Esempio n. 1
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def create_blocks(filename: str):
    background_blocks = pygame.sprite.Group()
    collision_blocks = pygame.sprite.Group()
    spritesheet = SpriteSheet("tiles_spritesheet.png")
    scale_block_size = 55
    spritesheet_block_size = 70  # 72 x 72
    file_path = get_path_name("maps", filename)
    with open(file_path, 'r') as f:
        lines = f.readlines()
        row = 0
        for line in lines:
            line = line.strip()
            col = 0
            for char in line:
                x = col * scale_block_size
                y = row * scale_block_size
                color = constants.WHITE
                can_collide = True
                image = None
                if char == ".":
                    color = constants.BLACK
                    can_collide = False
                elif char == "a":
                    color = constants.RED
                    image = constants.ALARM_BLOCK
                    can_collide = False
                elif char == "g":
                    color = constants.GREEN
                    image = constants.GRASS_BLOCK
                elif char == "1":
                    color = constants.GREEN
                    image = constants.RGRASS_BLOCK
                elif char == "2":
                    color = constants.GREEN
                    image = constants.LGRASS_BLOCK
                elif char == "b":
                    color = constants.BLUE
                    image = constants.BKEY_BLOCK
                elif char == "e":
                    color = constants.YELLOW
                    image = constants.EXIT_BLOCK

                if image is not None:
                    image = get_block_sprite(image, spritesheet_block_size,
                                             scale_block_size, spritesheet)
                block = Block(x, y, scale_block_size, scale_block_size, color,
                              image, can_collide)
                if can_collide:
                    collision_blocks.add(block)
                else:
                    background_blocks.add(block)
                col += 1
            row += 1
    return background_blocks, collision_blocks
Esempio n. 2
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 def update(self):
     if self.animation.current_frame == 0:
         if self.prev_animation_frame != self.animation.current_frame:
             self.animation_done = True
             pygame.mixer.music.load(
                 get_path_name("media", "background_music.mp3"))
             pygame.mixer.music.play(-1)
     locked_image, collision_image, collision_mask = self.animation.get_image(
     )
     self.image = locked_image
     self.prev_animation_frame = self.animation.current_frame,
     self.animation.update_frame()
Esempio n. 3
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 def __init__(self):
     super().__init__()
     self.animation = Animation("Timer_SpriteSheet.png",
                                "Timer_SpriteSheet.png", "Timer.txt", 1,
                                "Idle")
     self.image, collision_image, self.mask = self.animation.get_image()
     self.rect = self.image.get_rect()
     self.rect.x = constants.SCREEN_WIDTH / 2 - self.rect.width / 2.25
     self.rect.y = constants.SCREEN_HEIGHT / 2 - self.rect.height * 1.25
     self.animation_done = False
     self.prev_animation_frame = 0
     pygame.mixer.music.load(get_path_name("media", "announcer.mp3"))
     pygame.mixer.music.play(0)
Esempio n. 4
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def get_sprites_from_dict(spritesheet, sprite_dict, scale=1):
    spritesheet = get_path_name("images", spritesheet)
    spritesheet = pygame.image.load(spritesheet).convert_alpha()
    sprites = {}
    animation_speeds = {}
    collision_masks = {}
    y = 0
    for key, value in sprite_dict.items():
        # print(key, value)
        sprites[key], collision_masks[key] = get_row_animations(
            spritesheet, y, value[0], value[1], value[2], scale)
        animation_speeds[key] = value[3]
        y += value[1]
    return sprites, collision_masks, animation_speeds
Esempio n. 5
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def get_sprite_dict(filename):
    textfile_path = get_path_name("animations", filename)
    sprite_dict = collections.OrderedDict()
    with open(textfile_path) as f:
        lines = f.readlines()
        i = 0
        while i < len(lines):
            name = lines[i].strip()
            dimensions = lines[i + 1].strip().split("x")
            dimensions = [int(x) for x in dimensions]
            # dashed_lines = lines[i + 2].strip()
            sprite_dict[name] = dimensions
            # print(name, dimensions, dashed_lines)
            i += 3
    return sprite_dict
Esempio n. 6
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def create_block_mapping():
    file_path = get_path_name("maps", "block_mapping.txt")
    with open(file_path, 'r') as f:
        lines = f.readlines()
        block_mapping = {}
        for line in lines:
            line = line.strip()
            line = line.replace("\t", "")
            line = line.replace(" ", "")
            line = line.split("/")
            location = eval(line[1])
            letter = line[0].split("=")[1]
            if len(line) == 2:
                block = (location, True)
            else:
                block = (location, False)
            block_mapping[letter] = block
        return block_mapping
Esempio n. 7
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    def update(self):
        # Will only update count down timer until it's done
        if not self.countdown.should_countdown():
            self.countdown.update()
        else:
            # --- Game Logic ---
            self.player.set_room(self.rooms[self.current_room])
            self.player.update(self.players)
            # Remove these line for networking
            self.player2.set_room(self.rooms[self.current_room])
            self.player2.update(self.players)

            if (self.player.damage_taken >= 100 or
                    self.player2.damage_taken >= 100) and not self.game_over:
                self.game_over = True
                if self.player.damage_taken < 100:
                    self.winner = "P1Wins.png"
                elif self.player2.damage_taken < 100:
                    self.winner = "P2Wins.png"
                pygame.mixer.music.stop()
                pygame.mixer.music.load(get_path_name("media", "winner.mp3"))
                pygame.mixer.music.play(0)
Esempio n. 8
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def create_blocks(filename: str):
    background_blocks = pygame.sprite.Group()
    collision_blocks = pygame.sprite.Group()
    spritesheet = SpriteSheet("Tiles_SpriteSheet.png")
    scale_block_size = 55
    spritesheet_block_size = 70  # 70 x 70
    file_path = get_path_name("maps", filename)
    block_mapping = create_block_mapping()
    with open(file_path, 'r') as f:
        lines = f.readlines()
        row = 0
        for line in lines:
            line = line.strip()
            col = 0
            for char in line:
                x = col * scale_block_size
                y = row * scale_block_size
                image = block_mapping[char][0]
                can_collide = block_mapping[char][1]
                image = get_block_sprite(image, spritesheet_block_size,
                                         scale_block_size, spritesheet)
                block = Block(x, y, scale_block_size, scale_block_size, image,
                              can_collide)
                if char != ".":
                    bg_image = get_block_sprite(constants.BACKGROUND_BLOCK,
                                                spritesheet_block_size,
                                                scale_block_size, spritesheet)
                    bg = Block(x, y, scale_block_size, scale_block_size,
                               bg_image, can_collide)
                    background_blocks.add(bg)
                if can_collide:
                    collision_blocks.add(block)
                else:
                    background_blocks.add(block)
                col += 1
            row += 1
    return background_blocks, collision_blocks
Esempio n. 9
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 def draw_game_over(self, surface, name):
     img = pygame.image.load(get_path_name("images", name))
     surface.blit(img, self.rect)