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__main__.py
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__main__.py
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music_dir = 'Music/'
me_dir = 'ME/'
sound_dir = 'Sounds/'
map_dir = 'Maps/'
spr_dir = 'Sprites/'
ui_dir = 'UI/'
script_dir = 'EventScripts/'
import random
import pickle
import io
import gc
gc.get_stats()
import pygame
pygame.init()
pygame.mixer.init(frequency=22050, size=-16, channels=4, buffer=40960)
music = pygame.mixer.music
pygame.font.init()
Time = pygame.time
clock = pygame.time.Clock()
import pygame.midi
pygame.midi.init()
import math
import time
from time import time
import engine
import project
from pytmx.util_pygame import load_pygame
import datetime
import os
import types
import asyncio
from import_file import import_file
game_title = ''
# game_icon = pygame.image.load('icon.png')
red = (255, 0, 0)
blue = (0, 0, 255)
green = (0, 255, 0)
yellow = (255, 255, 0)
white = (255, 255, 255)
black = (0, 0, 0)
display_width = 320
display_height = 288
resolution_factor = 2
block_size = 32
fps = 30
KEY_A = False
KEY_A_DOWN = False
KEY_B = False
KEY_START = False
KEY_UP = False
KEY_DOWN = False
KEY_LEFT = False
KEY_RIGHT = False
KEY_CODE = False
DIR_LEFT = 0
DIR_RIGHT = 1
DIR_UP = 2
DIR_DOWN = 3
map = None
song = None
print('Setting up...')
class SystemTime:
def get_hour(self) -> int:
return datetime.datetime.now().hour
def get_minute(self) -> int:
return datetime.datetime.now().minute
def get_weekday(self) -> str:
daynum = datetime.datetime.now().weekday()
if daynum == 6:
return "SUNDAY"
if daynum == 0:
return "MONDAY"
if daynum == 1:
return "TUESDAY"
if daynum == 2:
return "WEDNESDAY"
if daynum == 3:
return "THURSDAY"
if daynum == 4:
return "FRIDAY"
if daynum == 5:
return "SATURDAY"
def get_time_of_day(self) -> str:
if self.get_hour() >= 6 and self.get_hour() < 10:
return "Morning"
elif self.get_hour() >= 10 and self.get_hour() < 18:
return "Day"
else:
return "Night"
systime = SystemTime()
class Map:
def __init__(self, map_):
self.map = map_
if 'name' in map_.properties:
self.name = map_.properties['name']
else:
self.name = ""
self.width = map_.width
self.height = map_.height
self.properties = map_.properties
if self.name not in gameData.map_flags:
gameData.map_flags[self.name] = []
map_flag_amount = 16
if "map_flag_amount" in map_.properties:
map_flag_amount = int(map_.properties['map_flag_amount'])
if map_flag_amount > 0:
for x in range(map_flag_amount):
gameData.map_flags[self.name].append(False)
if self.name not in gameData.map_vars:
gameData.map_vars[self.name] = []
map_var_amount = 0
if "map_var_amount" in map_.properties:
map_var_amount = int(map_.properties['map_var_amount'])
if map_var_amount > 0:
for x in range(map_var_amount):
gameData.map_vars[self.name].append(0.0)
if 'region_number' in map_.properties:
self.region = int(map_.properties['region_number'])
else:
self.region = 0
if 'region_x' in map_.properties:
self.region_x = int(map_.properties['region_x'])
else:
self.region_x = 0
if 'region_y' in map_.properties:
self.region_y = int(map_.properties['region_y'])
else:
self.region_y = 0
self.connections = {}
self.obj_list = []
self.animated_tiles = []
self.tileimages = []
self.surface = None
self.load_tile_data()
self.events = self.map.get_layer_by_name("Events")
self.load_obj_data()
self.load_map_connections()
self.load_map_border()
global song
