/
mapTest.py
executable file
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/
mapTest.py
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import os, pygame
from pygame.locals import *
from random import choice
from saveLoad import load_map_square
from trainer import MainPlayer
from helpers import load_image
from colors import MAGENTA
from mixer import Mixer
from pokemonList import random_pokemon, get_pokemon
from battle3 import WildBattle
class Player(pygame.sprite.Sprite):
def __init__(self, scale, party=[]):
pygame.sprite.Sprite.__init__(self)
self.trainer = MainPlayer(party=party)
# self.party = party
self.scale = scale
self.load_sprites(self.scale)
# self.image = self.standDown
# self.image = pygame.transform.scale(self.image, (BOXSIZE, BOXSIZE))
self.image = self.sprites['walk-down-0']
self.rect = self.image.get_rect()
left, top = left_top_coords_of_box(7, 4)
self.rect.x = left
self.rect.y = top
# # old test
# self.x = 75
# self.y = 80
self.x = 48
self.y = 48
self.moved = False
self.lastMove = (0,0)
self.isWalking = True
self.isRunning = False
self.isBiking = False
self.isSurfing = False
self.facing = (0, 1)
self.surfCount = 0
def toggle_run(self):
self.isWalking = not self.isWalking
self.isRunning = not self.isRunning
self.update_sprite((0, 0))
def toggle_bike(self):
if self.isBiking:
self.isWalking = True
self.isRunning = False
self.isBiking = False
self.rect.x += 8*self.scale
self.update_sprite((0, 0))
else:
self.isWalking = False
self.isRunning = False
self.isBiking = True
self.rect.x -= 8*self.scale
self.update_sprite((0, 0))
def toggle_surf(self):
if self.isSurfing:
self.isWalking = True
self.isRunning = False
self.isBiking = False
self.isSurfing = False
self.rect.x += 8*self.scale
self.update_sprite((0, 0))
else:
self.isWalking = False
self.isRunning = False
self.isBiking = False
self.isSurfing = True
self.rect.x -= 8*self.scale
self.update_sprite((0, 0))
def load_sprites(self, scale):
spriteList = [x[2] for x in os.walk('trainers/Red/')][0]
self.sprites = {}
for spriteFile in spriteList:
image = load_image('trainers/Red/' + spriteFile, scale=scale)
self.sprites[ spriteFile.replace('.png', '') ] = image
def update(self, move):
self.update_sprite(move)
self.x += move[0]
self.y += move[1]
# left, top = left_top_coords_of_box(7, 5)
# self.rect.x = left
# self.rect.y = top
self.lastMove = move
def sprite_direction(self, move):
return
def walk_sprite_update(self, move):
return
def surf_sprite_update(self, move):
spriteName = 'surf-'
x, y = move
if move == (0, 0):
x, y = self.facing
if y > 0:
spriteName += 'down-'
elif y < 0:
spriteName += 'up-'
elif x > 0:
spriteName += 'right-'
elif x < 0:
spriteName += 'left-'
if self.surfCount > 5:
spriteName += '0'
else:
spriteName += '1'
self.surfCount += 1
if self.surfCount == 10:
self.surfCount = 0
self.image = self.sprites[spriteName]
return
def update_sprite(self, move):
spriteName = ''
if self.isWalking:
spriteName += 'walk-'
elif self.isRunning:
spriteName += 'run-'
elif self.isBiking:
spriteName += 'bike-'
elif self.isSurfing:
self.surf_sprite_update(move)
return
x, y = move
if move == (0, 0):
x, y = self.facing
if y > 0:
spriteName += 'down-'
elif y < 0:
spriteName += 'up-'
elif x > 0:
spriteName += 'right-'
elif x < 0:
spriteName += 'left-'
if move == (0, 0):
spriteName += '0'
self.image = self.sprites[spriteName]
return
if self.moved:
spriteName += '1'
else:
spriteName += '2'
self.moved = not self.moved
self.image = self.sprites[spriteName]
if move != (0, 0):
self.facing = move
def turn(self, move):
if self.isSurfing:
return
if move == (0, 0):
return
else:
self.update_sprite((0,0))
if move != (0, 0):
self.facing = move
def get_position(self):
return self.x, self.y
def tuple_add(var1, var2):
var3 = []
for i in range(len(var1)):
var3.append(var1[i] + var2[i])
return tuple(var3)
def left_top_coords_of_box(boxx, boxy):
left = boxx * (BOXSIZE) + XMARGIN
top = boxy * (BOXSIZE) + YMARGIN
return (left, top)
def interact(mainMap, player):
interaction = mainMap.interact(player)
def draw_map(mainMap, displayArea):
image = mainMap.draw_screen(displayArea, tileSize=BOXSIZE)
DISPLAYSURF.blit(image, (0,0))
def draw_screen(mapImages, playerSprite, mapDecorations, offset):
draw_mapImages(mapImages, offset)
playerSprite.draw(DISPLAYSURF)
draw_mapDecorations(mapDecorations, offset)
def draw_mapImages(mapImages, offset):
width = len(mapImages)
height = len(mapImages[0])
for x in range(width):
for y in range(height):
left, top = left_top_coords_of_box(x-2, y-2)
DISPLAYSURF.blit(mapImages[x][y], (left-offset[0], top-offset[1]))
def draw_mapDecorations(mapDecorations, offset):
width = len(mapDecorations)
height = len(mapDecorations[0])
for x in range(width):
for y in range(height):
if mapDecorations[x][y] == None:
pass
else:
left, top = left_top_coords_of_box(x-2, y-2)
DISPLAYSURF.blit(mapDecorations[x][y], (left-offset[0], top-offset[1]))
def update_map(mainMap, mapImages, mapDecorations, player, move):
mapImages, mapDecorations = mainMap.load_relevant_tiles(player, mapImages, mapDecorations, move, tileSize=BOXSIZE)
return mapImages, mapDecorations
def load_map(mapSquare):
mapSize = len(mapSquare)
scaleSize = BOXSIZE
mapImages = []
for x in range(mapSize):
column = []
for y in range(mapSize):
tileImage = mapSquare[x][y].draw(scaleSize)
column.append(tileImage)
mapImages.append(column)
return mapImages
def do_move(mapImages, playerSprite, mapDecorations, player, move):
if player.isWalking:
maxCount = 10
elif player.isRunning:
maxCount = 8
elif player.isBiking:
maxCount = 5
elif player.isSurfing:
maxCount = 5
for count in range(1, maxCount+1):
offsetX = int(count * BOXSIZE / maxCount * move[0])
offsetY = int(count * BOXSIZE / maxCount * move[1])
for event in pygame.event.get():
pass
if count == maxCount-2:
player.turn(move)
draw_screen(mapImages, playerSprite, mapDecorations, (offsetX, offsetY))
pygame.display.update()
FPSCLOCK.tick(FPS)
def do_jump(mapImages, playerSprite, mapDecorations, player, move):
maxCount = 10
for count in range(1, maxCount+1):
offsetX = int(count * BOXSIZE / maxCount * move[0])
offsetY = int(count * BOXSIZE / maxCount * move[1])
for event in pygame.event.get():
pass
if count % 2 == 0:
player.update_sprite(move)
draw_screen(mapImages, playerSprite, mapDecorations, (offsetX, offsetY))
pygame.display.update()
FPSCLOCK.tick(FPS)
def main():
global DISPLAYSURF, FPSCLOCK, FPS
pygame.init()
FPSCLOCK = pygame.time.Clock()
FPS = 60
pygame.key.set_repeat(int(1000 / FPS))
global XMARGIN, YMARGIN, BOXSIZE
width, height = pygame.display.Info().current_w, pygame.display.Info().current_h
maxHeight = int(0.8 * height)
maxWidth = int(1.5 * maxHeight)
XMARGIN = YMARGIN = 0
BOXSIZE = 16
maxBoxSize = int( (maxWidth / 15))
for scale in range(2, 5):
if BOXSIZE * scale > maxBoxSize:
break
scale -= 1
scale = 3
BOXSIZE *= scale
windowWidth = 15 * BOXSIZE
windowHeight = 10 * BOXSIZE
DISPLAYSURF = pygame.display.set_mode((windowWidth, windowHeight))
pygame.display.set_caption('Map Test')
DISPLAYSURF.set_colorkey((255, 0, 255))
mixer = Mixer()
player = Player(scale, party=[get_pokemon(132, level=50), random_pokemon(level=50), random_pokemon(level=50)])
# player = Player()
playerSprite = pygame.sprite.Group()
