegame=pk.load(open("save.p","rb")) old_xp = savegame['xp'] old_level = savegame['h_level'] old_gold = savegame['gold'] old_armor = savegame['sheild_hp'] old_arrow = savegame['arrow_count'] # interface code c_pos=[cam_world_pos_x, cam_world_pos_y] interface=menu.create_interface(renderer,sprite_layers,screen,c_pos) hp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/hp_bar.png') # hp bar interface l_g=menu.create_l_g(renderer,sprite_layers,screen,c_pos) # level and gold interface [hp_sprite,hp]=menu.create_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos) xp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/exp_bar.png') # xp interface xp_sprite=menu.create_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos) # arrow,armor,sword interface f_i=menu.create_f_i(renderer,sprite_layers,screen,c_pos) # arrow,armor,sword interface interf_fight=menu.create_interface_fight(renderer,sprite_layers,screen,c_pos) # set up timer for fps printing pygame.time.set_timer(pygame.USEREVENT, 1000) # mainloop while running: dt = clock.tick() savegame=pk.load(open("./save.p","rb")) #set coordinates on which turn based fighting appears if(hero_pos_x > 5*32 and flag_lizard == 0): flag_lizard = 1 elif (hero_pos_x > 16*32 and flag_enm == 0): flag_enm = 1 # event handling for event in pygame.event.get(): if (event.type == pygame.QUIT or portal == True): running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_w and ['arrow_count'] > 0 and flag_enm == 2: enemy_attack.create_arrow(arrow_list,arrow_dir,drctn,hero,sprite_layers) # create arrow on pressing 'w' enemy_attack.remove_enm(HP_ENM,enm,dx_enm,right_enm,left_enm,dy_enm,sprite_layers,gold,heart) # remove enemy sprite if health bacomes zero savegame['arrow_count'] -=1 # decrease the arrow count and update in the dictionary pk.dump(savegame,open("./save.p","wb")) # save the changes of dictionary elif event.key == pygame.K_a: # attack with sword on pressing 'a' enemy_attack.attack(drctn,hero,enm,HP_ENM) enemy_attack.remove_enm(HP_ENM,enm,dx_enm,right_enm,left_enm,dy_enm,sprite_layers,gold,heart) # remove enemy sprite if health bacomes zero # interface update 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) # add lizard sprite for turn based fighting if(flag_lizard == 1): sprite_layers[1].add_sprite(lizard) flag_lizard = 2 (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) # loop for turn based fighting until lizard doesn't die while(HP_LIZARD > 0 and flag_lizard==2 ): for event in pygame.event.get(): # heal on pressing 'h' if event.type == pygame.KEYDOWN and event.key == pygame.K_h and tic_flag==0: heal_sound = sound.create_soundfx('./sounds/heal.ogg') sound.volume(heal_sound,0.4) heal = person.create_person(hero.rect.centerx,hero.rect.top+11,'./images/heal_1.png') # create the heal sprite sprite_layers[2].add_sprite(heal) # add the sprite to the right layer savegame['hp'] += point_heal # increase the health and upadte in the dictionary if savegame['hp'] > savegame['max_hp']: savegame['hp'] = savegame['max_hp'] pk.dump(savegame,open("./save.p","wb")) # save the changes in dictionary # interface update 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) # image update while tic_flag<=13: heal.image=pygame.image.load('./images/heal_1.png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) heal.image=pygame.image.load('./images/heal_2.png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) heal.image=pygame.image.load('./images/heal_3.png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) tic_flag += 1 tic_flag = 25 # remove the heal sprite sprite_layers[2].remove_sprite(heal) # rendering (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) elif event.type == pygame.KEYDOWN and event.key == pygame.K_a and tic_flag==0: # hero attacks on pressing 'a' sword_sound = sound.create_soundfx('./sounds/sword.ogg') sound.volume(sword_sound,0.4) var_attack_hero = random.randint(hero_attack-2.0, hero_attack+2.0) HP_LIZARD -= var_attack_hero # lizard's health decreases enemy_attack.create_score(var_attack_hero) # lizard's image changes after hero attacks lizard.image=pygame.image.load('./images/lizard_1.png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) lizard.image=pygame.image.load('./images/lizard_2.png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) lizard.image=pygame.image.load('./images/lizard_3.png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) # create the score sprite and add it score = person.create_person(16*32,17*32,'./images/sample-out.png') sprite_layers[1].add_sprite(score) while(tic_flag<25): score.rect.centery -= 2 tic_flag += 1 if(tic_flag == 25): sprite_layers[1].remove_sprite(score) (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) lizard.image=pygame.image.load('./images/lizard.png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) if tic_flag == 25: pygame.time.delay(1000) # lizard attacks var_attack_lizard = random.randint(lizard_attack-2.0,lizard_attack+2.0) var_defense_hero = random.randint(defense_hero-3.0,defense_hero) sh = (var_attack_lizard - var_defense_hero) if sh<0 : sh = 0 enemy_attack.create_score(sh) savegame['hp'] -= (sh) pk.dump(savegame,open("./save.p","wb")) # lizard's image changes when it attacks shine = 0 while shine < 10 : lizard.image=pygame.image.load('./images/lizard(1).png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) lizard.image=pygame.image.load('./images/lizard.png') (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) shine += 1 turnbase_sound = sound.create_soundfx('./sounds/turnbase_touch.ogg') sound.volume(turnbase_sound,0.4) # interface update 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) # create the score sprite and add it score = person.create_person(hero_pos_x-32,hero_pos_y-32,'./images/sample-out.png') sprite_layers[1].add_sprite(score) while(tic_flag>0): score.rect.centery += 2 tic_flag -= 1 if(tic_flag == 0): sprite_layers[1].remove_sprite(score) (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) # if lizard's HP is zero then remove its sprite if(HP_LIZARD <= 0) : sprite_layers[1].remove_sprite(lizard) HP_LIZARD = 10000.0 flag_lizard = 3 # increase the xp of player after killing the lizard if(flag_lizard == 3): savegame=pk.load(open("./save.p","rb")) savegame['xp'] +=20 pk.dump(savegame,open("./save.p","wb")) flag_lizard = 4 # add enemies after a particular coordinate if flag_enm == 1: i = 0 for i in range(len(enm)): sprite_layers[1].add_sprite(enm[i]) flag_enm = 2 # calling hero_move() function for hero's