# if 'music' in map_.properties:
# if song is None:
# music.load(music_dir + map_.properties['music'])
# music.play(-1,0)
# song = map_.properties['music']
# if map_.properties['music'] != song:
# music.fadeout(1)
# music.load(music_dir + map_.properties['music'])
# music.play(-1,0)
# song = map_.properties['music']
def load_tile_data(self):
for y in range(self.map.height):
for x in range(self.map.width):
image_list = []
props = self.map.get_tile_properties(x,y,0)
if props is not None:
if 'frames' in props:
if len(props['frames']) > 1:
for animation_frame in props['frames']:
d = animation_frame.duration
i = animation_frame.gid
image_list.append(i)
animtile = AnimatedTile((x*block_size,y*block_size), image_list)
self.animated_tiles.append(animtile)
for y in range(self.map.height):
for x in range(self.map.width):
image = self.map.get_tile_image(x, y, 0)
self.tileimages.append((x, y, image))
self.surface = pygame.Surface((self.width * block_size,self.height * block_size))
for x,y,image in self.tileimages:
self.surface.blit(image, (x * block_size, y * block_size))
def load_obj_data(self):
for obj in self.events:
if obj.type == "NPC":
if 'char_image' in obj.properties:
mv_pat = engine.mv_pattern_stationary
if 'move_type' in obj.properties:
if obj.properties['move_type'] == 'stationary':
mv_pat = engine.mv_pattern_stationary
elif obj.properties['move_type'] == 'walk':
mv_pat = engine.mv_pattern_walk
elif obj.properties['move_type'] == 'look':
mv_pat = engine.mv_pattern_look
npc = NPC(obj.x, obj.y, obj.properties, obj.properties['char_image'], mv_pat)
else:
npc = NPC(obj.x, obj.y, obj.properties)
self.obj_list.append(npc)
elif obj.type == "signpost":
sign = Signpost(obj.x, obj.y, obj.properties['text'])
self.obj_list.append(sign)
elif obj.type == "door":
door = Door(obj.x, obj.y, obj.properties['dest_map'], float(obj.properties['dest_x']), float(obj.properties['dest_y']), obj.properties['warp_type'])
self.obj_list.append(door)
elif obj.type == "trigger_step":
if 'behavior' in obj.properties:
trigger = StepTrigger(obj.x, obj.y,obj.width,obj.height,obj.properties['behavior'])
else:
trigger = None
self.obj_list.append(trigger)
def load_map_border(self):
self.tile_border_img = pygame.Surface((64,64))
images = []
for y in range(2):
for x in range(2):
image = self.map.get_tile_image(x, y, 1)
images.append((x, y, image))
for x,y,image in images:
self.tile_border_img.blit(image,(x * block_size, y * block_size))
self.map_base = pygame.Surface((64 * (self.map.width + 2),64 * (self.map.height + 2)))
x = -64 * 2
while x < 64 * (self.map.width + 2):
y = -64 * 2
while y < 64 * (self.map.height + 2):
self.map_base.blit(self.tile_border_img, (x, y))
y += 64
x += 64
def load_map_connections(self):
c_left_offset = 0
c_right_offset = 0
c_up_offset = 0
c_down_offset = 0
if 'connection_left' in self.map.properties:
c_left_map = load_pygame(map_dir + self.map.properties['connection_left'] + ".tmx")
if 'outside' in c_left_map.properties:
if c_left_map.properties['outside'] == "true":
if systime.get_time_of_day() == "Night":
print("It's night.")
c_left_map.tilesets[0].source = "../Tilesets/GSC overworld johto nite.png"
c_left_map.reload_images()
if 'c_left_offset' in self.map.properties:
c_left_offset = int(self.map.properties['c_left_offset'])
connection_left = MapConnection(c_left_map, DIR_LEFT, c_left_offset)
self.connections['left'] = connection_left
if 'connection_right' in self.map.properties:
c_right_map = load_pygame(map_dir + self.map.properties['connection_right'] + ".tmx")
if 'outside' in c_right_map.properties:
if c_right_map.properties['outside'] == "true":
if systime.get_time_of_day() == "Night":
print("It's night.")