playerSprite.add(player)
startX = player.get_position()[0] - 7
endX = startX + 15
startY = player.get_position()[1] - 5
endY = startY + 11
mainMap = load_map_square('main_map_full_test')
mapSquare = mainMap.tiles
mapImages, mapDecorations = mainMap.new_screen_images_array(player, tileSize=BOXSIZE)
mixer.play_song(mainMap.tiles[player.x][player.y].group)
global mapCoords
mapCoords = []
for x in range(len(mapSquare)):
column = []
for y in range(len(mapSquare)):
column.append((x, y))
mapCoords.append(column)
count = 0
maxCount = 4
running = True
lastKeys = None
change = True
while running:
offsetX, offsetY = 0, 0
count += 1
if count == maxCount:
count = 0
position = player.get_position()
move = (0,0)
columns = mapCoords[startX:endX]
displayArea = [y[startY:endY] for y in columns]
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
running = False
elif event.type == KEYDOWN:
if event.key == K_SPACE:
interact(mainMap, player)
elif event.key in [K_UP, K_w]:
move = (0, -1)
elif event.key in [K_DOWN, K_s]:
move = (0, 1)
elif event.key in [K_LEFT, K_a]:
move = (-1, 0)
elif event.key in [K_RIGHT, K_d]:
move = (1, 0)
elif event.type == KEYUP:
if event.key == K_x:
player.toggle_run()
elif event.key == K_b:
player.toggle_bike()
change = True
elif event.key == K_v and mainMap.surfable(player):
player.toggle_surf()
move = player.facing
change = True
else:
pass
if move != (0, 0):
if mainMap.passable(player, move):
change = True
player.update(move)
do_move(mapImages, playerSprite, mapDecorations, player, move)
mapImages, mapDecorations = update_map(mainMap, mapImages, mapDecorations, player, move)
elif mainMap.jumpable(player, move):
change = True
move = tuple_add(move, move)
player.update(move)
do_jump(mapImages, playerSprite, mapDecorations, player, move)
mapImages, mapDecorations = update_map(mainMap, mapImages, mapDecorations, player, move)
else:
change = True
player.turn(move)
if mainMap.encounter_tile(player):
# print('encounter')
encounterPokemon = random_pokemon(level=50)
WildBattle(DISPLAYSURF, mixer, player, encounterPokemon)
# DISPLAYSURF.set_mode((windowWidth, windowHeight))
# keys = pygame.key.get_pressed()
# if keys[K_SPACE]:
# interact(mainMap, player)
# elif keys[K_UP] or keys[K_w]:
# move = (0, -1)
# elif keys[K_DOWN] or keys[K_s]:
# move = (0, 1)
# elif keys[K_LEFT] or keys[K_a]:
# move = (-1, 0)
# elif keys[K_RIGHT] or keys[K_d]:
# move = (1, 0)
# if move != (0, 0):
# if count == 0 and mainMap.passable(player, move):
# change = True
# offsetX = int(1*BOXSIZE/4) * move[0]
# offsetY = int(1*BOXSIZE/4) * move[1]
# elif count == 1 and mainMap.passable(player, move):
# change = True
# offsetX = int(2*BOXSIZE/4) * move[0]
# offsetY = int(2*BOXSIZE/4) * move[1]
# elif count == 2 and mainMap.passable(player, move):
# change = True
# offsetX = int(3*BOXSIZE/4) * move[0]
# offsetY = int(3*BOXSIZE/4) * move[1]
# elif count == 3 and mainMap.passable(player, move):
# change = True
# startX += move[0]
# endX += move[0]
# startY += move[1]
# endY += move[1]
# offsetX, offsetY = 0, 0
# player.update(move)
# mapImages = update_map(mainMap, mapImages, player, move)
# elif count == 3:
# change = True
# player.turn(move)
if change:
offsetX, offsetY = 0, 0
draw_screen(mapImages, playerSprite, mapDecorations, (offsetX, offsetY))
pygame.display.update()
change = False
# print(mainMap.tiles[player.x][player.y].group)
if player.isBiking:
mixer.play_song('Cycling')
elif player.isSurfing:
mixer.play_song('Surfing')
else:
mixer.play_song(mainMap.tiles[player.x][player.y].group)
FPSCLOCK.tick(FPS)
if __name__ == '__main__':
main()
pygame.quit()