/
Level2_Hero.py
636 lines (547 loc) · 24.7 KB
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Level2_Hero.py
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import cocos
from cocos.actions import *
import pyglet
from pyglet import image
from cocos.director import director
from collections import defaultdict
from pyglet.window import key
from cocos.layer import ScrollableLayer
from cocos.actions import Move
from cocos.sprite import Sprite
import Level2_Background
from cocos.scene import Scene
from cocos.scenes.transitions import *
from Hearts import Hearts
import animations
from Level1_Monsters import *
from Level2_Monsters import *
from Level2_Monsters import *
import GameOver
director.window.pop_handlers()
keyboard = key.KeyStateHandler()
director.window.push_handlers(keyboard)
class Level2_Hero(ScrollableLayer):
is_event_handler = True
def __init__(self):
super().__init__()
#Hearts---------------------------------------------------------------
self.is_dead = False
self.heart1 = Hearts()
self.heart2 = Hearts()
self.heart3 = Hearts()
self.heart1.scale = 0.5
self.heart2.scale = 0.5
self.heart3.scale = 0.5
self.heart1.visible = False
self.heart2.visible = False
self.heart3.visible = False
#-----------------------------------------------------------------------
# second level monsters -------------------------------------------------
#Nightmare
self.nightmare_1 = Nightmare()
self.nightmare_2 = Nightmare()
#HellHound
self.red_hound_1 = HellHound()
self.red_hound_2 = HellHound()
self.green_hound_1 = HellHound()
self.green_hound_2 = HellHound()
#HellBeast
self.hell_beast = HellBeast()
self.hell_fire_beast = HellFireBeast()
self.ball = self.hell_beast.fire_ball
self.ball_f = self.hell_fire_beast.fire_ball
#------------------------------------------------------------------------
#Skeleton
self.skeleton = GreenSkeleton()
#FirstStack---------------------------------------------------------------
self.green_hound_1.sprite.position = (550,400)
self.green_hound_1.sprite.color = (0,255,0)
self.green_hound_1.sprite.scale_x = -1
self.green_hound_1.lifes = 3
self.green_hound_2.sprite.position = (650,400)
self.green_hound_2.sprite.color = (0,255,0)
self.green_hound_2.lifes = 3
self.hell_beast.sprite.position = (1000,420)
self.hell_beast.sprite.color = (0,255,0)
self.hell_beast.fire_ball.color = (0,255,0)
#SecondStack
self.red_hound_1.sprite.position = (1350,400)
self.red_hound_1.sprite.color = (255,0,0)
self.red_hound_1.sprite.scale_x = -1
self.red_hound_1.lifes = 3
self.red_hound_2.sprite.position = (1450,400)
self.red_hound_2.sprite.color = (255,0,0)
self.red_hound_2.lifes = 3
#third
self.nightmare_1.sprite.position = (1700,420)
self.nightmare_1.sprite.color = (255,0,0)
self.hell_fire_beast.sprite.position = (1900,430)
self.hell_fire_beast.sprite.color = (255,0,0)
self.hell_fire_beast.fire_ball.color = (255,0,0)
#fourth
self.nightmare_2.sprite.position = (2150,420)
self.nightmare_2.sprite.color = (0,255,0)
self.skeleton.sprite.position = (2500, 420)
self.skeleton.sprite.scale = 2
self.skeleton.sprite.scale_x = -1
self.skeleton.sprite.color = (255,0,0)
#--------------------------------------------------------------------------
self.skeleton_is_alive = True
self.run_r = False
self.run_l = False
self.attacks = False
self.run_r = False
self.run_l = False
self.life = 3
self.sprite = Sprite(animations.anim_i)
self.can_attack = True
self.sprite.position = (100, 410)
self.sprite.scale = 2
self.sprite.scale_x = 1
self.sprite.velocity = (0,0)
self.attack = False
self.flag = False
self.x_y = 0