c_right_map.tilesets[0].source = "../Tilesets/GSC overworld johto nite.png"
c_right_map.reload_images()
if 'c_right_offset' in self.map.properties:
c_right_offset = int(self.map.properties['c_right_offset'])
connection_right = MapConnection(c_right_map, DIR_RIGHT, c_right_offset)
self.connections['right'] = connection_right
if 'connection_up' in self.map.properties:
c_up_map = load_pygame(map_dir + self.map.properties['connection_up'] + ".tmx")
if 'outside' in c_up_map.properties:
if c_up_map.properties['outside'] == "true":
if systime.get_time_of_day() == "Night":
print("It's night.")
c_up_map.tilesets[0].source = "../Tilesets/GSC overworld johto nite.png"
c_up_map.reload_images()
if 'c_up_offset' in self.map.properties:
c_up_offset = int(self.map.properties['c_up_offset'])
connection_up = MapConnection(c_up_map, DIR_UP, c_up_offset)
self.connections['up'] = connection_up
if 'connection_down' in self.map.properties:
c_down_map = load_pygame(map_dir + self.map.properties['connection_down'] + ".tmx")
if 'c_down_offset' in self.map.properties:
c_down_offset = int(self.map.properties['c_down_offset'])
connection_down = MapConnection(c_down_map, DIR_UP, c_down_offset)
self.connections['up'] = connection_down
def draw(self):
gameDisplay.blit(self.surface, (- cam.x,- cam.y))
for tile in map.animated_tiles:
tile.draw()
class MapConnection():
def __init__(self, map, direction, offset):
self.map = map
self.width = map.width
self.height = map.height
self.offset = offset
self.direction = direction
self.images = []
self.surface = None
self.load_tiles()
def load_tiles(self):
for y in range(self.height):
for x in range(self.width):
image = self.map.get_tile_image(x, y, 0)
self.images.append((x, y, image))
self.surface = pygame.Surface((self.width * block_size,self.height * block_size))
for x,y,image in self.images:
self.surface.blit(image, (x * block_size, y * block_size))
def draw(self):
if self.direction == DIR_LEFT:
if 'left' in map.connections:
gameDisplay.blit(self.surface, ((-self.width * block_size)-cam.x,(self.offset * block_size)-cam.y))
elif self.direction == DIR_RIGHT:
if 'right' in map.connections:
gameDisplay.blit(self.surface, ((map.width * block_size)-cam.x,(self.offset * block_size)-cam.y))
if self.direction == DIR_UP:
if 'up' in map.connections:
gameDisplay.blit(self.surface, ((self.offset * block_size)-cam.x,(-self.height * block_size)-cam.y))
if self.direction == DIR_DOWN:
if 'down' in map.connections:
gameDisplay.blit(self.surface, ((self.offset * block_size)-cam.x,(map.height * block_size)-cam.y))
class GameData:
def __init__(self):
self.vars = []
for x in range(100):
self.vars.append(0)
self.flags = []
for x in range(100):
self.flags.append(False)
self.map_flags = dict()
self.map_vars = dict()
class SaveData:
def __init__(self):
self.player = player.data
self.game = gameData
def sync(self):
self.player = player.data
self.game = gameData
self.player_x = player.x
self.player_y = player.y
self.player_map = map
self.player_dir = player.dir
def export_(self,file_path):
loop.run_until_complete(engine.save_game_async(self, file_path))
def import_(self,file_path):
global save
save = loop.run_until_complete(engine.load_game_async(self, file_path))
del self
class AnimatedTile:
def __init__(self, loc, images):
#print('new tile at ',loc[0],' ',loc[1])
self.x = loc[0]
self.y = loc[1]
self.gidlist = images
self.images = []
