Exemple #1
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 def __init__(self, ):
     super().__init__()
     gameoverImg = pygame.display.get_surface().copy()
     goBGimgGrp = objects.ImageGroup([gameoverImg], screen.screen)
     gameoverBG = objects.GameObject(goBGimgGrp, self, 0, (0, 0))
     gameoverObj = objects.GameObject(objects.gmovImgGrp, self, 1,
                                      (-10, -10))
     gameRestarter = objects.GameRestarter(self)
Exemple #2
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def fireball(source, spell_range, d_key):
    dx, dy = objects.direction_dict[d_key]
    icon = source.inventory.spell.icons[d_key]
    ball = objects.Projectile(dx, dy, 0, spell_range, aoe=True)
    explosion = objects.SpellEffect(name='explosion',
                                    spell_range=2,
                                    render_frames=10,
                                    damage=10,
                                    icons={
                                        'n': 0xE388,
                                        's': 0xE388,
                                        'e': 0xE388,
                                        'w': 0xE388,
                                        'se': 0xE388,
                                        'sw': 0xE388,
                                        'ne': 0xE388,
                                        'nw': 0xE388,
                                        'hit': 0xE388
                                    },
                                    charges=0,
                                    aoe_function=fireball_explode)
    fireball = objects.GameObject('fireball',
                                  source.x + dx,
                                  source.y + dy,
                                  icon,
                                  projectile=ball,
                                  spell=explosion,
                                  update_func=objects.update_ammo)
    return fireball
Exemple #3
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 def __init__(self, ):
     super().__init__()
     resultBGObj = objects.GameObject(objects.resultBGImgGrp, self, 0,
                                      [-10, -10])
     clearObj = objects.ClearObj(self)
     comet = objects.Comet(self)
     clearObj.cmt = comet
     comet.clrobj = clearObj
Exemple #4
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    def __init__(self, ):
        super().__init__()

        self.havePause = True
        background = objects.GameObject(objects.bgImgGrp, self, 0, (-106, 0))
        hero = objects.Hero(self)
        hpgauge = objects.HPGauge(hero, objects.HPImgGrp, self)
        enemySpawner = objects.EnemySpawner(self, hero)
Exemple #5
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 def add_player(self, game, player_name):
     player_id = game.game_id + str(len(game.players))
     player_fighter = objects.Fighter(hp=30, defense=2, power=5, recharge=20,
                                      death_function=Player.death)
     p_inv = objects.Inventory()
     p_avatar = objects.GameObject(name=player_name, x=1, y=1, icon=0xE000,
                                    inventory=p_inv, fighter=player_fighter,
                                    current_map=None, player_flag=True,
                                    update_func=objects.update_player)
     player_cam = objects.Camera(0, 0, 37, 22)
     player = Player(id=player_id, name=player_name, camera=player_cam,
                      avatar=p_avatar, fov_algo='BASIC', light_walls=True,
                      sight_radius=4)
     return player
Exemple #6
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 def __init__(self, ):
     super().__init__()
     titleBG = objects.GameObject(objects.titleBGImgGrp, self, 0,
                                  [-10, -10])
     titleUI = objects.TitleUI(self)
Exemple #7
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    def place_objects(self, room):

        num_monsters = random.randint(0, self.max_room_monsters)
        monster_counter = 0

        for i in range(num_monsters):
            x = random.randint(room.x, room.x2)
            y = random.randint(room.y, room.y2)

            if not self.is_blocked_at(x, y):
                if random.randint(0, 100) < 80:
                    ai_component = game_ai.BasicMonster(20)
                    monster_fighter = objects.Fighter(
                        hp=10,
                        defense=0,
                        power=3,
                        recharge=20,
                        death_function=ai_component.monster_death)
                    monster = objects.GameObject(
                        'orc',
                        x,
                        y,
                        0xE101,
                        blocks=True,
                        fighter=monster_fighter,
                        ai=ai_component,
                        update_func=objects.update_monster)
                else:
                    ai_component = game_ai.BasicMonster(30)
                    monster_fighter = objects.Fighter(
                        hp=16,
                        defense=1,
                        power=4,
                        recharge=30,
                        death_function=ai_component.monster_death)
                    monster = objects.GameObject(
                        'troll',
                        x,
                        y,
                        0xE100,
                        blocks=True,
                        fighter=monster_fighter,
                        ai=ai_component,
                        update_func=objects.update_monster)

                monster.current_map = self
                self.objects.append(monster)

        num_items = random.randint(0, self.max_room_items)

        for i in range(num_items):
            x = random.randint(room.x + 1, room.x2 - 1)
            y = random.randint(room.y + 1, room.y2 - 1)

            if not self.is_blocked_at(x, y):
                item_component = objects.Item(use_function=effects.cast_heal)
                item = objects.GameObject('healing potion',
                                          x,
                                          y,
                                          0xE201,
                                          item=item_component,
                                          active=False)

                self.objects.append(item)
                item.current_map = self
                item.send_to_back()
Exemple #8
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    def make_map(self, player):
        num_rooms = 0

        for r in range(self.max_rooms):
            w = random.randint(self.min_room_size, self.max_room_size)
            h = random.randint(self.min_room_size, self.max_room_size)

            x = random.randint(0, self.width - w - 1)
            y = random.randint(0, self.height - h - 1)

            new_room = Room(x, y, w, h)
            failed = False

            for other_room in self.rooms:
                if new_room.intersect(other_room):
                    failed = True
                    break

            if not failed:
                new_room.get_walls()
                self.draw_room(new_room)
                (new_x, new_y) = new_room.center()

                if num_rooms == 0:
                    player.x = new_x
                    player.y = new_y
                else:
                    (prev_x, prev_y) = self.rooms[num_rooms - 1].center()

                    if random.randint(0, 1):
                        self.create_h_tunnel(prev_x, new_x, prev_y)
                        self.create_v_tunnel(prev_y, new_y, new_x)
                    else:
                        self.create_v_tunnel(prev_y, new_y, prev_x)
                        self.create_h_tunnel(prev_x, new_x, new_y)