movements 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] # to detect the direction of hero if(mu>1): drctn='up' elif(mr>1): drctn='right' elif(md>1): drctn='down' elif(ml>1): drctn='left' if flag_enm == 2: enemy_attack.create_weapons(weap_list,sprite_layers,enm,weap_dir,dy_enm,0) # create the weapons enemy_attack.move_enemy(enm,right_enm,left_enm,dx_enm,speed_enm) # random movement of enemy enemy_attack.remove_arrow(arrow_list,enm,HP_ENM,arrow_dir,sprite_layers,point_arrow) # remove arrow if it goes out of the screen enemy_attack.remove_weapon(hero,enm,weap_list,weap_dir,point_weapon,sprite_layers) # remove weapon enemy_attack.remove_enm(HP_ENM,enm,dx_enm,right_enm,left_enm,dy_enm,sprite_layers,gold,heart) # remove enemy if health of enemy becomes zero i = 0 l = len(gold) # if hero collides with gold sprite then increase the gold count and remove the sprite while(i>=0 and i<l): if pygame.sprite.collide_rect(hero,gold[i]): savegame=pk.load(open("./save.p","rb")) savegame['gold'] += gold_increase pk.dump(savegame,open("./save.p","wb")) gold_sound = sound.create_soundfx('./sounds/gold_heart.ogg') sound.volume(gold_sound,0.3) sprite_layers[1].remove_sprite(gold[i]) gold.pop(i) else: i+= 1 l = len(gold) i = 0 l = len(heart) # if hero collides with heart sprite then increase the hp and remove the sprite while(i>=0 and i<l): if pygame.sprite.collide_rect(hero,heart[i]): savegame=pk.load(open("./save.p","rb")) savegame['hp'] += heart_increase if savegame['hp'] > savegame['max_hp']: savegame['hp'] = savegame['max_hp'] pk.dump(savegame,open("./save.p","wb")) heart_sound = sound.create_soundfx('./sounds/gold_heart.ogg') sound.volume(heart_sound,0.3) sprite_layers[1].remove_sprite(heart[i]) heart.pop(i) else: i+= 1 l = len(heart) if savegame['hp'] <= 0: # game starts again if player dies sound.stop_soundfx(mountain_top_sound) savegame['xp'] = old_xp savegame['h_level'] = old_level savegame['gold'] = old_gold savegame['sheild_hp'] = old_armor savegame['arrow_count'] = old_arrow savegame['hp'] = savegame['max_hp'] pk.dump(savegame,open("./save.p","wb")) menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0) life = 0 running = False elif len(enm)==0 and len(heart)==0 and len(gold)==0 and HP_LIZARD==10000.0: # another map starts l = len(weap_list) while(i>=0 and i<l): sprite_layers[2].remove_sprite(weap_list[i]) weap_list.pop(i) l = len(enm) i = 0 l = len(arrow_list) while(i>=0 and i<l): sprite_layers[1].remove_sprite(arrow_list[i]) arrow_list.pop(i) l = len(arrow_list) sound.stop_soundfx(mountain_top_sound) render_update(renderer,sprite_layers,screen) portal=True # adjust camera according to the hero's position, follow him cam_pos_x = hero.rect.centerx cam_pos_y = hero.rect.centery if hero.rect.centerx <= 516 : cam_pos_x = 516 elif hero.rect.centerx >=766: cam_pos_x = 766 if hero.rect.centery <=404: cam_pos_y = 404 elif hero.rect.centery >=570: cam_pos_y = 570 renderer.set_camera_position(cam_pos_x,cam_pos_y) # adjust camera according to the hero's position, follow him c_pos=(cam_pos_x,cam_pos_y) 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]+380) # clear screen, might be left out if every pixel is redrawn anyway screen.fill((0, 0, 0)) (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) if life == 0: demo_pygame('./maps/mountain_top.tmx',0) elif portal==True: pal_lava.main()
def demo_pygame(file_name): file = './sounds/Firestrm.ogg' # 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() # loading the sound files in different sound formats of mixer and main background sound in mixer stream sound_ouch = mixer.Sound('./sounds/pain.ogg') mixer.music.load(file) mixer.music.play(-1); # 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() # create hero sprite # use floats for hero position hero_pos_x = 18*32+16 hero_pos_y = 22*32 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 = 5 # create knife sprite knife_pos_x = 8 *32 knife_pos_y = 21 * 32 knife = create_knife(knife_pos_x, knife_pos_y) # create coin sprite coin_pos_x = 28*32 +16 coin_pos_y = 16*32 coin = create_coin(coin_pos_x, coin_pos_y) # cam_offset is for scrolling cam_world_pos_x = 1024/2 cam_world_pos_y = 768/2 # 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[3].add_sprite(hero) sprite_layers[2].add_sprite(coin) sprite_layers[2].add_sprite(knife) # layer add/remove hero keys num_keys = [pygame.K_0, pygame.K_1, pygame.K_2, pygame.K_3, pygame.K_4, \ pygame.K_5, pygame.K_6, pygame.K_7, pygame.K_8, pygame.K_9] ###FOR INTERFACE on top-left corner loading the libraries from menu file and loading the local variables into the function savegame=pk.load(open("./save.p","rb")) HERO_HEALTH = savegame['hp'] # loading the last hero health hp=savegame['hp'] hp_max=savegame['max_hp'] # keep updating the values in pk file c_pos=[cam_world_pos_x, cam_world_pos_y] #c_pos=camra.camera(file_name,renderer,hero) interf_toggle=0 interface=menu.create_interface(renderer,sprite_layers,screen,c_pos) hp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/hp_bar.png') l_g=menu.create_l_g(renderer,sprite_layers,screen,c_pos) [hp_sprite,hp]=menu.create_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos) #for showing the xp in the interface 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) # variables for the main loop clock = pygame.time.Clock() running = True speed = 4.75 # setting up an environment for shifting the map while exiting from the map portal1 = pygame.Rect(17*32,22*32,96,32) # set up timer for fps printing pygame.time.set_timer(pygame.USEREVENT, 1000) mr=ml=md=mu=0 # mainloop while running: dt = clock.tick(50) # value set to work same with different processors ## continously moving the interface and saving the health and other data in the files savegame=pk.load(open("./save.p","rb")) 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) # 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 mixer.music.stop() 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) # find directions # loading commom movement of hero stored in movements1 file and chaning its positions mov = movements1.hero_move(mr,ml,md,mu,hero_pos_x,hero_pos_y,hero,speed,sprite_layers[4]) mr = mov[0] ml = mov[1] md = mov[2] mu = mov[3] hero_pos_x = mov[4] hero_pos_y = mov[5] # fire collision health loss if(fire_ouch(hero_pos_x,hero_pos_y,sprite_layers[1])): sound_ouch.play() dmg=0.85 # updating the new health menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,dmg) savegame['hp'] -=dmg HERO_HEALTH -=dmg if(HERO_HEALTH < 