for gid in self.gidlist:
self.images.append(dmap.get_tile_image_by_gid(gid))
self.frame = 0
self.pause = 2
self.max_frame = len(images) - 1
def draw(self):
self.pause -= 1
if self.pause <= 0:
if self.frame == self.max_frame:
self.frame = 0
else:
self.frame += 1
self.pause = 2
gameDisplay.blit(self.images[self.frame],(self.x - cam.x, self.y - cam.y))
class Camera:
def __init__(self):
self.x = 0
self.y = 0
self.center_on_player = True
self.width = display_width
self.height = display_height
def realign(self):
self.x = (((player.x - (display_width / 2)) / 32.0) * 32.0) + 32
self.y = (((player.y - (display_height / 2)) / 32.0) * 32.0) + 16
def set_pos(self, x=0, y=0):
self.x = x
self.y = y
def draw(self):
gameDisplay.blit(map.map_base, ((-64*3)-cam.x, (-64*3)-cam.y))
class ScreenCover:
def __init__(self):
self.type = 'cover'
self.color = white
self.visible = False
def update(self):
pass
def draw(self):
if self.visible:
color_alpha = (self.color[0],self.color[1],self.color[2], 128)
pygame.draw.rect(gameDisplay, color_alpha,(0,0,display_width,display_height))
class Player:
def __init__(self):
self.data = engine.PlayerData()
self.layer = 0
self.x = block_size * 10
self.y = block_size * 8
if self.data.on_bike:
self.move_speed = 8
else:
self.move_speed = 4
self.dir = DIR_DOWN
self.dest_x = self.x
self.dest_y = self.y
self.isMoving = False
self.isBusy = False
self.step = 0
self.m = 0
self.spr_f = pygame.image.load('Player/Male/Gold.png')
self.spr_down = pygame.transform.chop(pygame.transform.chop(self.spr_f, (32,0,0,0)), (32,32,128,128))
self.spr_down_s0 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,32,0)), (32,32,128,128))
self.spr_down_s1 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,96,0)), (32,32,128,128))
self.spr_left = pygame.transform.chop(pygame.transform.chop(self.spr_f, (32,0,0,32)), (32,32,128,128))
self.spr_left_s0 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,32,32)), (32, 32, 128, 128))
self.spr_left_s1 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,96,32)), (32, 32, 128, 128))
self.spr_right = pygame.transform.chop(pygame.transform.chop(self.spr_f, (32,0,0,64)), (32,32,128,128))
self.spr_right_s0 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,32,64)), (32, 32, 128, 128))
self.spr_right_s1 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,96,64)), (32, 32, 128, 128))
self.spr_up = pygame.transform.chop(pygame.transform.chop(self.spr_f, (32,0,0,96)), (32,32,128,128))
self.spr_up_s0 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0, 0,32,96)), (32,32,128,128))
self.spr_up_s1 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0, 0,96,96)), (32,32,128,128))
self.sprite = self.spr_left_s0
self.update_image()
def update_image(self):
if self.data.isGirl:
if self.data.on_bike:
self.spr_f = pygame.image.load('Player/Female/Crystal-onbike.png')
else:
self.spr_f = pygame.image.load('Player/Female/Crystal.png')
else:
if self.data.on_bike:
self.spr_f = pygame.image.load('Player/Male/Gold-onbike.png')
else:
self.spr_f = pygame.image.load('Player/Male/Gold.png')
if self.data.surfing:
self.spr_f = pygame.image.load('Player/surf.png')
self.spr_down = pygame.transform.chop(pygame.transform.chop(self.spr_f, (32,0,0,0)), (32,32,128,128))
self.spr_down_s0 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,32,0)), (32,32,128,128))
self.spr_down_s1 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,96,0)), (32,32,128,128))