                #for wall in new_room.walls:
                #for x, y in wall:
                #self.tiles[x][y] = 2

                self.rooms.append(new_room)
                self.place_objects(new_room)
                num_rooms += 1

        # debug light casting
        torch_room = random.choice(self.rooms)
        torch_x = random.randint(torch_room.x + 1, torch_room.x2 - 1)
        torch_y = random.randint(torch_room.y + 1, torch_room.y2 - 1)
        print(torch_x, torch_y)
        torchlight = objects.LightSource(radius=2, color=colors.lighter_yellow)
        torch = objects.GameObject('torch',
                                   torch_x,
                                   torch_y,
                                   0xE200,
                                   light_source=torchlight,
                                   active=False)
        torch.current_map = self
        torch.light_source.cast_light()
        self.objects.append(torch)

        sword_item = objects.Item()
        sword_wpn = objects.Weapon(2, effects.sword_attack)
        sword = objects.GameObject('sword',
                                   player.x + 1,
                                   player.y + 1,
                                   0xE251,
                                   item=sword_item,
                                   weapon=sword_wpn,
                                   active=False)
        sword.current_map = self
        self.objects.append(sword)

        bow_item = objects.Item()
        bow_wpn = objects.Weapon(2,
                                 effects.bow_attack,
                                 ranged=True,
                                 radius=5,
                                 ammo_icons={
                                     'n': 0xE350,
                                     's': 0xE351,
                                     'w': 0xE352,
                                     'e': 0xE353,
                                     'ne': 0xE354,
                                     'nw': 0xE355,
                                     'se': 0xE356,
                                     'sw': 0xE357
                                 },
                                 ammo_name='arrow')
        bow = objects.GameObject('bow',
                                 player.x - 1,
                                 player.y - 1,
                                 0xE252,
                                 item=bow_item,
                                 weapon=bow_wpn,
                                 active=False)
        bow.current_map = self
        self.objects.append(bow)

        spear_item = objects.Item()
        spear_wpn = objects.Weapon(power=2,
                                   attack_function=effects.spear_attack,
                                   special=effects.push_back)
        spear = objects.GameObject('spear',
                                   player.x,
                                   player.y - 1,
                                   0xE253,
                                   item=spear_item,
                                   weapon=spear_wpn,
                                   active=False)
        spear.current_map = self
        self.objects.append(spear)

        axe_item = objects.Item()
        axe_wpn = objects.Weapon(power=2, attack_function=effects.axe_attack)
        axe = objects.GameObject('axe',
                                 player.x - 1,
                                 player.y + 1,
                                 0xE250,
                                 item=axe_item,
                                 weapon=axe_wpn,
                                 active=False)
        axe.current_map = self
        self.objects.append(axe)

        lb_item = objects.Item()
        lb_spell = objects.SpellEffect(name='Lightning',
                                       spell_range=5,
                                       damage=15,
                                       render_frames=3,
                                       icons={
                                           'n': 0xE370,
                                           's': 0xE370,
                                           'w': 0XE371,
                                           'e': 0xE371,
                                           'ne': 0xE372,
                                           'sw': 0xE372,
                                           'nw': 0xE373,
                                           'se': 0xE373,
                                           'hit': 0xE374
                                       },
                                       charges=5,
                                       aoe_function=effects.lightning_bolt)
        lb_book = objects.GameObject('Book of Lightning Bolt',
                                     player.x + 1,
                                     player.y,
                                     0xE360,
                                     item=lb_item,
                                     spell=lb_spell,
                                     active=False,
                                     update_func=objects.update_spell)
        lb_book.current_map = self
        self.objects.append(lb_book)

        fb_item = objects.Item()
        fb_spell = objects.SpellEffect(name='Fireball',
                                       spell_range=10,
                                       damage=10,
                                       render_frames=3,
                                       icons={
                                           'n': 0xE380,
                                           's': 0xE381,
                                           'w': 0xE382,
                                           'e': 0xE383,
                                           'ne': 0xE384,
                                           'nw': 0xE385,
                                           'se': 0xE386,
                                           'sw': 0xE387,
                                           'hit': 0xE388
                                       },
                                       charges=5,
                                       aoe_function=effects.fireball)
        fb_book = objects.GameObject('Book of Fireball',
                                     player.x - 1,
                                     player.y,
                                     0xE361,
                                     item=fb_item,
                                     spell=fb_spell,
                                     active=False,
                                     update_func=objects.update_spell)

        fb_book.current_map = self
        self.objects.append(fb_book)

        self.assign_object_ids()