コード例 #1
0
class Game:
    def __init__(self):
        self.gameName = "Dungeons & Pythons"
        self._image_library = {}
        self.screen = pygame.display.set_mode((900, 750))
        self.gameOver = False
        self.clock = pygame.time.Clock()
        self.roundNumber = 0
        self.player = Player(100, "Hero", 25, 50, 125, "assets/player/player.png")
        self.boss = Enemy(100, "The BOSS: Dragon", 20, 550, 100, "assets/monsters/boss.png", 300, 200)
        self.enemies = [Enemy(50, "Cloud ashes", 10, 550, 100, "assets/monsters/ashesSnake.png", 50, 10),
                        Enemy(50, "Yaretzi", 15, 550, 100, "assets/monsters/aztecaSnake.png", 50, 15),
                        Enemy(40, "Konoha", 7, 550, 100, "assets/monsters/fireFairy.png", 40, 10),
                        Enemy(35, "Fire spliter", 10, 550, 100, "assets/monsters/fireLizard.png", 35, 10),
                        Enemy(40, "Duchy", 7, 550, 100, "assets/monsters/groundFairy.png", 40, 10),
                        Enemy(45, "Medusa's daughter", 13, 550, 100, "assets/monsters/groundSnake.png", 45, 13),
                        Enemy(40, "Imperial", 12, 550, 100, "assets/monsters/imperialBird.png", 40, 12),
                        Enemy(35, "Scissors", 9, 550, 100, "assets/monsters/scorpio.png", 35, 10),
                        Enemy(20, "Awesome bats", 8, 550, 100, "assets/monsters/triBats.png", 20, 10),
                        Enemy(45, "Hydra", 14, 550, 100, "assets/monsters/triHead.png", 45, 14),
                        Enemy(25, "The python brothers", 5, 550, 100, "assets/monsters/triSnakes.png", 25, 10),
                        Enemy(40, "Amega", 7, 550, 100, "assets/monsters/waterFairy.png", 40, 7)]
        self.currentEnemy = self.getRandomRegularEnemy()
        self.actionSelected = False
        self.arrowMenuPosition = Position.TOPLEFT


    def run(self):
        pygame.init()
        pygame.display.set_caption(self.gameName)

        while not self.gameOver:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.gameOver = True
                self.keyEvents(event)

            self.screen.fill((0, 0, 0))
            self.buildGUI(self.screen)
            pygame.display.flip()
            self.clock.tick(60)

        pygame.quit()

    def keyEvents(self, event):
        if event.type == 3:
            #key down
            if event.key == 274:
                if self.arrowMenuPosition == Position.TOPLEFT:
                    self.arrowMenuPosition = Position.BOTTOMLEFT
                elif self.arrowMenuPosition == Position.TOPRIGHT:
                    self.arrowMenuPosition = Position.BOTTOMRIGHT
            #key up
            elif event.key == 273:
                if self.arrowMenuPosition == Position.BOTTOMLEFT:
                    self.arrowMenuPosition = Position.TOPLEFT
                elif self.arrowMenuPosition == Position.BOTTOMRIGHT:
                    self.arrowMenuPosition = Position.TOPRIGHT
            #key left
            elif event.key == 276:
                if self.arrowMenuPosition == Position.TOPRIGHT:
                    self.arrowMenuPosition = Position.TOPLEFT
                elif self.arrowMenuPosition == Position.BOTTOMRIGHT:
                    self.arrowMenuPosition = Position.BOTTOMLEFT
            #key right
            elif event.key == 275:
                if self.arrowMenuPosition == Position.TOPLEFT:
                    self.arrowMenuPosition = Position.TOPRIGHT
                elif self.arrowMenuPosition == Position.BOTTOMLEFT:
                    self.arrowMenuPosition = Position.BOTTOMRIGHT
            #key enter
            elif event.key == 13:
                self.playAction()

    def buildGUI(self, view):
        #background
        displayImage(view, 'assets/recources/bg.png', 0, 0)

        #bottom panel
        displayImage(view, 'assets/recources/panel.png', 0, 475)

        #palyer
        self.player.draw(view)

        #enemy
        self.currentEnemy.draw(view)

        #buttons
        self.drawButtons(view)