0): # setting the hero kill position from fire savegame['hp']=savegame['max_hp'] HERO_HEALTH = savegame['hp'] hero_pos_x = 18*32+16 hero_pos_y = 22*32 # if knife and coin not taken adding them here if( not sprite_layers[2].contains_sprite(knife)): sprite_layers[2].add_sprite(knife) if( not sprite_layers[2].contains_sprite(coin)): sprite_layers[2].add_sprite(coin) # getting coin here if(pygame.sprite.collide_rect(hero,coin)): sprite_layers[2].remove_sprite(coin) #getting knife here if(pygame.sprite.collide_rect(hero,knife)): sprite_layers[2].remove_sprite(knife) # collision with portal for changing map if(portal1.collidepoint(hero.rect.midbottom) and not sprite_layers[2].contains_sprite(coin) \ and not sprite_layers[2].contains_sprite(knife)): mixer.music.stop() savegame['b_h_vil']=1 savegame['talk_vil']['./maps/village1.tmx'][1]=1 savegame['dagger']=1 savegame['eqp_weapon']='dagger' pk.dump(savegame,open("./save.p","wb")) running=False #CODE FOR MAP CHANGING HERE......... # condition for shifting map # adjust camera according to the hero's position, follow him # (don't make the hero follow the cam, maybe later you want different # objects to be followd by the cam) #renderer.set_camera_position(hero.rect.centerx, hero.rect.centery) # 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) pk.dump(savegame,open("./save.p","wb")) pygame.display.flip() # calling the other map after completion of catching all the fishes shifty1.demo_pygame('./maps/village1.tmx',2)
def demo_pygame(file_name,frm): # 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() #background music battlefield_sound = sound.create_music(file_name) # create hero hero_pos_x = 10*32 hero_pos_y = 41*32 hero = person.create_person(hero_pos_x, hero_pos_y,'./images/hero_u2.png') # create enemy sprites enm = [] enm.append(person.create_person(10*32, 3*32,'./images/haabu_d1.png')) enm.append(person.create_person(14*32, 3*32,'./images/haabu_d1.png')) enm.append(person.create_person(10*32, 7*32,'./images/haabu_d1.png')) enm.append(person.create_person(14*32, 7*32,'./images/haabu_d1.png')) # create dragon sprite dragon = person.create_person(10*32, 27*32,'./images/dragon_d1.png') # cam_offset is for scrolling cam_world_pos_x = 520 cam_world_pos_y = 1050 # 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 and enemies the the right layer sprite_layers[1].add_sprite(hero) sprite_layers[1].add_sprite(dragon) i = 0 for i in range(len(enm)): sprite_layers[1].add_sprite(enm[i]) # variables for the main loop clock = pygame.time.Clock() running = True # to run while loop speed = 7 # hero speed mr=ml=md=mu=0 # image variables(change images to show movements of hero) tic_flag = 0 drctn='down' # direction where hero facing right now life = 1 # to keep track wheather hero is alive or not arrow_list = [] # contains a list of arrows (currently on screen) arrow_dir = [] # directions of arrows enm_dir = [0,0,0,0] drag = [dragon] dx_dragon = [0] image_variable = [0] weap_dir = [] # directions of weapons weap_list = [] # contains a list of weapons (currently on screen) color_change = 0 # a color variable for dragon dy_dragon = [1] # dragon direction specialarrow_list = [] # contains a list of specialarrows (currently on screen) specialarrow_dir = [] # directions of specialarrows dragonimages = ['./images/dragon_d1.png','./images/dragon_d2.png','./images/dragon_d3.png','./images/dragon_u1.png','./images/dragon_u2.png','./images/dragon_u3.png'] enemyimages = ['./images/haabu_d1.png','./images/haabu_d2.png','./images/haabu_d3.png','./images/haabu_u1.png','./images/haabu_u2.png','./images/haabu_u3.png'] chk = 0 HP_ENM = [100.0,100.0,100.0,100.0] # health of enemies HP_DRAGON = [100.0] # health of dragon SPECIALARROW = 5 point_weapon = 1.0 # decrease in health of hero when weapon OR haabu collides with hero ## HAABU MEANS ENEMY (in HINDI) point_arrow = 20.0 # arrow enemy collision point_dragon = 5.0 # hero dragon collision point_specialarrow = 10.0 # specialarrow hero collision haabu_speed = 6 dragon_speed = 8 #old variables to restore if hero dies in this map savegame=pk.load(open("./save.p","rb")) old_xp = savegame['xp'] old_level = savegame['h_level'] old_armor = savegame['sheild_hp'] old_arrow = savegame['arrow_count'] # interface code c_pos=[cam_world_pos_x, cam_world_pos_y] interface=menu.create_interface(renderer,sprite_layers,screen,c_pos) hp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/hp_bar.png') # hp bar interface l_g=menu.create_l_g(renderer,sprite_layers,screen,c_pos) # level and gold interface [hp_sprite,hp]=menu.create_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos) xp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/exp_bar.png') # xp interface xp_sprite=menu.create_xp_bar(renderer,sprite_layers,screen,xp_sprite,c_pos) s_a=menu.create_s_a(renderer,sprite_layers,screen,c_pos) f_i=menu.create_f_i(renderer,sprite_layers,screen,c_pos) # arrow,armor,sword interface interf_fight=menu.create_interface_fight(renderer,sprite_layers,screen,c_pos) spec_interf=menu.create_interface_spec_arrow(renderer,sprite_layers,screen,c_pos) d_hp=menu.create_interface_dragon(renderer,sprite_layers,screen,c_pos) dhp_sprite=person.create_person(c_pos[0]-400,c_pos[1],'./images/dragon_health.png') #dragon health interface dhp_sprite=menu.create_dragon_hp(renderer,sprite_layers,screen,dhp_sprite,c_pos,HP_DRAGON) # set up timer for fps printing pygame.time.set_timer(pygame.USEREVENT, 1000) # mainloop while running: dt = clock.tick(70) savegame=pk.load(open("./save.p","rb")) # keep adding a group of four enemies after dying previous group if len(enm)==0: color_change += 1 enm.append(person.create_person(10*32, 3*32,'./images/haabu_d1.png')) enm.append(person.create_person(14*32, 3*32,'./images/haabu_d1.png')) enm.append(person.create_person(10*32, 7*32,'./images/haabu_d1.png')) enm.append(person.create_person(14*32, 7*32,'./images/haabu_d1.png')) HP_ENM = [100.0,100.0,100.0,100.0] enm_dir = [0,0,0,0] i = 0 for i in range(len(enm)): sprite_layers[1].add_sprite(enm[i]) # dragon can be killed only if it is of orange color and only by specialarrows # five specialarrows are provided when dragon becomes orange if color_change%2==0: SPECIALARROW = 0 chk = 0 dragonimages = ['./images/dragon_d1.png','./images/dragon_d2.png','./images/dragon_d3.png','./images/dragon_u1.png','./images/dragon_u2.png','./images/dragon_u3.png'] else: if chk == 0: SPECIALARROW = 5 chk = 1 dragonimages = ['./images/orange_d1.png','./images/orange_d2.png','./images/orange_d3.png','./images/orange_u1.png','./images/orange_u2.png','./images/orange_u3.png'] #spec_arrow_interf menu.update_s_a(s_a,c_pos,SPECIALARROW) # event handling for event in pygame.event.get(): if (event.type == pygame.QUIT): running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_w and savegame['arrow_count'] > 0: enemy_attack.create_arrow(arrow_list,arrow_dir,drctn,hero,sprite_layers) # create arrow on pressing 'w' haabu_remove(enm,HP_ENM,sprite_layers,enm_dir) # remove enemy sprite if health bacomes zero savegame['arrow_count'] -=1 # decrease the arrow count and update in the dictionary pk.dump(savegame,open("./save.p","wb")) # save the changes of dictionary elif event.key == pygame.K_a: # attack with sword on pressing 'a' enemy_attack.attack(drctn,hero,enm,HP_ENM) haabu_remove(enm,HP_ENM,sprite_layers,enm_dir) elif event.key == pygame.K_s and color_change%2!