self.spr_left = pygame.transform.chop(pygame.transform.chop(self.spr_f, (32,0,0,32)), (32,32,128,128))
self.spr_left_s0 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,32,32)), (32, 32, 128, 128))
self.spr_left_s1 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,96,32)), (32, 32, 128, 128))
self.spr_right = pygame.transform.chop(pygame.transform.chop(self.spr_f, (32,0,0,64)), (32,32,128,128))
self.spr_right_s0 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,32,64)), (32, 32, 128, 128))
self.spr_right_s1 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,96,64)), (32, 32, 128, 128))
self.spr_up = pygame.transform.chop(pygame.transform.chop(self.spr_f, (32,0,0,96)), (32,32,128,128))
self.spr_up_s0 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0, 0,32,96)), (32,32,128,128))
self.spr_up_s1 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0, 0,96,96)), (32,32,128,128))
self.sprite = self.spr_left_s0
def move(self, x=0, y=0):
self.dest_x = self.x + (block_size * x)
self.dest_y = self.y + (block_size * y)
self.isMoving = True
self.step += 1
if self.step > 1:
self.step = 0
def update(self):
if self.x % block_size == 0 and self.y % block_size == 0:
if self.x == self.dest_x and self.y == self.dest_y:
if KEY_UP:
if self.dir != DIR_UP:
self.dir = DIR_UP
self.m = 0
else:
self.m += 1
if self.m > 2:
if not KEY_CODE:
if self.data.surfing:
if get_tile_terrain(self.x,self.y - block_size) == "water":
self.move(0, -1)
else:
if get_tile_walkable(self.x,self.y - block_size, self.layer):
player.data.surfing = False
player.update_image()
self.move(0, -1)
else:
if get_tile_walkable(self.x,self.y - block_size, self.layer):
self.move(0, -1)
else:
self.move(0, -1)
elif KEY_DOWN:
if self.dir != DIR_DOWN:
self.dir = DIR_DOWN
self.m = 0
else:
self.m += 1
if self.m > 2:
if not KEY_CODE:
if self.data.surfing:
if get_tile_terrain(self.x,self.y + block_size) == "water":
self.move(0, 1)
else:
if get_tile_walkable(self.x,self.y + block_size, self.layer):
player.data.surfing = False
player.update_image()
self.move(0, 1)
else:
if get_tile_walkable(self.x, self.y + block_size, self.layer):
self.move(0, 1)
else:
self.move(0, 1)
elif KEY_LEFT:
if self.dir != DIR_LEFT:
self.dir = DIR_LEFT
self.m = 0
else:
self.m += 1
if self.m > 2:
if not KEY_CODE:
if self.data.surfing:
if get_tile_terrain(self.x - block_size,self.y) == "water":
self.move(-1, 0)
else:
if get_tile_walkable(self.x - block_size,self.y, self.layer):
player.data.surfing = False
player.update_image()
self.move(-1, 0)
else:
if get_tile_walkable(self.x - block_size, self.y, self.layer):
self.move(-1, 0)
else:
self.move(-1,0)
elif KEY_RIGHT:
if self.dir != DIR_RIGHT:
self.dir = DIR_RIGHT
self.m = 0
else:
self.m += 1
if self.m > 2:
if not KEY_CODE:
if self.data.surfing:
if get_tile_terrain(self.x + block_size,self.y) == "water":
self.move(1, 0)
else:
if get_tile_walkable(self.x + block_size,self.y, self.layer):
player.data.surfing = False
player.update_image()
self.move(1, 0)
else:
if get_tile_walkable(self.x + block_size, self.y, self.layer):
self.move(1, 0)
else:
self.move(1,0)
else:
self.m = 0
if KEY_A_DOWN:
if self.dir == DIR_UP and not self.isBusy:
if get_tile_terrain(self.x, self.y - block_size) == "water" and not player.data.surfing:
show_text(project.str_list['surf_ask'],True)
result = engine.yes_no_box()