        #player information
        self.drawPlayerInfo(view)

        #menu arrow
        self.drawArrowMenu(view)

        #armor
        self.drawArmor(view)

        #enemy info
        self.drawEnemyLife(view)

    def playAction(self):
        if self.arrowMenuPosition == Position.TOPLEFT:
            self.attackAction()
        elif self.arrowMenuPosition == Position.TOPRIGHT:
            self.healAction()
        elif self.arrowMenuPosition == Position.BOTTOMLEFT:
            self.armorAction()
        elif self.arrowMenuPosition == Position.BOTTOMRIGHT:
            self.exitGame()

    def exitGame(self):
        self.gameOver = True

    def attackAction(self):
        self.player.attack(self.currentEnemy)
        if self.currentEnemy.isDead():
            self.nextRound()
        else:
            self.currentEnemy.attack(self.player)
            if self.player.isDead():
                self.exitGame()

    def healAction(self):
        self.player.heal()

    def armorAction(self):
        self.player.addArmor()

    def drawButtons(self, view):
        #attack button
        self.drawButton(view,'ATTACK', 65, 533, 'assets/ui/button.png')

        #heal button
        self.drawHealButton(view)

        #armor button
        self.drawArmorButton(view)

        #exit button
        self.drawButton(view,'EXIT', 450, 618, 'assets/ui/button.png')

    def drawButton(self, view, text, x, y, buttonSprite, textColor = (255, 255, 255)):
        displayImage(view, buttonSprite, x, y)
        displayTextCentered(view, text, x, y, textColor)

    def drawHealButton(self, view):
        textColor = (255, 255, 255) if self.player.canHeal() else (149, 129, 115)
        buttonSprite = 'assets/ui/button.png' if self.player.canHeal() else 'assets/ui/button_disable.png'

        self.drawButton(view, 'HEAL(20C)', 450, 533, buttonSprite, textColor)

    def drawArmorButton(self, view):
        textColor = (255, 255, 255) if self.player.canAddArmor() else (149, 129, 115)
        buttonSprite = 'assets/ui/button.png' if self.player.canAddArmor() else 'assets/ui/button_disable.png'
        armorCost = self.player.getArmorCost()
        buttonText = 'ARMOR('+str(armorCost)+'C)' if self.player.armor < self.player.MAX_ARMOR else 'MAX ARMOR'

        self.drawButton(view, buttonText, 65, 618, buttonSprite, textColor)

    def drawPlayerInfo(self, view):
        #heal Poins
        lifePercent = self.getPercentPoints(self.player.health, self.player.healthMax, 460)
        pygame.draw.rect(view, (255,0,0), (50, 405, lifePercent, 49))

        #heal GUI
        displayImage(view, 'assets/ui/hp_bar.png', 30, 405)

        #experience points
        expPercent = self.getPercentPoints(self.player.level.experience, self.player.level.experienceNextLevel, 336)
        pygame.draw.rect(view, (255,192,0), (65, 30, expPercent, 10))

        #experience GUI
        displayImage(view, 'assets/ui/experience.png', 10, 10)

        #level
        displayTextCentered(view, str(self.player.level.level), 22, 22, width=25, height=25, fontSize=30)

        #money
        moneyStrSizes = get_text(str(self.player.money), (255, 255, 255), 45).get_rect()
        displayText(view, str(self.player.money), (900 - moneyStrSizes.width - 20), 20)
        displayImage(view, 'assets/ui/coin.png', (900 - moneyStrSizes.width - 78), 15)

        #round
        roundStrSizes = get_text(str(self.roundNumber), (255, 255, 255), 45).get_rect()
        displayText(view, str(self.roundNumber), (900 - roundStrSizes.width - 20), 80)
        displayImage(view, 'assets/ui/kills.png', (900 - roundStrSizes.width - 78), 75)

    def drawEnemyLife(self, view):
        lifePercent = self.getPercentPoints(self.currentEnemy.health, self.currentEnemy.healthMax, 138)
        pygame.draw.rect(view, (255,0,0), (603, 400, lifePercent, 15))
        displayImage(view, 'assets/ui/enemy_hp_bar.png', 600, 400)


