forked from dsallen7/ransack-python
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ransack.py
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ransack.py
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import pygame
import os
import random
import pickle
from classes import hero, map, hud, battle, menu, enemy
from IMG import images
from const import *
from load_image import *
from MAP import mapgen
class game():
def __init__(self):
self.myHero = hero.hero()
self.myMenu = menu.menu()
self.myMap = None
self.levelDepth = 2
# a dungeon is just an array of maps
self.myDungeon = []
for mapFileName in mapList:
self.myDungeon += [map.map(mapFileName)]
self.myMap = self.myDungeon[self.levelDepth]
self.allsprites = pygame.sprite.RenderPlain((self.myHero))
#this is true while player is in a particular game
self.gameOn = True
#this is true while player is in a particular level
self.levelOn = True
self.gameBoard = pygame.Surface( [450,450] )
self.gameFrame, self.gameFrameRect = load_image('gamescreen600.bmp', -1)
self.DIM = DIM
# 0 : camera
# 1 : sword
# 2 : miss
self.sounds = range(3)
self.sounds[0] = pygame.mixer.Sound(os.path.join('SND', 'camera.wav' ))
self.sounds[1] = pygame.mixer.Sound(os.path.join('SND', 'sword1.wav' ))
self.sounds[2] = pygame.mixer.Sound(os.path.join('SND', 'miss.wav' ))
self.myHud = hud.hud(screen, self)
self.myBattle = battle.battle(screen,self.myHud)
#toggles switch to continue running game
def gameOver(self):
self.gameOn = False
def generateMap(self, dimension):
rndMap = mapgen.Map(dimension)
rndMap.generateMap(20)
newMap = map.map(None, rndMap.getMapBall())
return newMap
def nextLevel(self):
self.levelDepth += 1
if self.levelDepth == len(self.myDungeon):
self.myDungeon.append(self.generateMap(40))
self.myMap = self.myDungeon[self.levelDepth]
else:
self.myMap = self.myDungeon[self.levelDepth]
self.DIM = self.myMap.getDIM()
(x,y) = self.myMap.getPOE()
self.myHero.setXY( x*blocksize,y*blocksize )
if self.levelDepth <= 2:
self.myMap.setLOV(4)
else: self.myMap.setLOV(0)
def prevLevel(self):
self.levelDepth -= 1
self.myMap = self.myDungeon[self.levelDepth]
self.DIM = self.myMap.getDIM()
(x,y) = self.myMap.getPOEx()
self.myHero.setXY( x*blocksize,y*blocksize )
if self.levelDepth <= 2:
self.myMap.setLOV(4)
else: self.myMap.setLOV(0)
#takes screen shot and saves as bmp in serial fashion, beginning with 1
def screenShot(self):
serial = 1
while os.access("ransack"+str(serial)+".bmp", os.F_OK):
serial += 1
pygame.image.save(screen, "ransack"+str(serial)+".bmp")
flash = pygame.Surface([450,450])
flash.fill(white)
screen.blit(flash,(75,75))
clock.tick(100)
self.sounds[0].play()
def event_handler(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
pass
elif event.key == pygame.K_s:
if self.myHero.castSpell( self.myMenu.invMenu(screen, self.myHero.getSpells(), "Spells:" ) ) == -1:
self.textMessage('That spell may only be cast in battle.')
elif event.key == pygame.K_i:
self.myHero.useItem( self.myMenu.invMenu(screen, self.myHero.getItems(), "Items:" ) )
elif event.key == pygame.K_t:
self.screenShot()
elif event.key == pygame.K_m:
self.myMap.callDrawMiniMap(screen)
else:
self.move(pygame.key.name(event.key))
def rollDie(self, target, range):
d = random.randrange(range)
if target >= d:
return True
else:
return False
#takes x,y of old myHero.rect location and finds new
def drawHero(self,x1,y1, animated=True):
DIMEN = self.myMap.getDIM()
(X,Y) = self.myHero.getXY()
rectX = X
rectY = Y
if DIMEN > HALFDIM:
if 5*blocksize <= X < (DIMEN-5)*blocksize:
rectX = 5 * blocksize
if X >= (DIMEN-5)*blocksize:
rectX = X - (DIMEN/2)*blocksize
if 5*blocksize <= Y < (DIMEN-5)*blocksize:
rectY = 5 * blocksize
if Y >= (DIMEN-5)*blocksize:
rectY = Y - (DIMEN/2)*blocksize
else:
rectX += (HALFDIM - DIMEN)/2*blocksize
rectY += (HALFDIM - DIMEN)/2*blocksize
#make the move animated
if animated:
if x1 == rectX:
xAxis = [x1]*blocksize