engine.clear_ui('text_box')
if result:
show_text(project.str_list['surf_use'].format(player.data.name),False)
self.dest_y -= block_size
self.data.surfing = True
self.data.on_bike = False
self.update_image()
else:
if get_tile_counter(self.x, self.y - block_size):
for obj in map.obj_list:
if obj.y == self.y - (2*block_size) and obj.x == self.x:
self.isBusy = True
obj.interact()
else:
for obj in map.obj_list:
if obj.y == self.y - block_size and obj.x == self.x:
self.isBusy = True
obj.interact()
elif self.dir == DIR_DOWN and not self.isBusy:
if get_tile_terrain(self.x, self.y + block_size) == "water" and not player.data.surfing:
show_text(project.str_list['surf_ask'],True)
result = engine.yes_no_box()
engine.clear_ui('text_box')
if result:
show_text(project.str_list['surf_use'].format(player.data.name),False)
self.dest_y += block_size
self.data.surfing = True
self.data.on_bike = False
self.update_image()
else:
for obj in map.obj_list:
if obj.y == self.y + block_size and obj.x == self.x:
self.isBusy = True
obj.interact()
elif self.dir == DIR_LEFT and not self.isBusy:
if get_tile_terrain(self.x - block_size, self.y) == "water" and not player.data.surfing:
show_text(project.str_list['surf_ask'],True)
result = engine.yes_no_box()
engine.clear_ui('text_box')
if result:
show_text(project.str_list['surf_use'].format(player.data.name),False)
self.dest_x -= block_size
self.data.surfing = True
self.data.on_bike = False
self.update_image()
else:
for obj in map.obj_list:
if obj.x == self.x - block_size and obj.y == self.y:
self.isBusy = True
obj.interact()
elif self.dir == DIR_RIGHT and not self.isBusy:
if get_tile_terrain(self.x + block_size, self.y) == "water" and not player.data.surfing:
show_text(project.str_list['surf_ask'],True)
result = engine.yes_no_box()
engine.clear_ui('text_box')
if result:
show_text(project.str_list['surf_use'].format(player.data.name),False)
self.dest_x += block_size
self.data.surfing = True
self.data.on_bike = False
self.update_image()
else:
for obj in map.obj_list:
if obj.x == self.x + block_size and obj.y == self.y:
self.isBusy = True
obj.interact()
if self.dest_x > self.x:
self.x += self.move_speed
elif self.dest_x < self.x:
self.x -= self.move_speed
if self.dest_y > self.y:
self.y += self.move_speed
elif self.dest_y < self.y:
self.y -= self.move_speed
if (self.x == self.dest_x and self.y == self.dest_y) and self.isMoving:
on_enter_tile(self.x, self.y)
self.isMoving = False
if self.data.on_bike:
self.move_speed = 8
else:
self.move_speed = 4
def draw(self):
if self.dir == DIR_LEFT:
if (self.x % block_size > self.move_speed) and (self.x % block_size < block_size - self.move_speed):
if self.step == 0:
self.sprite = self.spr_left_s0
else:
self.sprite = self.spr_left_s1
else:
self.sprite = self.spr_left
elif self.dir == DIR_RIGHT:
if (self.x % block_size > self.move_speed) and (self.x % block_size < block_size - self.move_speed):
if self.step == 0:
self.sprite = self.spr_right_s0
else:
self.sprite = self.spr_right_s1
else:
self.sprite = self.spr_right
elif self.dir == DIR_UP:
if (self.y % block_size > self.move_speed) and (self.y % block_size < block_size - self.move_speed):
if self.step == 0:
self.sprite = self.spr_up_s0
else:
self.sprite = self.spr_up_s1
else:
self.sprite = self.spr_up
elif self.dir == DIR_DOWN:
if (self.y % block_size > self.move_speed) and (self.y % block_size < block_size - self.move_speed):