=0 and SPECIALARROW > 0: # attack with specialarrow on pressing 's' enemy_attack.create_specialarrow(specialarrow_list,specialarrow_dir,drctn,hero,sprite_layers) SPECIALARROW -= 1 # interface update 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) menu.update_dhp_bar(renderer,sprite_layers,screen,dhp_sprite,c_pos,HP_DRAGON) if(color_change%2==1): menu.update_s_a(s_a,c_pos,SPECIALARROW) # calling hero_move() function for hero's movements 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] # to detect the direction of hero if(mu>1): drctn='up' elif(mr>1): drctn='right' elif(md>1): drctn='down' elif(ml>1): drctn='left' haabu_move(hero,enm,enm_dir,enemyimages,haabu_speed) # random movement of enemy haabu_remove(enm,HP_ENM,sprite_layers,enm_dir)# remove enemy if health of enemy becomes zero if(color_change%2==0):enemy_attack.create_weapons(weap_list,sprite_layers,drag,weap_dir,dy_dragon,1) # create the weapons only if it is not of orange color enemy_attack.remove_weapon(hero,enm,weap_list,weap_dir,point_weapon,sprite_layers) # interface update 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) menu.update_dhp_bar(renderer,sprite_layers,screen,dhp_sprite,c_pos,HP_DRAGON) enemy_attack.move_enemy(drag,[19*32],[1*32],dx_dragon,dragon_speed)# random movement of dragon enemy_attack.dir_update(drag,hero,dy_dragon) # direction update of enemy enemy_attack.image_update(drag,image_variable,dy_dragon,dragonimages) # image update of enemy enemy_attack.remove_arrow(arrow_list,enm,HP_ENM,arrow_dir,sprite_layers,point_arrow) # removes arrow from the screen enemy_attack.remove_arrow(specialarrow_list,drag,HP_DRAGON,specialarrow_dir,sprite_layers,point_specialarrow) # removes specialarrow from the screen # decrease health of hero if it colldes with dragon if pygame.sprite.collide_rect(hero,drag[0]): weap_sound = sound.create_soundfx('./sounds/weapon_touch.ogg') sound.volume(weap_sound,0.4) savegame=pk.load(open("./save.p","rb")) savegame['hp'] -= point_dragon pk.dump(savegame,open("./save.p","wb")) # game starts again if player dies if savegame['hp'] <= 0: sound.stop_soundfx(battlefield_sound) savegame['xp'] = old_xp savegame['h_level'] = old_level savegame['sheild_hp'] = old_armor savegame['arrow_count'] = old_arrow savegame['hp'] = savegame['max_hp'] pk.dump(savegame,open("./save.p","wb")) menu.update_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos,0) life = 0 running = False # Game ends! # clean the screen! if HP_DRAGON[0] <= 0: i = 0 l = len(enm) while(i>=0 and i<l): sprite_layers[1].remove_sprite(enm[i]) enm.pop(i) l = len(enm) i = 0 l = len(weap_list) while(i>=0 and i<l): sprite_layers[2].remove_sprite(weap_list[i]) weap_list.pop(i) l = len(weap_list) i = 0 l = len(arrow_list) while(i>=0 and i<l): sprite_layers[1].remove_sprite(arrow_list[i]) arrow_list.pop(i) l = len(arrow_list) i = 0 l = len(specialarrow_list) while(i>=0 and i<l): sprite_layers[1].remove_sprite(specialarrow_list[i]) specialarrow_list.pop(i) l = len(specialarrow_list) sprite_layers[1].remove_sprite(drag[0]) render_update(renderer,sprite_layers,screen) sound.stop_soundfx(battlefield_sound) running = False life = 2 # adjust camera according to the hero's position, follow him cam_pos_x = hero.rect.centerx cam_pos_y = hero.rect.centery if hero.rect.centerx <= 520 : cam_pos_x = 520 if hero.rect.centery >=1050: cam_pos_y = 1050 elif hero.rect.centery <=407: cam_pos_y = 407 renderer.set_camera_position(cam_pos_x, cam_pos_y) # interface update c_pos=(cam_pos_x,cam_pos_y) 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) dhp_sprite.rect.midbottom=(c_pos[0],c_pos[1]+350) d_hp.rect.midbottom=(c_pos[0],c_pos[1]+350) spec_interf.rect.topleft=(c_pos[0]-512,c_pos[1]-240) s_a.rect.topleft=(c_pos[0]-540,c_pos[1]-280) # clear screen, might be left out if every pixel is redrawn anyway screen.fill((0, 0, 0)) (renderer,sprite_layers,screen) = render_update(renderer,sprite_layers,screen) if life == 0: demo_pygame('./maps/palace_final.tmx',0) elif life ==2: # Game ends! # Quit the window after pressing 'Esc' running = True ending_sound = sound.create_soundfx('./sounds/ending.ogg') sound.volume(ending_sound,1) while running : for event in pygame.event.get(): if (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE ): sound.stop_soundfx(ending_sound) running = False pygame.quit()
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): # 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) #for background music and special sound effects mixer.init() sound1 = mixer.Sound('./sounds/ouch.ogg') sound2=mixer.Sound('./sounds/stone.ogg') file = './sounds/Rock_Slide.ogg' m = mixer.music.load(file) #(-1) argument plays it infinitely unless stopped explicitly mixer.music.play(-1); #set up a screen screen_width = min(704, world_map.pixel_width) screen_height = min(800, 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 = screen_width/2 hero_pos_y = 6300 #create hero on specified co-ordinates and with specified image hero = person.create_person(hero_pos_x, hero_pos_y ,'./images/up.png') #portal to detect change of map portal2 = pygame.Rect(0,1*32,21*32,60) # create stones sprite stone_width =3 stone1_height=3 stone2_height=4 stone3_height=5 stone1=[] stone2=[] stone3=[] # dimensions of the hero for collision detection hero_width = hero.rect.width hero_height = 5 # 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 to the the right layer sprite_layers[1].add_sprite(hero) # add stone positions stone1_pos_x=[] stone1_pos_y=[] stone2_pos_x=[] stone2_pos_y=[] stone3_pos_x=[] stone3_pos_y=[] # variables for the main loop clock = pygame.time.Clock() running = True speed_x = 4 speed_y= 6 last=0 #load the saved game variables based on game progress sv=pk.load(open("./save.p","rb")) health=sv['hp'] hp=sv['hp'] hp_max=sv['max_hp'] c_pos=[cam_world_pos_x, cam_world_pos_y] interf_toggle=0 interface=menu.create_interface(renderer,sprite_layers,screen,c_pos) hp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/hp_bar.png') l_g=menu.create_l_g(renderer,sprite_layers,screen,c_pos) [hp_sprite,hp]=menu.create_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos) 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) # set up timer for fps printing pygame.time.set_timer(pygame.USEREVENT,1000) cl = 0 # mainloop while running: dt = clock.tick(40) sv=pk.load(open("./save.p","rb")) # event handling for event in pygame.event.get(): #update the health,experience and armour 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) 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 #based on collision with environment decide number of steps allowed mov = climb.hero_climb(cl,hero_pos_x,hero_pos_y,hero,speed_x,speed_y,sprite_layers[3]) cl = mov[0] hero_pos_x = mov[1] hero_pos_y = mov[2] #check collision with portal to change map if(pygame.Rect.colliderect(portal2,hero.rect)): portal=True #stop the background music for this map mixer.music.stop() running =False # adjust camera according to the hero's position, follow him if ( hero.rect.centery >=6000): renderer.set_camera_position(350, 6000) c_pos=(350,6000) elif (hero.rect.centery <=400): renderer.set_camera_position(350, 400) c_pos=(350,400) else: renderer.set_camera_position(350,hero.rect.centery ) c_pos=(350,hero.rect.centery) #position health bar, experience bar and armour interface.rect.topleft=(c_pos[0]-352,c_pos[1]-384) hp_sprite.rect.topleft=(c_pos[0]-240,c_pos[1]-382) xp_sprite.rect.topleft=(c_pos[0]-240,c_pos[1]-345) l_g.rect.topleft=(c_pos[0]-348,c_pos[1]-381) # 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) time=(pygame.time.get_ticks() / 500) #to decide interval when to drop stones if time > last and len(stone1)+len(stone2)+len(stone3) <30: last=time hero_temp_x = hero.rect.centerx #decide x co-ordinate of stone randomly r=random.randint(0,100) if( r < 25): left_limit=hero_temp_x - 10 right_limit = hero_temp_x +10 elif ( r < 90) : left_limit = hero_temp_x - 200 right_limit = hero_temp_x +200 if(left_limit<40): left_limit = 40 right_limit = 400 if(right_limit >640): left_limit = 300 right_limit = 660 else : left_limit=10 right_limit=690 #to decide randomly the type of stone t=random.randint(0,math.floor(hero_pos_y)) if t < 2000: t=3 elif t < 4000: t=2 else : t=1 permission = random.randint(left_limit,right_limit); if(permission<50): permission = 55 elif (permission > 650): permission = 645 #append initial stone locations and create stone sprites if( t==1): stone1_pos_x.append(permission) stone1_pos_y.append(max(hero_pos_y -800,50)) stone1.append(create_stone(stone1_pos_x[len(stone1)],stone1_pos_y[len(stone1)],1)) sprite_layers[1].add_sprite(stone1[len(stone1)-1]) elif t==2 : stone2_pos_x.append(permission) stone2_pos_y.append(max(hero_pos_y -800,50)) stone2.append(create_stone(stone2_pos_x[len(stone2)],stone2_pos_y[len(stone2)],2)) sprite_layers[1].add_sprite(stone2[len(stone2)-1]) else : stone3_pos_x.append(permission) stone3_pos_y.append(max(hero_pos_y -800,50)) stone3.append(create_stone(stone3_pos_x[len(stone3)],stone3_pos_y[len(stone3)],3)) sprite_layers[1].add_sprite(stone3[len(stone3)-1]) n=0 while n < len(stone1): #moving the stones of type1 step_x, step_y = climb.check_collision(stone1_pos_x[n], stone1_pos_y[n], 0,8 *(6400-hero_pos_y) //6400 +10, stone_width, stone1_height, sprite_layers[3]) stone1_pos_y[n] += step_y stone1[n].rect.midbottom = (stone1_pos_x[n], stone1_pos_y[n]) #if stone is out of visible region remove stone sprite if (stone1_pos_y[n] >=hero_pos_y +400 or stone1_pos_y[n]>= 6300) : sprite_layers[1].remove_sprite(stone1[n]) stone1.pop(n) stone1_pos_y.pop(n) stone1_pos_x.pop(n) #stop background music and play sound of stone reaching bottom of sea mixer.music.stop() sound2.play(0) #play background music again mixer.music.play(-1); continue else: n=n+1 #to check players' collision with stone type1 n=hero.rect.collidelist(stone1) if n!= -1: #remove stone sprite sprite_layers[1].remove_sprite(stone1[n]) stone1.pop(n) stone1_pos_y.pop(n) stone1_pos_x.pop(n) #decrease the health health=health-3 sv['hp']=health pk.dump(sv,open("./save.p","wb")) mixer.music.stop() #play the hurt sound sound1.play(0) mixer.music.play(-1) if health <=0: #go back to initial position hero_pos_x=screen_width/2 hero_pos_y=6300 sv['hp']=sv['max_hp'] health=sv['hp'] n=0 #similarly for stones of type2 while n < len(stone2): step_x, step_y = climb.check_collision(stone2_pos_x[n], stone2_pos_y[n], 0,8 *(6400-hero_pos_y) //6400 + 10, stone_width, stone2_height, sprite_layers[3]) stone2_pos_y[n] += step_y stone2[n].rect.midbottom = (stone2_pos_x[n], stone2_pos_y[n]) if (stone2_pos_y[n] >=hero_pos_y +400 or stone2_pos_y[n]>= 6300): sprite_layers[1].remove_sprite(stone2[n]) stone2.pop(n) stone2_pos_y.pop(n) stone2_pos_x.pop(n) mixer.music.stop() sound2.play(0) mixer.music.play(-1); continue else: n=n+1 n=hero.rect.collidelist(stone2) if n!= -1: sprite_layers[1].remove_sprite(stone2[n]) stone2.pop(n) stone2_pos_y.pop(n) stone2_pos_x.pop(n) health=health-6 sv['hp']=health pk.dump(sv,open("./save.p","wb")) mixer.music.stop() sound1.play(0) mixer.music.play(-1); if health <=0 : # changes to switch screen to game over hero_pos_x=screen_width/2 hero_pos_y=6300 sv['hp']=sv['max_hp'] health=sv['hp'] n=0 #similarly for stone of type3 while n < len(stone3): step_x, step_y = climb.check_collision(stone3_pos_x[n], stone3_pos_y[n], 0,8 *(6400-hero_pos_y) //6400 +10, stone_width, stone3_height, sprite_layers[3]) stone3_pos_y[n] += step_y stone3[n].rect.midbottom = (stone3_pos_x[n], stone3_pos_y[n]) if (stone3_pos_y[n] >=hero_pos_y +400 or stone3_pos_y[n]>= 6300): sprite_layers[1].remove_sprite(stone3[n]) stone3.pop(n) stone3_pos_y.pop(n) stone3_pos_x.pop(n) mixer.music.stop() sound2.play(0) mixer.music.play(-1); continue else: n=n+1 n=hero.rect.collidelist(stone3) if n!= -1: sprite_layers[1].remove_sprite(stone3[n]) stone3.pop(n) stone3_pos_y.pop(n) stone3_pos_x.pop(n) health=health-10 sv['hp']=health pk.dump(sv,open("./save.p","wb")) mixer.music.stop() sound1.play(0) mixer.music.play(-1); if health <=0 : hero_pos_x=screen_width/2 hero_pos_y=6300# changes to switch screen to game over sv['hp']=sv['max_hp'] health=sv['hp'] pygame.display.flip() if portal==True: #chnage the map mountain_top.main()