    def drawArrowMenu(self, view):
        if self.arrowMenuPosition == Position.TOPLEFT:
            displayImage(view, 'assets/ui/menu_arrow.png', 42, 540)
        elif self.arrowMenuPosition == Position.TOPRIGHT:
            displayImage(view, 'assets/ui/menu_arrow.png', 430, 540)
        elif self.arrowMenuPosition == Position.BOTTOMLEFT:
            displayImage(view, 'assets/ui/menu_arrow.png', 42, 628)
        elif self.arrowMenuPosition == Position.BOTTOMRIGHT:
            displayImage(view, 'assets/ui/menu_arrow.png', 430, 628)

    def drawArmor(self, view):
        if self.player.armor > 0:
            displayImage(view, 'assets/ui/armor.png', 480, 350)
        if self.player.armor > 1:
            displayImage(view, 'assets/ui/armor.png', 428, 350)
        if self.player.armor > 2:
            displayImage(view, 'assets/ui/armor.png', 376, 350)
        if self.player.armor > 3:
            displayImage(view, 'assets/ui/armor.png', 324, 350)
        if self.player.armor > 4:
            displayImage(view, 'assets/ui/armor.png', 272, 350)

    def getPercentPoints(self, points, maxPoints, maxPercent):
        if points <= 0:
            return 0
        else:
            points = (points*maxPercent)/maxPoints
            return int(points)

    def nextRound(self):
        self.roundNumber += 1
        self.player.money += self.currentEnemy.moneyWhenDying
        self.player.level.addExperience(self.currentEnemy.experienceWhenDying)
        self.setCurrentEnemy()


    def setCurrentEnemy(self):
        if self.roundNumber % 10 == 0:
            self.currentEnemy = self.getBossEnemy()
        else:
            self.currentEnemy = self.getRandomRegularEnemy()

        self.currentEnemy.upgradeStatsAcordingLevel(self.roundNumber)


    def getRandomRegularEnemy(self):
        randomIndex = random.randint(0, len(self.enemies)-1)
        enemy = self.enemies[randomIndex]

        return enemy


    def getBossEnemy(self):
        enemy = self.boss

        return enemy
コード例 #2
0
ファイル: game.py プロジェクト: Torniojaws/Peli
        player.experience == 0  # Experience is per level
        player.skill += 5
        player.maxHealthAndArmor()
        print("!! You have leveled up to level", player.level, "!!")


game = Game()
game.start()
player = Player("Juha")

while game.isRunning:
    enemy = game.generateOpponent(player)
    pick = input("Do you wish to attack? Y/N")
    if pick == "Y":
        while enemy.health >= 1:
            player.attack(enemy)
            if enemy.health >= 1:
                enemy.attack(player)
            else:
                experience = enemy.damage * 2
                print(enemy.name, "is defeated! You have earned", experience, "XP!")
                player.experience += experience
                if player.experience >= player.level * 10:
                    game.playerLevelUp(player)
                player.showStatistics()
            if player.health <= 0:
                print(player.name, "has died! Game over, man!")
                game.isRunning = False
                break
    else:
        continue
コード例 #3
0
ファイル: GuyStory.py プロジェクト: GuyHur/GuyStory
class Game(object):
    window = None
    game = None
    background = None
    game_is_running = True
    player = None
    stance_event = None
    sprites = None
    clock = None
    health_bar = None
    monster = None

    def init(self):
        """
        Initializes the game
        :return:
        """
        self.game = pygame
        self.game.init()

        # Game setup
        self.window = self.game.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        self.game.display.set_caption(WINDOW_TITLE)

        # Draw the image background
        self.background = self.game.image.load(DEFAULT_BACKGROUND)
        self.window.blit(self.background, (DEFAULT_BACKGROUND_X, DEFAULT_BACKGROUND_Y))
        self.game.display.update()

        # Initialize the player class
        self.player = Player()

        #Initialize the monster class
        self.monster = Monster()

        # Initialize user events
        self.stance_event = self.game.USEREVENT + 1
        self.attacking_event = self.game.USEREVENT + 2
        self.game.time.set_timer(self.stance_event, CHARACTER_STANCE_EVENT_INTERVAL)
        self.sprites = pygame.sprite.Group()
        self.sprites.add(self.player)
        self.sprites.draw(self.window)