self.mirror_sprite = Sprite(animations.anim_i)
self.mirror_sprite.position = (100, 320)
self.mirror_sprite.scale = -2
self.mirror_sprite.scale_x = -1
self.mirror_sprite.velocity = (0,0)
self.mirror_sprite.color = (0, 0, 0)
#FirstStack
self.add(self.green_hound_1)
self.add(self.green_hound_2)
self.add(self.hell_beast)
self.add(self.ball)
self.ball.visible = False
#SecondStack
self.add(self.red_hound_1)
self.add(self.red_hound_2)
#ThirdStack
self.add(self.nightmare_1)
self.add(self.hell_fire_beast)
self.add(self.ball_f)
self.ball_f.visible = False
#FourthStack
self.add(self.nightmare_2)
self.add(self.skeleton)
#Hearts
self.add(self.heart1)
self.add(self.heart2)
self.add(self.heart3)
#-------------------------------------
self.add(self.sprite)
self.add(self.mirror_sprite)
self.pressed = defaultdict(int)
self.schedule(self.update)
def get_fire(self, enemy,hp):
if enemy.flag:
if enemy.lifes != 0:
enemy.lifes -= hp
print('Enemy lifes: ',enemy.lifes)
else:
enemy.sprite.position = (10000, -1000)
enemy.visible = False
print('emeny`s dead')
self.flag = False
def get_flag(self, enemy,hp):
if enemy.flag:
if enemy.lifes != 0:
enemy.lifes -= hp
print('Enemy lifes: ', enemy.lifes)
else:
enemy.sprite.position = (10000, -1000)
enemy.visible = False
print('emeny`s dead')
def get_skeleton_flag(self, enemy,hp):
if not enemy.first_death:
if enemy.flag:
if enemy.lifes >= 0:
enemy.lifes -= hp
print('Enemy lifes: ', enemy.lifes)
else:
self.skeleton_is_alive = False
self.remove(enemy)
enemy.sprite.position = (10000, -1000)
enemy.visible = False
print('emeny`s dead')
'''
we can`t attack or block and run in the same time
'''
def on_key_press(self, k, m):
if k == 65361:
if not self.is_dead:
self.run_l = True
self.sprite.scale_x = -1
self.sprite.image = animations.anim_r
self.mirror_sprite.scale_x = 1
self.mirror_sprite.image = animations.anim_r
if k == key.B:
if not self.is_dead:
self.sprite.image = animations.anim_b
if k == 65363:
if not self.is_dead:
self.run_r = True
self.sprite.scale_x = 1
self.sprite.image = animations.anim_r
self.mirror_sprite.scale_x = -1
self.mirror_sprite.image = animations.anim_r
if k == key.B:
if not self.is_dead:
self.sprite.image = animations.anim_b
self.mirror_sprite.image = animations.anim_b
if k == key.Z:
if not self.is_dead:
#FirstStack
self.get_flag(self.green_hound_1,1)
self.get_flag(self.green_hound_2,1)
self.get_fire(self.hell_beast,1)
#SecondStack
self.get_flag(self.red_hound_1,1)
self.get_flag(self.red_hound_2,1)
#ThirdStack
self.get_flag(self.nightmare_1,1)
self.get_fire(self.hell_fire_beast,1)
#FourthStack
self.get_flag(self.nightmare_2,1)
self.get_skeleton_flag(self.skeleton,1)
'''
get flag add logic for our hero`s hit, when our hero attacks enemy
enemy lost his 1 or more lifes
if enemy has 0 lifes his position equals (10000, -1000) and his visible = False
'''
if k == key.X:
if not self.is_dead:
#FirstStack
self.get_flag(self.green_hound_1, 1.5)
self.get_flag(self.green_hound_2,1.5)
self.get_fire(self.hell_beast,1.5)
#SecondStack
self.get_flag(self.red_hound_1,1.5)
self.get_flag(self.red_hound_2,1.5)
#ThirdStack
self.get_flag(self.nightmare_1,1.5)
self.get_fire(self.hell_fire_beast,1.5)
#FourthStack
self.get_flag(self.nightmare_2,1.5)
self.get_skeleton_flag(self.skeleton,1.5)
'''
get flag add logic for our hero`s hit, when our hero attacks enemy
enemy lost his 1 or more lifes
if enemy has 0 lifes his position equals (10000, -1000) and his visible = False
'''
def on_key_release(self, k, m):
if k == key.B:
if not self.is_dead:
self.sprite.image = animations.anim_b
self.mirror_sprite.image = animations.anim_b