def demo_pygame(file_name, frm): # 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 file = './sounds/hotel.ogg' m = mixer.music.load(file) mixer.music.play(-1) #set up a screen screen_width = min(900, 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() # create hero sprite hero_pos_x = 200 hero_pos_y = 1600 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 = 5 # 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[2].add_sprite(hero) # add pots positions ty = pk.load(open("./save.p", "rb")) t = ty['hotel_treasure'] pots_pos_x = [100, 520, 800, 180] pots_pos_y = [960, 960, 820, 120] pots = [] flag = [0, 0, 0, 0, 0] for i in range(4): if t[i] == 0: pots.append(create_pot(pots_pos_x[i], pots_pos_y[i])) c_pos = [cam_world_pos_x, cam_world_pos_y] ty = pk.load(open("./save.p", "rb")) hp = ty['hp'] hp_max = ty['max_hp'] interf_toggle = 0 interface = menu.create_interface(renderer, sprite_layers, screen, c_pos) hp_sprite = person.create_person(c_pos[0], c_pos[1], './images/hp_bar.png') l_g = menu.create_l_g(renderer, sprite_layers, screen, c_pos) [hp_sprite, hp] = menu.create_hp_bar(renderer, sprite_layers, screen, hp_sprite, c_pos) 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) # variables for the main loop clock = pygame.time.Clock() running = True speed = 6 # set up timer for fps printing pygame.time.set_timer(pygame.USEREVENT, 1000) mr = ml = md = mu = 0 #create portals to detect when to change map portal1 = pygame.Rect(19 * 20, 73 * 20, 5 * 20, 2 * 20) portal2 = pygame.Rect(2 * 20, 81 * 20, 40 * 20, 40) # mainloop while running: dt = clock.tick(40) ty = pk.load(open("./save.p", "rb")) # event handling for event in pygame.event.get(): 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) 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 # 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] # adjust camera according to the hero's position, follow him if (hero.rect.centery >= 1280): renderer.set_camera_position(450, 1280) c_pos = (450 + 60, 1360) elif (hero.rect.centery <= 400): renderer.set_camera_position(450, 400) c_pos = (450 + 60, 400) else: renderer.set_camera_position(450, hero.rect.centery) c_pos = (450 + 60, hero.rect.centery) #place health,experience and armours 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) # 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) ##If talk to receptionist #List Variable to check if the person has bought the room or not pos_hero = None if (flag[4] == 0 and pygame.Rect.colliderect(portal1, hero.rect) and pygame.key.get_pressed()[pygame.K_SPACE] == 1): pos_hero = menu.warning_msg(file_name, renderer, sprite_layers, screen, c_pos, 0) if pos_hero != None: hero_pos_x = pos_hero[0] hero_pos_y = pos_hero[1] ty = pk.load(open("./save.p", "rb")) if (portal2.collidepoint(hero.rect.midbottom)): pk.dump(ty, open("./save.p", "wb")) mixer.music.stop() running = False t = ty['hotel_treasure'] n = hero.rect.collidelist(pots) if n == 0 and flag[n] == 0 and t[n] == 0: ty['hp'] += 5 flag[n] = 1 t[n] = 1 elif n == 1 and flag[n] == 0 and t[n] == 0: ty['gold'] += 5 flag[n] = 1 t[n] = 1 elif n == 2 and flag[n] == 0 and t[n] == 0: ty['gold'] += 10 flag[n] = 1 t[n] = 1 elif n == 3 and flag[n] == 0 and t[n] == 0: ty['hp'] += 10 flag[n] = 1 t[n] = 1 ty['hotel_treasure'] = t pk.dump(ty, open("./save.p", "wb")) pygame.display.flip() shifty1.demo_pygame('./maps/village2_inside.tmx', 1)
def demo_pygame(file_name, frm): # 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() #background music tunnel2_4_sound = sound.create_music(file_name) sound.volume(tunnel2_4_sound, 0.2) # create hero sprite if frm == 0: hero_pos_x = 5 * 32 hero_pos_y = 95 * 32 else: hero_pos_x = 81 * 32 hero_pos_y = 62 * 32 hero = person.create_person(hero_pos_x, hero_pos_y, './images/hero_u2.png') # create monster sprites mon = [] mon_dir = [] mon_image = [] mon.append(person.create_person(16 * 32, 82 * 32, './images/slime14.png')) mon.append(person.create_person(39 * 32, 82 * 32, './images/slime14.png')) mon.append(person.create_person(50 * 32, 82 * 32, './images/slime14.png')) mon.append(person.create_person(60 * 32, 82 * 32, './images/slime14.png')) mon.append(person.create_person(67 * 32, 82 * 32, './images/slime14.png')) mon.append(person.create_person(5 * 32, 74 * 32, './images/slime14.png')) mon.append(person.create_person(5 * 32, 47 * 32, './images/slime14.png')) mon.append(person.create_person(14 * 32, 47 * 32, './images/slime14.png')) mon.append(person.create_person(23 * 32, 33 * 32, './images/slime14.png')) mon.append(person.create_person(23 * 32, 20 * 32, './images/slime14.png')) mon.append(person.create_person(20 * 32, 8 * 32, './images/slime14.png')) mon.append(person.create_person(43 * 32, 8 * 32, './images/slime14.png')) mon.append(person.create_person(43 * 32, 24 * 32, './images/slime14.png')) mon.append(person.create_person(43 * 32, 41 * 32, './images/slime14.png')) mon.append(person.create_person(49 * 32, 47 * 32, './images/slime14.png')) mon.append(person.create_person(66 * 32, 47 * 32, './images/slime14.png')) mon.append(person.create_person(72 * 32, 32 * 32, './images/slime14.png')) mon.append(person.create_person(72 * 32, 23 * 32, './images/slime14.png')) mon.append(person.create_person(72 * 32, 8 * 32, './images/slime14.png')) mon.append(person.create_person(81 * 32, 8 * 32, './images/slime14.png')) mon.append(person.create_person(81 * 32, 19 * 32, './images/slime14.png')) mon.append(person.create_person(81 * 32, 36 * 32, './images/slime14.png')) mon.append(person.create_person(81 * 32, 49 * 32, './images/slime14.png')) mon.append(person.create_person(67 * 32, 64 * 32, './images/slime14.png')) mon.append(person.create_person(82 * 32, 64 * 32, './images/slime14.png')) #list to save the direcion constraints for enemy's movements mon_dir = [ -1, 0, -1, 0, 1, 0, 1, 0, 1, 0, 0, -1, 1, 0, -1, 0, 0, -1, 0, 1, 1, 0, -1, 0, 0, 1, 0, -1, 1, 0, -1, 0, 0, -1, 0, 1, 1, 0, -1, 0, 0, 1, 0, -1, 0, 1, 1, 0, -1, 0 ] # 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 and monsters to the the right layer sprite_layers[1].add_sprite(hero) i = 0 for i in range(len(mon)): mon_image.append(1) sprite_layers[1].add_sprite(mon[i]) # portal for entry and exit of hero portal1 = pygame.Rect(4 * 32, 96 * 32, 3 * 32, 2 * 32) portal2 = pygame.Rect(85 * 32, 61 * 32, 1 * 32, 3 * 32) # variables for the main loop clock = pygame.time.Clock() running = True # to