def load_data(self): self.game_over = False self.start_on = True self.start_on2 = True self.end_on = True game_folder = path.dirname(__file__) img_folder = path.join(game_folder, 'Textures') ground_folder = path.join(img_folder, "ground") char_folder = path.join(img_folder, "char") wall_folder = path.join(img_folder, "wall") #map self.map = tilemap.Map(path.join(game_folder, 'mapa mato.txt')) self.map2 = tilemap.Map(path.join(game_folder, 'mapa castelo.txt')) self.player_img_up = pg.image.load( path.join(char_folder, "char_up.png")).convert_alpha() self.player_img_down = pg.image.load( path.join(char_folder, "char_down.png")).convert_alpha() self.player_img_left = pg.image.load( path.join(char_folder, "char_left.png")).convert_alpha() self.player_img_right = pg.image.load( path.join(char_folder, "char_right.png")).convert_alpha() self.tilezito = pg.image.load(path.join( ground_folder, "tilezito.png")).convert_alpha() self.wall_img = pg.image.load(path.join(wall_folder, "wall.png")).convert_alpha() self.tree_wall_img = pg.image.load(path.join( wall_folder, "tree.png")).convert_alpha() self.stone_ground_img = pg.image.load( path.join(ground_folder, "stone_brick.png")).convert_alpha() self.dirt_ground_img = pg.image.load( path.join(ground_folder, "ground2.png")).convert_alpha() self.lake = pg.image.load(path.join(img_folder, "lake.png")).convert_alpha() self.stone_grass_img = pg.image.load( path.join(ground_folder, "mossy_stone_brick.png")).convert_alpha() self.dirt_grass_img = pg.image.load( path.join(ground_folder, "grass2.png")).convert_alpha() self.tall_grass_img = pg.image.load( path.join(ground_folder, "grass3.png")).convert_alpha() self.bau_a_img = pg.image.load(path.join(img_folder, "bau_aberto.png")).convert() self.bau_f_img = pg.image.load(path.join(img_folder, "bau_fechado.png")).convert() self.inicio = pg.image.load(path.join(img_folder, "start_screen.png")).convert() self.fim = pg.image.load(path.join(img_folder, "end_screen.png")).convert() self.combat_back = pg.image.load( path.join(img_folder, "combat_background.png")).convert() self.escolha = pg.image.load(path.join(img_folder, "escolha.png")).convert() self.cura_img = pg.image.load(path.join(img_folder, "cura.png")).convert() self.pc_img = pg.image.load(path.join(img_folder, "pc.png")).convert() self.font = settings.fonte self.font40 = settings.fonte_combate self.font20 = settings.fonte_legenda self.coloca_monstros() self.coloca_itens()
def __init__(self): self.screen = pg.display.set_mode((settings.WIDTH, settings.HEIGHT)) self.clock = pg.time.Clock() self.player = Player(self.screen) self.menu = Menu(self.screen) self.running = True self.state = 'start' self.map = tilemap.Map(self, 'assets/maps/map_0.tmx') self.map_img = self.map.make_map() self.map_rect = self.map_img.get_rect()
def __init__(self, index): if index == LEVEL_1: self.tilemap = tilemap.Map(LVL1["CHECKPOINTS"]) self.lazor = lazor.Lazor(LVL1["LAZOR_SPAWN"], LVL1["LAZOR_DIR"]) self.tilestack = tilestack.Tilestack(LVL1["TILES"]) elif index == LEVEL_2: self.tilemap = tilemap.Map(LVL2["CHECKPOINTS"]) self.lazor = lazor.Lazor(LVL2["LAZOR_SPAWN"], LVL2["LAZOR_DIR"]) self.tilestack = tilestack.Tilestack(LVL2["TILES"]) elif index == LEVEL_3: self.tilemap = tilemap.Map(LVL3["CHECKPOINTS"]) self.lazor = lazor.Lazor(LVL3["LAZOR_SPAWN"], LVL3["LAZOR_DIR"]) self.tilestack = tilestack.Tilestack(LVL3["TILES"]) elif index == LEVEL_4: self.tilemap = tilemap.Map(LVL4["CHECKPOINTS"]) self.lazor = lazor.Lazor(LVL4["LAZOR_SPAWN"], LVL4["LAZOR_DIR"]) self.tilestack = tilestack.Tilestack(LVL4["TILES"]) elif index == LEVEL_5: self.tilemap = tilemap.Map(LVL5["CHECKPOINTS"]) self.lazor = lazor.Lazor(LVL5["LAZOR_SPAWN"], LVL5["LAZOR_DIR"]) self.tilestack = tilestack.Tilestack(LVL5["TILES"]) elif index == LEVEL_RAND: self.tilemap = tilemap.Map() self.lazor = lazor.Lazor(LVLRAND["LAZOR_SPAWN"], LVLRAND["LAZOR_DIR"]) self.tilestack = tilestack.Tilestack() self.empty_tile = pygame.image.load("emptytile.png") self.occupied_tile = pygame.image.load("tile.png")