self.run_l = False
self.run_r = False
if k == key.Z:
if not self.is_dead:
self.run_l = False
self.run_r = False
self.sprite.image = animations.anim_a1
self.mirror_sprite.image = animations.anim_a1
elif k == key.X:
if not self.is_dead:
self.run_l = False
self.run_r = False
self.sprite.image = animations.anim_a2
self.mirror_sprite.image = animations.anim_a2
else:
self.sprite.image = animations.anim_i
self.mirror_sprite.image = animations.anim_i
self.run_l = False
self.run_r = False
def beast_action(self, position, enemy, fire_ball):
x, y = self.sprite.position
xm, ym = self.mirror_sprite.position
b_x, b_y = enemy.sprite.position
'''
when our hero is in start of level then is dead = false
and he can be attack
'''
if self.sprite.position[0] < 120:
fire_ball.position = (b_x, b_y)
self.is_dead = False
self.can_attack = True
# when fire ball is too far from enemy then he turn back to enemy
if fire_ball.position[0] < (b_x - 400):
fire_ball.position = (b_x, b_y)
fire_ball.visible = False
# if our hero is too far from enemy then flag = false
if (b_x - x) > 300:
self.flag = False
'''
when our flag = true we start move back from enemy until flag = false
'''
if self.flag:
self.sprite.position = x - 5, y
self.mirror_sprite.position = xm-5, ym
if (b_x - x) < position:
if (fire_ball.position[0]-x) < 10:
if (self.sprite.image == animations.anim_a1 or self.sprite.image == animations.anim_a2) and self.sprite.scale_x == 1:
fire_ball.position = (b_x, b_y)
elif self.can_attack:
self.can_attack = False
# logic for visible heart
if(self.life == 3):
self.sprite.do(FadeOut(2) + MoveTo((100, 410), 2) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 320), 2) + FadeIn(1))
self.heart1.sprite.visible = True
self.heart2.sprite.visible = True
self.heart3.sprite.visible = True
self.heart1.do(Show() + Delay(2) + Hide())
self.heart2.do(Show() + Delay(2) + Hide())
self.heart3.do(Show() + Blink(10,2))
elif(self.life == 2):
self.sprite.do(FadeOut(3) + MoveTo((100, 410), 2) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 320), 2) + FadeIn(1))
self.heart1.sprite.visible = True
self.heart2.sprite.visible = True
self.heart3.sprite.visible = True
self.heart1.do(Show() + Delay(2) + Hide())
self.heart2.do(Show() + Blink(10,2))
elif(self.life == 1):
self.sprite.do(FadeOut(1) + MoveTo((100, 410), 1) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 320), 2) + FadeIn(1))
print("dead 0")
'''
when enemy attacks our hero, our hero lost his 1 lifes and flag is_dead = True
is_dead needs for logic when we dead our enemies stop they actions
'''
self.is_dead = True
self.life -= 1
print(self.life)
'''
when our hero is not in radius visible beast, beast`s ball is not visible
when enemy starts attack fire ball is visible
'''
fire_ball.visible = True
if fire_ball.position[0] == b_x:
enemy.ball_action = True
fire_ball.visible = False
else:
enemy.ball_action = False
'''
ball action is true when our hero is in visible of enemy
when ball action is true ball start move by 500 pixels in 1 seconds
'''
if enemy.ball_action:
enemy.sprite.scale = 1.5
enemy.sprite.image = enemy.get_attack_animation()
fire_ball.do(MoveBy((-1,0), 0.6) + MoveBy((-550, 0), 1))
fire_ball.visible = True
'''
when our hero is in visible of enemy and if our hero starts attack beast
beast start burn and our hero move out of enemy
self.flag means that we can attack our enemy
'''
if (b_x - x) < 300:
if self.sprite.image == animations.anim_a1 and (b_x - x) < 100:
enemy.flag = True
if self.sprite.image == animations.anim_a1 and (b_x - x) < 100:
self.flag = True
enemy.sprite.scale = 1.5