if self.step == 0:
self.sprite = self.spr_down_s0
else:
self.sprite = self.spr_down_s1
else:
self.sprite = self.spr_down
gameDisplay.blit(self.sprite, ((self.x - cam.x) , (self.y - cam.y) - 8))
#pygame.draw.rect(gameDisplay, red, [self.x - cam.x, self.y - cam.y, block_size, block_size])
class NPC:
def __init__(self, x, y, properties, img='char_ 44_D.png', direction = DIR_DOWN, mv_pattern = engine.mv_pattern_stationary, behavior = 'npcbehavior.py'):
self.x = x
self.y = y
self.start_x = x
self.start_y = y
self.move_speed = 2
self.mv_pattern = mv_pattern
self.behavior = import_file(script_dir + behavior)
self.properties = properties
self.dir = direction
self.radius = 3
self.isMoving = False
self.dest_x = self.x
self.dest_y = self.y
self.step = 0
self.type = "npc"
self.spr_f = pygame.image.load(spr_dir + img)
self.spr_down = pygame.transform.chop(pygame.transform.chop(self.spr_f, (32,0,0,0)), (32,32,128,128))
self.spr_down_s0 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,32,0)), (32,32,128,128))
self.spr_down_s1 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,96,0)), (32,32,128,128))
self.spr_left = pygame.transform.chop(pygame.transform.chop(self.spr_f, (32,0,0,32)), (32,32,128,128))
self.spr_left_s0 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,32,32)), (32, 32, 128, 128))
self.spr_left_s1 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,96,32)), (32, 32, 128, 128))
self.spr_right = pygame.transform.chop(pygame.transform.chop(self.spr_f, (32,0,0,64)), (32,32,128,128))
self.spr_right_s0 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,32,64)), (32, 32, 128, 128))
self.spr_right_s1 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0,0,96,64)), (32, 32, 128, 128))
self.spr_up = pygame.transform.chop(pygame.transform.chop(self.spr_f, (32,0,0,96)), (32,32,128,128))
self.spr_up_s0 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0, 0,32,96)), (32,32,128,128))
self.spr_up_s1 = pygame.transform.chop(pygame.transform.chop(self.spr_f, (0, 0,96,96)), (32,32,128,128))
self.sprite = self.spr_down
self.m = None
#
def update(self):
if self.mv_pattern != engine.mv_pattern_stationary:
if self.mv_pattern == engine.mv_pattern_walk:
if self.x % block_size == 0 and self.y % block_size == 0:
if self.x == self.dest_x and self.y == self.dest_y:
n = random.randrange(0,768)
if n <= 3:
self.dir = DIR_UP
if (self.y - block_size) >= self.start_y - (self.radius * block_size):
if get_tile_walkable(self.x, self.y - block_size):
self.move(0, -1)
elif n <= 6:
self.dir = DIR_DOWN
if (self.y + block_size) <= self.start_y + (self.radius * block_size):
if get_tile_walkable(self.x, self.y + block_size):
self.move(0, 1)
elif n <= 9:
self.dir = DIR_LEFT
if (self.x - block_size) >= self.start_x - (self.radius * block_size):
if get_tile_walkable(self.x - block_size, self.y):
self.move(-1,0)
elif n <= 12:
self.dir = DIR_RIGHT
if (self.x + block_size) <= self.start_x + (self.radius * block_size):
if get_tile_walkable(self.x + block_size, self.y):
self.move(1,0)
else:
pass
elif self.mv_pattern == engine.mv_pattern_look:
n = random.randrange(0,768)
if n <= 3:
self.dir = DIR_UP
elif n <= 6:
self.dir = DIR_DOWN
elif n <= 9:
self.dir = DIR_LEFT
elif n <= 12:
self.dir = DIR_RIGHT
else:
pass
if self.dest_x > self.x:
self.x += self.move_speed
elif self.dest_x < self.x:
self.x -= self.move_speed
if self.dest_y > self.y:
self.y += self.move_speed