elif x1 < rectX:
xAxis = range(x1, rectX)
else:
xAxis = range(x1, rectX, -1)
if y1 == rectY:
yAxis = [y1]*blocksize
elif y1 < rectY:
yAxis = range(y1, rectY)
elif y1 > rectY:
yAxis = range(y1, rectY, -1)
for (i, j) in zip(xAxis, yAxis):
#clock.tick(100)
self.myHero.setRect( i, j, blocksize, blocksize)
self.myHero.takeStep()
self.updateSprites()
self.redrawScreen()
self.myHero.setRect( rectX, rectY, blocksize, blocksize)
# calls message
def boxMessage(self, msg):
self.myHud.boxMessage(msg)
# calls msgSystem
def textMessage(self, msg):
self.myHud.txtMessage(msg)
def move(self, direction):
if direction not in ['up','down','left','right']: return
x1,y1,x2,y2 = self.myHero.getRect()
moveX = 0
moveY = 0
(X,Y) = self.myHero.getXY()
(moveX,moveY) = self.myHero.changeDirection(direction)
i = self.myMap.getUnit( (X + moveX)/blocksize, (Y + moveY)/blocksize)
if i == -1 or i in range(24,86):
return
#door
if i == DOOR:
if self.myHero.getPlayerStats()[8] == 0:
self.boxMessage( "The door is locked!" )
return
else:
self.boxMessage( "The door creaks open..." )
self.myHero.takeKey()
self.myMap.updateUnit( (X + moveX)/blocksize, (Y + moveY)/blocksize,0)
#item
if i in range(86,109):
self.myHero.getItem(i)
self.myMap.updateUnit( (X + moveX)/blocksize, (Y + moveY)/blocksize, 0)
self.myHud.msgSystem(self.gameBoard, itemMsgs[i])
# Stairs down
if i == STAIRDN:
self.nextLevel()
self.drawHero(x1,y1,False)
return
# Stairs up
if i == STAIRUP:
self.prevLevel()
self.drawHero(x1,y1,False)
return
# Chest
if i == CHEST:
chestlist = self.myMap.chests[(X + moveX)/blocksize, (Y + moveY)/blocksize]
for item in self.myMenu.displayChest( screen, chestlist ):
self.myHero.getItem(item)
self.myMap.updateUnit( (X + moveX)/blocksize, (Y + moveY)/blocksize, OCHEST )
#check if open space
if ( (0 < X+moveX <= blocksize*self.DIM) and (0 < Y+moveY <= blocksize*self.DIM ) and i in range(24) ):
X += moveX
Y += moveY
self.myHero.setXY(X,Y)
self.drawHero(x1,y1)
#roll the die to see if there will be a battle
if self.rollDie(0,40) and self.levelDepth > 2:
self.boxMessage("The battle is joined!")
self.gameBoard.fill( black )
if not self.myBattle.fightBattle(self.myHero, enemy.enemy(self.levelDepth)):
self.gameOver()
def updateSprites(self):
self.allsprites.update()
self.allsprites.draw(self.gameBoard)
def redrawScreen(self):
screen.blit( self.gameBoard, (75,75) )
pygame.display.flip()
def switchMap(self):
pass
def mainLoop(self, mapList):
screen.blit(self.gameFrame,(0,0))
(X,Y) = self.myMap.getStartXY()
if self.levelDepth < 3:
self.myMap.setLOV(4)
self.myHero.setXY( X*blocksize,Y*blocksize )
self.updateSprites()
self.drawHero( X*blocksize,Y*blocksize, False )
while self.levelOn and self.gameOn:
clock.tick(15)
for event in pygame.event.get():
self.event_handler(event)
if event.type == pygame.QUIT:
os.sys.exit()
self.gameBoard.fill(black)
self.myMap.redraw(self.myHero.getXY(), self.myHero.getRect(), self.gameBoard)
#self.myHero.showLocation(self.gameBoard)
self.myHud.update()
self.updateSprites()
self.redrawScreen()
# Set the height and width of the screen
screenSize=[600,600]
screen=pygame.display.set_mode(screenSize)
pygame.mixer.init(frequency=22050, size=-16, channels=2, buffer=4096)
if not pygame.font: print 'Warning, fonts disabled'
pygame.display.set_caption("Ransack")
background = pygame.Surface([250,250])
background = background.convert()
background.fill((0,0,0))
pygame.init()
clock = pygame.time.Clock()
random.seed()
images.load()
def main():
titleScreen = pygame.Surface(screenSize)
titleScreen.fill(black)
titleImg, titleRect = load_image('titlescreen.bmp', -1)
titleScreen.blit(titleImg, (50,50) )
screen.blit(titleScreen, (0,0))
while True:
screen.blit(titleScreen, (0,0))
clock.tick(20)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
os.sys.exit()
if event.key == pygame.K_SPACE:
newGame = game()
newGame.mainLoop(mapList)
pygame.display.flip()
main()