        # Define a health bar

        # Define a clock
        self.clock = self.game.time.Clock()

        # Start game loop
        self.loop()

    def update(self):
        # Step 1, update the player
        self.sprites.update()
        self.window.blit(self.background, (DEFAULT_BACKGROUND_X, DEFAULT_BACKGROUND_Y))
        self.sprites.draw(self.window)
        pygame.draw.rect(self.window, (0, 0, 0), pygame.Rect(self.player.rect.x - 15, self.player.rect.y - 15, 100, 7))
        pygame.draw.rect(self.window, (255, 0, 0), pygame.Rect(self.player.rect.x - 15, self.player.rect.y - 15, self.player.health, 7))
        self.game.display.flip()
        self.clock.tick(30)

    def loop(self):
        while self.game_is_running:

        threading.Timer(6.7, Monster.random_movement)

        self.game.mixer.init()
        self.game.mixer.load('muscic.mp3')
        self.game.mixer.music.play(-1, 0.0)
            # Close event
            for event in self.game.event.get():
                if event.type == self.game.QUIT:
                    self.game_is_running = False

                if event.type == self.stance_event:
                    self.player.movement()

                if event.type == self.game.KEYDOWN:
                    self.player.hit(5)
                    # Check left right
                    if (event.key == self.game.K_LEFT):
                        self.player.move_left()
                    elif (event.key == self.game.K_RIGHT):
                        self.player.move_right()

            keys_pressed = self.game.key.get_pressed()

            if keys_pressed[self.game.K_LEFT]:
                self.player.move_left()

            if keys_pressed[self.game.K_RIGHT]:
                self.player.move_right()
            if keys_pressed[self.game.K_LCTRL]:
                self.player.attack()
            if keys_pressed[self.game.K_SPACE]:
                self.player.jump()

            self.update()
コード例 #4
0
class Controller():
    # X position that player starts level at
    player_x = PLAYER_X_VAL


    def __init__(self, game_display, game_screen, screen_dims, colour,
                                                            clock_delay):
        # Run game - used to exit game loop
        self.run = True

        # Load game settings
        with open('json/settings.JSON') as settings:
            self.settings = json.load(settings)

        # Add important game features to self
        self.game_display = game_display
        self.game_screen = game_screen
        self.screen_dims = screen_dims
        self.colour = colour
        self.clock_delay = clock_delay

        # Setup score and level displays
        self.score = Score(game_screen)
        self.level = Level(game_screen)

        # Setup key distances
        self.spawn_area = (2 * self.player_x, screen_dims[0])
        self.map_width = self.game_screen.get_width()
        self.mid_width = self.map_width // 2
        self.mid_height = self.game_screen.get_height() // 2

        self.weapon_types = list(WEAPON_TYPES.keys())

        # Setup level complete variables
        self.level_complete = False
        self.level_complete_text_1 = Text(self.game_screen,
                                        (self.mid_width, self.mid_height - 40),
                                        30,
                                        'Level Complete'
                                    )
        continue_string =  f'Press {self.settings["next_level"]} to continue'
        self.level_complete_text_2 = Text(self.game_screen,
                                        (self.mid_width, self.mid_height),
                                        30,
                                        continue_string
                                    )

        # Setup first level
        self.firstLevel()

        # Setup god mode capability - used for debugging
        self.god_mode = False
        self.cheats = 0

        # Play game music
        self.playMusic()

        self.projectiles = pygame.sprite.Group()


    def playMusic(self):

        ### Setting up game music
        # - Music code inspired by code here:
        #   https://riptutorial.com/pygame/example/24563/example-to-add-
        #   music-in-pygame
        track = TRACKS[self.settings['music']]
        if track == 'Mute':
            pygame.mixer.music.stop()
        else:        
            level_music = MUSIC_LOCATIONS[track]
            pygame.mixer.music.set_volume(level_music[1])
            pygame.mixer.music.load(level_music[0])
            pygame.mixer.music.play(-1)

    def setupCameraMap(self):
        '''
        Sets up camera and map for a given level
        '''
        self.camera = Camera(self.game_screen)
        self.background = Background(self.game_display)
        self.game_map = Map(self.game_display, self.screen_dims, 32)