def __init__(self): self.highlight = spryte.Sprite(highlight_image, 0, 0) self.show_highlight = False # CREATE THE MAP self.field = tilemap.Map() self.play_field = {} l = [] for y, line in enumerate(field_rows): m = [] l.append(m) for x, cell in enumerate(line): if cell == '#': m.append( spryte.Sprite(wall_image, x * cw, y * ch, batch=self.field)) content = path.Blocker else: m.append( spryte.Sprite(blank_image, x * cw, y * ch, batch=self.field)) if cell == 'E': content = path.End elif cell == 'S': content = path.Start elif cell == '+': content = path.Blocker else: content = None self.play_field[x * 2, y * 2] = content self.play_field[x * 2 + 1, y * 2] = content self.play_field[x * 2, y * 2 + 1] = content self.play_field[x * 2 + 1, y * 2 + 1] = content self.field.set_cells(cw, ch, l) # PATH FOR ENEMIES self.path = path.Path.determine_path(self.play_field, map_width * 2, map_height * 2) #self.path.dump() self.constructions = spryte.SpriteBatch() self.enemies = spryte.SpriteBatch() self.bullets = spryte.SpriteBatch()
def load_data(self): # Easy names to start file directories self.game_folder = path.dirname(__file__) self.img_folder = path.join(self.game_folder, 'img') self.map_folder = path.join(self.game_folder, 'maps') # load Tiled map stuff self.map = tilemap.Map(path.join(self.map_folder, 'test_map.tmx')) self.map_img = self.map.make_map() self.map_rect = self.map_img.get_rect() self.camera = tilemap.Camera(self.map.width, self.map.height) # Temporary Player Character Images self.player_img_right = pygame.image.load( path.join(self.img_folder, 'player_img_right.png')).convert_alpha() self.player_img_left = pygame.image.load( path.join(self.img_folder, 'player_img_left.png')).convert_alpha() self.player_img_up = pygame.image.load( path.join(self.img_folder, 'player_img_up.png')).convert_alpha() self.player_img_down = pygame.image.load( path.join(self.img_folder, 'player_img_down.png')).convert_alpha()
def init(self, win): # test if initialized, not draw before self.initialized = False # pause self.paused = False # show infoconsole self.infoOn = False # shift pressed self.lShift = False # alt pressed self.lAlt = False # mouse coordinates self.mouseX = 0 self.mouseY = 0 self.mouseViewX = 0 self.mouseViewY = 0 # scrolling self.scrollSpeed = 500 self.scrollLeftRight = 0 self.scrollUpDown = 0 # cursor self.cursor = False self.cursorX = 0 self.cursorY = 0 # dragging self.drag = False self.dragStartX = 0 self.dragStartY = 0 self.dragX = 0 self.dragY = 0 # test paht self.showPath = False self.startPath = (0, 0) self.endPath = (0, 0) # view self.view = view.View(x=0, y=0, win=win, maxScale=5, minScale=0.5) # scale speed self.scaleSpeed = 0.1 pyglet.gl.glClearColor(0.0, 0.0, 0.0, 1.0) self.bgBatch = pyglet.graphics.Batch() self.fgBatch = pyglet.graphics.Batch() # info console self.info = infoconsole.InfoConsole("", x=10, y=win.height-25, width=300) self.gameObjects = [] # the map self.map = tilemap.Map() self.loadLevel() # now drawing is allowed self.initialized = True
def load_level(self, mapname): self.map = tilemap.Map(path.join(self.map_folder, mapname)) self.map_img = self.map.make_map() self.map_rect = self.map_img.get_rect() self.initialize_level()