enemy.sprite.image = enemy.get_burn_animation()
else:
enemy.flag = False
else:
enemy.sprite.scale = 1.5
enemy.sprite.image = enemy.get_attack_animation()
self.flag = False
else:
enemy.sprite.scale = 1.5
enemy.sprite._animation = enemy.anim_i
def wolf_action(self, position, enemy, speed, r, l):
self.x_y = self.sprite.position[0]
x, y = self.sprite.position
w_x, w_y = enemy.sprite.position
'''
when our hero is in start of level then is dead = false
and he can be attack
'''
if self.sprite.position[0] < 120:
self.is_dead = False
self.can_attack = True
'''
if enemy`s visible is not false he can do his actions
and if our hero is not dead
enemy start move to our hero when he is in visible of enemy
and stop moving and attack when our hero die
'''
if enemy.sprite.visible is not False:
if not self.is_dead:
if (w_x-self.x_y) < position and (w_x-self.x_y) > 0:
enemy.sprite._animation = enemy.get_run_animation()
enemy.sprite.scale_x = l
enemy.sprite.position = (w_x - speed, w_y)
elif (w_x-self.x_y) <= 0:
enemy.sprite.scale_x = r
enemy.sprite.position = (w_x + speed, w_y)
'''
when our hero makes block, enemy move away from hero by 100px
'''
if self.sprite.image == animations.anim_b and (w_x - x) <= 40 and (w_x - x) >= 0:
enemy.sprite.position = (w_x+180, w_y)
if self.sprite.image == animations.anim_b and (w_x - x) <= 0 and (w_x - x) >= -40:
enemy.sprite.position = (w_x-180, w_y)
if (w_x - self.x_y) <= 80 and (w_x - self.x_y) >= -80:
enemy.flag = True
elif (w_x - self.x_y) > 80 or (w_x - self.x_y) < -80:
enemy.flag = False
'''
if our hero can be attack and if enemy is too close to our hero
then hero lost his 1 lifes and move to start level
'''
if (w_x - self.x_y) <= 10 and (w_x - self.x_y) >= 0 and self.can_attack:
enemy.sprite.image = enemy.anim
self.x_y = self.sprite.position[0]
print(self.sprite.position[0], enemy.sprite.position[0])
self.can_attack = False
self.is_dead = True
if(self.life == 3):
self.sprite.do(FadeOut(2) + MoveTo((100, 410), 2) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 320), 2) + FadeIn(1))
self.heart1.sprite.visible = True
self.heart2.sprite.visible = True
self.heart3.sprite.visible = True
self.heart1.do(Show() + Delay(2) + Hide())
self.heart2.do(Show() + Delay(2) + Hide())
self.heart3.do(Show() + Blink(10,2))
elif(self.life == 2):
self.sprite.do(FadeOut(3) + MoveTo((100, 410), 2) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 320), 2) + FadeIn(1))
self.heart1.sprite.visible = True
self.heart2.sprite.visible = True
self.heart3.sprite.visible = True
self.heart1.do(Show() + Delay(2) + Hide())
self.heart2.do(Show() + Blink(10,2))
elif(self.life == 1):
self.sprite.do(FadeOut(1) + MoveTo((100, 410), 1) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 320), 2) + FadeIn(1))
print("dead 0")
self.is_dead = True
self.life -= 1
print(self.life)
def skeleton_action(self, position, enemy, speed, l, r):
x, y = self.sprite.position
w_x, w_y = enemy.sprite.position
if x <120:
w_y = 390
self.is_dead = False
if self.sprite.image == animations.anim_b and (w_x - x) <= 40 and (w_x - x) >= 0:
enemy.sprite.position = (w_x+180, w_y)
w_x += 180
if self.sprite.image == animations.anim_b and (w_x - x) <= 0 and (w_x - x) >= -40:
enemy.sprite.position = (w_x-180, w_y)
w_x -= 180
if enemy.lifes < 4:
enemy.first_death = True
enemy.sprite._animation = enemy.get_death()
if (w_x - x) > 200 or (w_x - x) < -200:
enemy.can_reinc = True
if enemy.can_reinc:
enemy.first_death = False
enemy.sprite._animation = enemy.anim
if not enemy.first_death:
if w_y == 391 and enemy.lifes >= 0 and (w_x-x) < 50 and (w_x - x) >= -50 and not self.is_dead:
self.is_dead = True
if(self.life == 3):
self.sprite.do(FadeOut(2) + MoveTo((100, 410), 2) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 320), 2) + FadeIn(1))
self.heart1.sprite.visible = True
self.heart2.sprite.visible = True
self.heart3.sprite.visible = True
self.heart1.do(Show() + Delay(2) + Hide())
self.heart2.do(Show() + Delay(2) + Hide())
self.heart3.do(Show() + Blink(10,2))
elif(self.life == 2):
self.sprite.do(FadeOut(3) + MoveTo((100, 410), 2) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 320), 2) + FadeIn(1))
self.heart1.sprite.visible = True
self.heart2.sprite.visible = True
self.heart3.sprite.visible = True
self.heart1.do(Show() + Delay(2) + Hide())
self.heart2.do(Show() + Blink(10,2))
elif(self.life == 1):
self.sprite.do(FadeOut(1) + MoveTo((100, 410), 1) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 320), 2) + FadeIn(1))
print("dead 0")
self.is_dead = True
self.life -= 1
print(self.life)
if not self.is_dead:
if (w_x - x) < position and (w_x - x) >= 0:
if (w_x-x) < 50 and (w_x - x) >= 0:
enemy.flag = True
enemy.sprite._animation = enemy.get_attack()
enemy.sprite.do(Delay(0.8) + MoveTo((w_x, w_y+1), 0))
else:
enemy.flag = False
enemy.sprite.scale_x = -1
enemy.sprite._animation = enemy.get_walk()
enemy.sprite.scale = 2
enemy.sprite.position = (w_x - speed, 390)
elif (w_x - x) <= 0 and (w_x - x) > -position:
if (w_x-x) > -50 and (w_x - x) <= 0:
enemy.flag = True
enemy.sprite._animation = enemy.get_attack()
enemy.sprite.do(Delay(0.8) + MoveTo((w_x, w_y+1), 0))
else:
enemy.sprite.scale_x = 1
enemy.sprite._animation = enemy.get_walk()
enemy.sprite.scale = 2
enemy.sprite.position = (w_x + speed, 390)
else:
enemy.flag = False
enemy.sprite.position = (w_x, 405)
enemy.sprite._animation = enemy.anim
def update(self, dt):
x,y = self.sprite.position
xm, ym = self.mirror_sprite.position
if(x <=20 ):
self.run_l = False
self.run_r = False
self.sprite.position = (30,410)
self.mirror_sprite.position = (30,320)
if self.life == 0:
self.life = 3
director.push(ZoomTransition(GameOver.get_gameover(2)))
self.kill()
self.heart1.position = (x-20, y+40)
self.heart2.position = (x, y+40)
self.heart3.position = (x+20, y+40)
if self.run_l:
self.sprite.position = (x - 3, y)
self.mirror_sprite.position = (xm-3, ym)
elif self.run_r:
self.sprite.position = (x + 3, y)
self.mirror_sprite.position = (xm +3, ym)
Level2_Background.scroller_2.set_focus(self.sprite.position[0], self.sprite.position[1])
'''
# first stack --------------------------------------------
self.wolf_action(200, self.green_hound_1, 3, -1, 1)
self.wolf_action(200, self.green_hound_2, 3, -1, 1)
self.beast_action(300,self.hell_beast, self.ball)
# second stack -------------------------------------------
self.wolf_action(200, self.red_hound_1, 3, -1, 1)
self.wolf_action(200, self.red_hound_2, 3, -1, 1)
# third stack --------------------------------------------
self.beast_action(300, self.hell_fire_beast, self.ball_f)
self.wolf_action(200, self.nightmare_1, 2.5, -1, 1)
#fourth --------------------------------------------------
self.wolf_action(200, self.nightmare_2, 2.5, -1, 1) '''
self.skeleton_action(300, self.skeleton, 2, -1, 1)
if self.life == 0:
import GameOver
self.life = 3
director.push(ZoomTransition(GameOver.get_gameover(2)))
self.kill()
if(self.sprite.position > (2755,y) and self.skeleton_is_alive == False):
import Level3_Background
director.push(SlideInTTransition(Level3_Background.get_newgame()))
elif(x >= 2755):
self.sprite.position = (2750,410)
self.mirror_sprite.position = (2750,320)