    def setupPlayer(self):
        ''' Sets up player for the first level
        '''
        self.player = Player(self.game_display, self.game_map, 
                                            self.player_x, - 100)
        self.player_group = pygame.sprite.Group()
        self.player_group.add(self.player)
        self.characters = pygame.sprite.Group()
        self.characters.add(self.player)

    def addCameraTracking(self):
        '''
        Method to add all blitted objects to camera
        '''
        self.camera.addBack(self.background)
        self.camera.addMap(self.game_map)
        self.camera.addPlayer(self.player)
        for enemy in self.enemy_group:
            self.camera.add(enemy)

    def decideEnemyType(self):
        '''
        Randomly returns an enemy from the enemies list
        Consulted docs below to check how to use randint vs randrange
        https://docs.python.org/3/library/random.html
        '''
        idx = random.randrange(len(ENEMIES))
        return ENEMIES[idx]

    def decideRandomArm(self):
        '''
        Randomly determine which arms to give an enemy
        '''
        idx = random.randrange(len(self.weapon_types))
        return self.weapon_types[idx]

    def generateLevel(self):
        '''
        This function generates a new level, and enemies to fight
        '''
        # Setup enemy group for level
        self.enemy_group = pygame.sprite.Group()
        self.dropped_weapons = pygame.sprite.Group()
        # Set up enemies for level.  Level number represents number of 
        # enemies
        for n in range(self.level.val):
            enemy_type = self.decideEnemyType()
            position = random.randrange(self.spawn_area[0], self.spawn_area[1])
            enemy = NPC(self.game_display, self.game_map, position, -100, 
                                        enemy_type, self.decideRandomArm())
            enemy.addTarget(self.player_group)
            self.enemy_group.add(enemy)
            self.characters.add(enemy)

        # Tell player about enemies
        self.player.addTarget(self.enemy_group)

        # Setup tracking
        self.addCameraTracking()

    def resetPlayer(self):
        ''' Resets player to start point for new level
        '''
        self.player.changeMap(self.game_map)
        self.player.center = self.player_x, -100
        self.player.updateState('idle', self.player.state[1])
        self.player.x_y_moving = False
        self.player.max_health += 10
        self.player.health = self.player.max_health

    def firstLevel(self):
        ''' Sets up first level
        '''
        introScreen(self.game_screen, self)
        self.setupCameraMap()
        self.setupPlayer()
        self.generateLevel()

    def newLevel(self):
        ''' Function to start a new level

        Increments the level counter, and adjusts player health
        '''
        self.level.val += 1
        self.level_complete = False
        self.setupCameraMap()
        self.resetPlayer()
        self.generateLevel()

    def keyboardInput(self, event):
        ''' keyboardInput

        Called by game loop, and checking events from keyboard, and
        calling respective functions.
        Includes functionality to activate 'god mode'.
        The intention of god mode is for debugging without dying.

        We initially used the syntax:
        if event.key == pygame.K_w:
                self.player.startMove("u")
        However by browing through the documentation, we discovered that
        with pygame 2.0.0 there was a new feature:
            pygame.key.key_code().
        We can pass in the string of the key eg "space" for space, or
        "w" for "w".
        This allows us to easily produce a human readable JSON
        containing the keybindings so that the user can change the
        keybindings to those of their choice.

        We load this JSON each time we instantiate this class, as the
        intention is that if we have time between now and submission, we
        will produce a settings screen to allow the user to graphically
        change the keybindings to their preference.
        '''
        if event.type == pygame.KEYDOWN:
            # WASD for up/right/left, q for attack
            if event.key == pygame.key.key_code(self.settings['up']):
                self.player.startMove("u")
            elif event.key == pygame.key.key_code(self.settings['right']):
                self.player.startMove("r")
            elif event.key == pygame.key.key_code(self.settings['left']):
                self.player.startMove("l")
            elif event.key == pygame.key.key_code(self.settings['attack']):
                self.player.attack()
            # When level complete, space to move to next level
            elif (event.key == pygame.key.key_code(self.settings['next_level']))\
                                            and self.level_complete:
                self.newLevel()
            # Escape to pause game
            elif event.key == pygame.K_ESCAPE:
                self.player.updateState('idle', self.player.state[1])
                self.player.x_y_moving = False
                pauseScreen(self.game_screen, self)
            # Enter cheat code to enter god mode
            elif event.key == pygame.K_RSHIFT:
                self.cheats = 1
            elif (event.key == pygame.K_1) and (self.cheats == 1):
                self.cheats += 1
            elif (event.key == pygame.K_2) and (self.cheats == 2):
                self.cheats += 1
            elif (event.key == pygame.K_3) and (self.cheats == 3):
                self.cheats += 1