run while loop speed = 10 # hero speed mr = ml = md = mu = 0 # image variables(change images to show movements of hero) h_drctn = 'up' # direction where hero facing right now life = 1 # to keep track wheather hero is alive or not arrow_list = [] # contains a list of arrows (currently on screen) arrow_dir = [] # directions of arrows HP_MON = [10.0] * (len(mon)) # health of monster point_arrow = 10.0 # decrease in health of enemy when arrow of hero collides with enemy point_enm = 1.0 # decrease in health of hero after collision with enemy enm_speed = 8.0 # speed of enemy savegame = pk.load(open("./save.p", "rb")) old_xp = savegame['xp'] old_level = savegame['h_level'] old_armor = savegame['sheild_hp'] old_arrow = savegame['arrow_count'] # interface code c_pos = [cam_world_pos_x, cam_world_pos_y] interface = menu.create_interface(renderer, sprite_layers, screen, c_pos) hp_sprite = person.create_person(c_pos[0], c_pos[1], './images/hp_bar.png') # hp bar interface l_g = menu.create_l_g(renderer, sprite_layers, screen, c_pos) # level and gold interface [hp_sprite, hp] = menu.create_hp_bar(renderer, sprite_layers, screen, hp_sprite, c_pos) xp_sprite = person.create_person(c_pos[0], c_pos[1], './images/exp_bar.png') # x interface xp_sprite = menu.create_xp_bar(renderer, sprite_layers, screen, xp_sprite, c_pos) f_i = menu.create_f_i(renderer, sprite_layers, screen, c_pos) # arrow,armor,sword interface interf_fight = menu.create_interface_fight(renderer, sprite_layers, screen, c_pos) # set up timer for fps printing pygame.time.set_timer(pygame.USEREVENT, 1000) # mainloop while running: dt = clock.tick(50) savegame = pk.load(open("./save.p", "rb")) # event handling for event in pygame.event.get(): if (event.type == pygame.QUIT): running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_w and savegame['arrow_count'] > 0: enemy_attack.create_arrow( arrow_list, arrow_dir, h_drctn, hero, sprite_layers) # create arrow on pressing 'w' remove_mon( HP_MON, mon, mon_dir, mon_image, sprite_layers ) # remove monster sprite if health bacomes zero savegame[ 'arrow_count'] -= 1 # decrease the arrow count and update in the dictionary pk.dump(savegame, open("./save.p", "wb")) # save the changes of dictionary elif event.key == pygame.K_a: # attack with sword on pressing 'a' enemy_attack.attack(h_drctn, hero, mon, HP_MON) remove_mon(HP_MON, mon, mon_dir, mon_image, sprite_layers) # interface update 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) # calling hero_move() function for hero's movements 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] # to detect the direction of hero if (mu > 1): h_drctn = 'up' elif (mr > 1): h_drctn = 'right' elif (md > 1): h_drctn = 'down' elif (ml > 1): h_drctn = 'left' # decresing the HP of player if collides any of the monsters # if HP becomes zero then start the game again for i in range(len(mon)): if pygame.sprite.collide_rect(hero, mon[i]): ouch_sound = sound.create_soundfx('./sounds/weapon_touch.ogg') sound.volume(ouch_sound, 0.4) if savegame['sheild_hp'] > 0: savegame['sheild_hp'] -= (point_enm / 2) savegame['hp'] -= (point_enm / 2) if savegame['sheild_hp'] < 0: savegame['sheild_hp'] = 0 else: savegame['hp'] -= point_enm if savegame['hp'] <= 0: sound.stop_soundfx(tunnel2_4_sound) savegame['xp'] = old_xp savegame['h_level'] = old_level savegame['sheild_hp'] = old_armor savegame['arrow_count'] = old_arrow savegame['hp'] = savegame['max_hp'] pk.dump(savegame, open("./save.p", "wb")) menu.update_hp_bar(renderer, sprite_layers, screen, hp_sprite, c_pos, 0) life = 0 running = False pk.dump(savegame, open("./save.p", "wb")) (mon_dir, mon, mon_image) = move_mon(mon_dir, mon, mon_image, sprite_layers, enm_speed) # monsters's movement enemy_attack.remove_arrow( arrow_list, mon, HP_MON, arrow_dir, sprite_layers, point_arrow) # remove arrow if it goes out of the screen remove_mon(HP_MON, mon, mon_dir, mon_image, sprite_layers) # remove monsters menu.update_lg(l_g, c_pos) #interface update # adjust camera according to the hero's position, follow him # (don't make the hero follow the cam, maybe later you want different # objects to be followed by the cam) cam_pos_x = hero.rect.centerx cam_pos_y = hero.rect.centery if hero.rect.centerx <= 520: cam_pos_x = 520 elif hero.rect.centerx >= 2336: cam_pos_x = 2336 if hero.rect.centery >= 2875: cam_pos_y = 2875 elif hero.rect.centery <= 408: cam_pos_y = 408 renderer.set_camera_position(cam_pos_x, cam_pos_y) # interface update c_pos = (cam_pos_x, cam_pos_y) 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) # next map if pygame.Rect.colliderect(hero.rect, portal1) or pygame.Rect.colliderect( hero.rect, portal2): portal = True sound.stop_soundfx(tunnel2_4_sound) running = False # clear screen, might be left out if every pixel is redrawn anyway screen.fill((0, 0, 0)) (renderer, sprite_layers, screen) = render_update(renderer, sprite_layers, screen) # Game restarts if life == 0: demo_pygame('./maps/tunnel2_4.tmx', 0) elif portal == True: shifty1.demo_pygame('./maps/village1.tmx', 1)
def demo_pygame(file_name): file = './sounds/Firestrm.ogg' # 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() # loading the sound files in different sound formats of mixer and main background sound in mixer stream sound_ouch = mixer.Sound('./sounds/pain.ogg') mixer.music.load(file) mixer.music.play(-1) # 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() # create hero sprite # use floats for hero position hero_pos_x = 18 * 32 + 16 hero_pos_y = 22 * 32 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 = 5 # create knife sprite knife_pos_x = 8 * 32 knife_pos_y = 21 * 32 knife = create_knife(knife_pos_x, knife_pos_y) # create coin sprite coin_pos_x = 28 * 32 + 16 coin_pos_y = 16 * 32 coin = create_coin(coin_pos_x, coin_pos_y) # cam_offset is for scrolling cam_world_pos_x = 1024 / 2 cam_world_pos_y = 768 / 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[3].add_sprite(hero) sprite_layers[2].add_sprite(coin) sprite_layers[2].add_sprite(knife) # layer add/remove hero keys num_keys = [pygame.K_0, pygame.K_1, pygame.K_2, pygame.K_3, pygame.K_4, \ pygame.K_5, pygame.K_6, pygame.K_7, pygame.K_8, pygame.K_9] ###FOR INTERFACE on top-left corner loading the libraries from menu file and loading the local variables into the function savegame = pk.load(open("./save.p", "rb")) HERO_HEALTH = savegame['hp'] # loading the last hero health hp = savegame['hp'] hp_max = savegame['max_hp'] # keep updating the values in pk file c_pos = [cam_world_pos_x, cam_world_pos_y] #c_pos=camra.camera(file_name,renderer,hero) interf_toggle = 0 interface = menu.create_interface(renderer, sprite_layers, screen, c_pos) hp_sprite = person.create_person(c_pos[0], c_pos[1], './images/hp_bar.png') l_g = menu.create_l_g(renderer, sprite_layers, screen, c_pos) [hp_sprite, hp] = menu.create_hp_bar(renderer, sprite_layers, screen, hp_sprite, c_pos) #for showing the xp in the interface 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) # variables for the main loop clock = pygame.time.Clock() running = True speed = 4.75 # setting up an environment for shifting the map while exiting from the map portal1 = pygame.Rect(17 * 32, 22 * 32, 96, 32) # set up timer for fps printing pygame.time.set_timer(pygame.USEREVENT, 1000) mr = ml = md = mu = 0 # mainloop while running: dt = clock.tick(50) # value set to work same with different processors ## continously moving the interface and saving the health and other data in the files savegame = pk.load(open("./save.p", "rb")) 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) # 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 mixer.music.stop() 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) # find directions # loading commom movement of hero stored in movements1 file and chaning its positions mov = movements1.hero_move(mr, ml, md, mu, hero_pos_x, hero_pos_y, hero, speed, sprite_layers[4]) mr = mov[0] ml = mov[1] md = mov[2] mu = mov[3] hero_pos_x = mov[4] hero_pos_y = mov[5] # fire collision health loss if (fire_ouch(hero_pos_x, hero_pos_y, sprite_layers[1])): sound_ouch.play() dmg = 0.85 # updating the new health menu.update_hp_bar(renderer, sprite_layers, screen, hp_sprite, c_pos, dmg) savegame['hp'] -= dmg HERO_HEALTH -= dmg if (HERO_HEALTH < 0): # setting the hero kill position from fire savegame['hp'] = savegame['max_hp'] HERO_HEALTH = savegame['hp'] hero_pos_x = 18 * 32 + 16 hero_pos_y = 22 * 32 # if knife and coin not taken adding them here if (not sprite_layers[2].contains_sprite(knife)): sprite_layers[2].add_sprite(knife) if (not sprite_layers[2].contains_sprite(coin)): sprite_layers[2].add_sprite(coin) # getting coin here if (pygame.sprite.collide_rect(hero, coin)): sprite_layers[2].remove_sprite(coin) #getting knife here if (pygame.sprite.collide_rect(hero, knife)): sprite_layers[2].remove_sprite(knife) # collision with portal for changing map if(portal1.collidepoint(hero.rect.midbottom) and not sprite_layers[2].contains_sprite(coin) \ and not sprite_layers[2].contains_sprite(knife)): mixer.music.stop() savegame['b_h_vil'] = 1 savegame['talk_vil']['./maps/village1.tmx'][1] = 1 savegame['dagger'] = 1 savegame['eqp_weapon'] = 'dagger' pk.dump(savegame, open("./save.p", "wb")) running = False #CODE FOR MAP CHANGING HERE......... # condition for shifting map # adjust camera according to the hero's position, follow him # (don't make the hero follow the cam, maybe later you want different # objects to be followd by the cam) #renderer.set_camera_position(hero.rect.centerx, hero.rect.centery) # 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) pk.dump(savegame, open("./save.p", "wb")) pygame.display.flip() # calling the other map after completion of catching all the fishes shifty1.demo_pygame('./maps/village1.tmx', 2)
def demo_pygame(file_name,frm): # 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 file = './sounds/hotel.ogg' m = mixer.music.load(file) mixer.music.play(-1); #set up a screen screen_width = min(900, 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() # create hero sprite hero_pos_x = 200 hero_pos_y = 1600 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 = 5 # 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[2].add_sprite(hero) # add pots positions ty=pk.load(open("./save.p","rb")) t=ty['hotel_treasure'] pots_pos_x=[100,520,800,180] pots_pos_y=[960,960,820,120] pots=[] flag=[0,0,0,0,0] for i in range(4): if t[i]==0 : pots.append(create_pot(pots_pos_x[i], pots_pos_y[i])); c_pos=[cam_world_pos_x, cam_world_pos_y] ty=pk.load(open("./save.p","rb")) hp=ty['hp'] hp_max=ty['max_hp'] interf_toggle=0 interface=menu.create_interface(renderer,sprite_layers,screen,c_pos) hp_sprite=person.create_person(c_pos[0],c_pos[1],'./images/hp_bar.png') l_g=menu.create_l_g(renderer,sprite_layers,screen,c_pos) [hp_sprite,hp]=menu.create_hp_bar(renderer,sprite_layers,screen,hp_sprite,c_pos) 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) # variables for the main loop clock = pygame.time.Clock() running = True speed=6 # set up timer for fps printing pygame.time.set_timer(pygame.USEREVENT,1000) mr=ml=md=mu=0 #create portals to detect when to change map portal1 = pygame.Rect(19*20,73*20,5*20,2*20) portal2 = pygame.Rect(2*20,81*20,40*20,40) # mainloop while running: dt = clock.tick(40) ty=pk.load(open("./save.p","rb")) # event handling for event in pygame.event.get(): 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) 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 # 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] # adjust camera according to the hero's position, follow him if ( hero.rect.centery >=1280): renderer.set_camera_position(450, 1280) c_pos=(450+60,1360) elif (hero.rect.centery <=400): renderer.set_camera_position(450, 400) c_pos=(450+60,400) else: renderer.set_camera_position(450,hero.rect.centery ) c_pos=(450+60,hero.rect.centery) #place health,experience and armours 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) # 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) ##If talk to receptionist #List Variable to check if the person has bought the room or not pos_hero=None if(flag[4] == 0 and pygame.Rect.colliderect(portal1,hero.rect) and pygame.key.get_pressed()[pygame.K_SPACE]==1): pos_hero=menu.warning_msg(file_name,renderer,sprite_layers,screen,c_pos,0) if pos_hero!=None: hero_pos_x=pos_hero[0] hero_pos_y= pos_hero[1] ty=pk.load(open("./save.p","rb")) if(portal2.collidepoint(hero.rect.midbottom)): pk.dump(ty,open("./save.p","wb")) mixer.music.stop() running=False t=ty['hotel_treasure'] n=hero.rect.collidelist(pots) if n== 0 and flag[n]==0 and t[n]==0 : ty['hp']+=5 flag[n]=1 t[n]=1 elif n==1 and flag[n]==0 and t[n]==0 : ty['gold']+=5 flag[n]=1 t[n]=1 elif n==2 and flag[n]==0 and t[n]==0 : ty['gold']+=10 flag[n]=1 t[n]=1 elif n==3 and flag[n]==0 and t[n]==0 : ty['hp']+=10 flag[n]=1 t[n]=1 ty['hotel_treasure']=t pk.dump(ty,open("./save.p","wb")) pygame.display.flip() shifty1.demo_pygame('./maps/village2_inside.tmx',1)