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game.py
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game.py
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from ImageFile import _tilesort
from retrogamelib import button, font, display, gameobject
from retrogamelib.util import *
from retrogamelib.constants import *
from blockEngine import *
from objects import Player, DropBox, Gate, Solid
from retrogamelib import clock
from levels import LEVELS
from pygame import draw
class Game(object):
def __init__(self):
self.objects = gameobject.Group()
self.coins = gameobject.Group()
self.dropBs = gameobject.Group()
self.solids = gameobject.Group()
self.font = font.Font(GAMEBOY_FONT, (50, 50, 50))
self.gates = gameobject.Group()
self.background = load_image("data/bg.png")
self.levelCompleted = False
#Player.groups = [self.objects]
self.level = 0
Player.groups = [self.objects]
Solid.groups = [self.objects, self.solids]
Gate.groups = [self.objects, self.gates]
DropBox.groups = [self.objects, self.dropBs]
Coin.groups = [self.objects, self.coins]
self.engine = BlockEngine()
self.camera = pygame.Rect(0, 0, GBRES[0], GBRES[1])
self.matrix = 0
def startLevel(self, level):
self.show_win_screen = False
self.player = Player()
if self.lives > 0:
for obj in self.objects:
obj.kill()
self.player = Player()
self.matrix = self.engine.parseLevel(level)
self.camera.centerx = self.player.rect.centerx
else:
self.won = False
self.playing = False
self.lose()
self.tiles = self.engine.parseLevel(level)
def loop(self):
self.playing = True
while self.playing:
self.handle_input()
self.update()
self.draw()
def handle_input(self):
button.handle_input()
if button.is_pressed(START):
self.pause()
if button.is_pressed(A_BUTTON) and button.is_held(SELECT):
self.playing = False
def update(self):
clock.tick()
for object in self.objects:
if (object.rect.right >= self.camera.left and \
object.rect.left <= self.camera.right) or \
object.always_update == True:
object.update(self.engine.tiles)
object.always_update = True
self.camera.centerx = self.player.rect.centerx
if self.camera.left < 0:
self.camera.left = 0
if self.camera.right > len(self.engine.tiles[0])*16:
self.camera.right = len(self.engine.tiles[0])*16
# Make sure we don't move off the far left of the level
if self.player.rect.left < 0:
self.player.rect.left = 0
if self.player.rect.bottom > 144:
self.player.rect.bottom = 144
# Get rich quick!
if button.is_pressed(B_BUTTON):
self.player.falling = True
(x, y) = (self.player.rect.left, self.player.rect.top)
(newX, newY) = self.engine.rotateLeftTile((x, y), 144)
self.player.rect.left = newX
self.player.rect.top = newY
for obj in self.objects:
if not obj == self.player:
obj.kill()
self.matrix = self.engine.rotateLeft()
self.engine.parseMatrix(self.matrix)
if button.is_pressed(A_BUTTON):
self.player.falling = True
(x, y) = (self.player.rect.left, self.player.rect.top)
(newX, newY) = self.engine.rotateLeftTile((x, y), 144)
self.player.rect.left = newX
self.player.rect.top = newY
for obj in self.objects:
if not obj == self.player:
obj.kill()
self.matrix = self.engine.rotateRight()
self.engine.parseMatrix(self.matrix)
for c in self.coins:
if self.player.rect.colliderect(c.rect):
c.kill()
c.looted = True
self.score += 25
play_sound("data/coin.ogg")
for s in self.solids:
if self.player.rect.colliderect(s.rect):
cX = s.rect.centerx
cY = s.rect.centery
pX = self.player.rect.centerx
pY = self.player.rect.centery
if (pX-cX) == 0:
self.player.rect.bottom = s.rect.top
else:
slope = (pY-cY)/(pX-cX)
if slope == 0:
if pX>cX:
self.player.rect.left = s.rect.right
else:
self.player.rect.right = s.rect.left
elif slope > 0 and slope <= 16.0/11:
#slu4ai I
self.player.rect.left = s.rect.right
elif slope < 0 and slope >= -16.0/11:
#slu4ai III
self.player.rect.right = s.rect.left
else:
#slu4ai II
self.player.rect.bottom = s.rect.top
for s in self.dropBs:
if self.player.rect.colliderect(s.rect):
cX = s.rect.centerx
cY = s.rect.centery
pX = self.player.rect.centerx
pY = self.player.rect.centery
if (pX-cX) == 0:
self.player.rect.bottom = s.rect.top
else:
slope = (pY-cY)/(pX-cX)
if slope == 0:
if pX>cX:
self.player.rect.left = s.rect.right
else:
self.player.rect.right = s.rect.left
elif slope > 0 and slope <= 16.0/11:
#slu4ai I
self.player.rect.left = s.rect.right
elif slope < 0 and slope >= -16.0/11:
#slu4ai III
self.player.rect.right = s.rect.left
else:
#slu4ai II
self.player.rect.bottom = s.rect.top
for db in self.dropBs:
print "tile", self.matrix[db.x][db.y], db.x, db.y
if(db.y + 1 < len(self.matrix)):
if self.matrix[db.x][db.y + 1] == '.' or self.matrix[db.x][db.y + 1] == 'C':
temp = self.matrix[db.x][db.y + 1]
self.matrix[db.x][db.y+1] = 'D'
self.matrix[db.x][db.y] = temp
db.y = db.y + 1
for g in self.gates:
if self.player.rect.colliderect(g.rect):
self.levelCompleted = True
'''
if self.player.falling:
self.player.rect.bottom = s.rect.top
#x = self.player.rect.centerx // 16
#y = self.player.rect.centery // 16
#self.player.rect.centerx = x
#self.player.rect.centery = y
#print self.matrix[y][x]
#self.player.falling = False
self.player.facing = 0
#print self.player.facing
if self.player.facing == 1:
if self.player.rect.bottom - 1 < s.rect.top:
print 'collide'
self.player.rect.right = s.rect.left
elif self.player.facing == -1:
if self.player.rect.bottom - 1 < s.rect.top:
print 'collide'
self.player.rect.left = s.rect.right
'''
#print self.player.rect.right, s.rect.left
#print "collide"
def draw(self):
clock.tick()
screen = display.get_surface()
screen.fill(GB_SCREEN_COLOR)
screen.blit(self.background, ((-self.camera.x/2) % 160, 0))
screen.blit(self.background, (((-self.camera.x/2) - 160) % -160, 0))
screen.blit(self.background, (((-self.camera.x/2) + 160) % 160, 0))
# screen.blit(self.image, (self.rect.x - camera.x + self.offsetx,
# self.rect.y - camera.y + self.offsety))
for object in self.objects:
object.draw(screen, self.camera)
ren = self.font.render("score level x%d" % self.lives)
screen.blit(ren, (4, 4))
ren = self.font.render("%06d %d-1" % (self.score, self.level-1))
screen.blit(ren, (4, 14))
#screen.blit(self.lifeicon, (160-30, 2))
if self.levelCompleted:
self.levelCompleted = False
self.level += 1
print "lvl", self.level
if self.level == len(LEVELS):
self.startLevel(LEVELS[self.level])
display.update()