        elif event.type == pygame.KEYUP:
            # Toggle right/left moving
            if event.key == pygame.key.key_code(self.settings['right']):
                self.player.stopMoveX("right")
            elif event.key == pygame.key.key_code(self.settings['left']):
                self.player.stopMoveX("left")
            # Lift right shift to submit code for god mode
            elif event.key == pygame.K_RSHIFT:
                if self.cheats == 4:
                    self.initGodMode()
                    self.cheats = 0
                else:
                    self.cheats = 0

    def initGodMode(self):
        ''' God Mode

        This is here to debug the game without dying, and without having
        to edit the code.
        '''
        self.god_mode = True
        self.player.max_health = 1000000000000000000000000000
        self.player.health = self.player.max_health
        self.gt = Text(self.game_screen,
                        (110, self.game_screen.get_height() - 20),
                                        20, 'god mode activated')
        self.player.arms.strength *= 10000

    def update(self):
        ''' Update function - Used to update positions of characters on
            screen.

            This was initially encapsulated in the display function,
            however this caused issues when the map functions were
            tracking characters.  This was due to the fact that some
            changes to the characters position (such as due to gravity
            and recoil) were being applied after the map had updated.
            To avoid this, update functions were added to characters.
            These are called before we blit to the screen.
        '''
        

        # Updating character positions
        for character in self.characters:
            character.update()
            for projectile in character.thrown_projectiles:
                # Get any new projectiles and add to camera
                if not self.projectiles.has(projectile):
                    self.projectiles.add(projectile)
                    self.camera.addWeapon(projectile)
        
        # update tracked projectiles
        for projectile in self.projectiles:
            # If projectile off screen, remove from sprite groups
            if (projectile.rect.centerx < 0) or \
                    (projectile.rect.centerx > self.map_width):
                projectile.kill()
            projectile.update()

        for weapon in self.dropped_weapons:
            weapon.update()

        # Check if player is alive
        if self.player.alive == False:
            # End game
            self.run = False
            gameOver(self.game_screen, self.player.score, self.clock_delay)

        for enemy in self.enemy_group:
            if enemy.rect.bottom > self.screen_dims[1]:
                enemy.kill()
            if enemy.alive == False:
                self.camera.addWeapon(enemy.arms)
                self.dropped_weapons.add(enemy.arms)
                enemy.arms.addCharacterGroup(self.characters)
                enemy.kill()

        if len(self.enemy_group) == 0:
            self.level_complete = True

        #self.score_string.text = f'Score = {self.player.score}'
        self.score.val = self.player.score

        # Update camera position
        self.camera.scroll()

    def display(self):
        ''' Display

        This displays all our objects to the screen in order.  This
        takes place each frame.
        '''

        # Colour screen purple
        self.game_display.fill(self.colour['purple'])

        # Display background and map
        self.background.displayQ()
        self.game_map.display()

        # Display characters
        for enemy in self.enemy_group:
            enemy.display()
        
        self.player.display()

        for weapon in self.dropped_weapons:
            weapon.display()

        #print(self.projectiles)
        for projectile in self.projectiles:
            projectile.display()

        # scales the game_display to game_screen. Allows us to scale 
        # images
        scaled_surf = pygame.transform.scale(self.game_display,
                                                self.screen_dims)
        self.game_screen.blit(scaled_surf, (0, 0))

        self.score.display()
        self.level.display()

        # If in god mode, display text
        if self.god_mode:
            self.gt.display()

        # If waiting to change level, display text
        if self.level_complete:
            self.level_complete_text_1.display()
            self.level_complete_text_2.display()