elif self.dest_y < self.y:
self.y -= self.move_speed
if self.x == self.dest_x and self.y == self.dest_y:
self.isMoving = False
def move(self, x=0, y=0):
self.dest_x = self.x + (block_size * x)
self.dest_y = self.y + (block_size * y)
self.isMoving = True
self.step += 1
if self.step > 1:
self.step = 0
def turn_toward_player(self):
if self.x > player.x and self.y == player.y:
self.dir = DIR_LEFT
elif self.x < player.x and self.y == player.y:
self.dir = DIR_RIGHT
elif self.y > player.y and self.x == player.x:
self.dir = DIR_UP
elif self.y < player.y and self.x == player.x:
self.dir = DIR_DOWN
def interact(self):
self.behavior.__init__(self)
self.behavior.run()
player.isBusy = False
def draw(self):
if self.dir == DIR_LEFT:
if (self.x % block_size > self.move_speed) and (self.x % block_size < block_size - self.move_speed):
if self.step == 0:
self.sprite = self.spr_left_s0
else:
self.sprite = self.spr_left_s1
else:
self.sprite = self.spr_left
elif self.dir == DIR_RIGHT:
if (self.x % block_size > self.move_speed) and (self.x % block_size < block_size - self.move_speed):
if self.step == 0:
self.sprite = self.spr_right_s0
else:
self.sprite = self.spr_right_s1
else:
self.sprite = self.spr_right
elif self.dir == DIR_UP:
if (self.y % block_size > self.move_speed) and (self.y % block_size < block_size - self.move_speed):
if self.step == 0:
self.sprite = self.spr_up_s0
else:
self.sprite = self.spr_up_s1
else:
self.sprite = self.spr_up
elif self.dir == DIR_DOWN:
if (self.y % block_size > self.move_speed) and (self.y % block_size < block_size - self.move_speed):
if self.step == 0:
self.sprite = self.spr_down_s0
else:
self.sprite = self.spr_down_s1
else:
self.sprite = self.spr_down
gameDisplay.blit(self.sprite, (self.x - cam.x, (self.y - cam.y) - 8))
#pygame.draw.rect(gameDisplay, green, [self.x - cam.x, self.y - cam.y, block_size, block_size])
class Door:
def __init__(self, x, y, dest_map, dest_x, dest_y, warp_type, width = block_size, height = block_size):
self.x = x
self.y = y
self.width = width
self.height = height
self.dest_map = dest_map
self.dest_x = dest_x
self.dest_y = dest_y
self.warp_type = warp_type
self.type = 'door'
def interact(self):
pass
@asyncio.coroutine
def warp(self):
print('start')
project.se_list[1].play()
cover.visible = True
yield from asyncio.sleep(0.1)
draw_all()
engine.warp(self.dest_map, self.dest_x, self.dest_y)
yield from asyncio.sleep(0.1)
cover.visible = False
draw_all()
clock.tick(fps)
print('end')
print(player.x % block_size,player.y % block_size)
def update(self):
pass
def draw(self):
pass
def inside_box(self, x, y):
if ((x >= self.x) and (x < self.x + self.width)) and ((y >= self.y) and (y < self.y + self.height)):
return True
else:
return False
class Signpost:
def __init__(self, x, y, text):
self.x = x
self.y = y
self.text = text
self.type = "signpost"
def interact(self):
global inEvent
inEvent = True
print('start event')
loop.run_until_complete(engine.show_text(self.text))
print('event is done')
player.isBusy = False
inEvent = False
def update(self):
pass
def draw(self):
pass
class StepTrigger:
def __init__(self, x, y, width, height, behavior):
self.x = x
self.y = y
self.width = width
self.height = height
self.behavior = behavior
self.type = 'trigger'
def interact(self):
self.behavior.__init__(self)
self.behavior.run()
def update(self):
pass
def inside_box(self, x, y):
if ((x >= self.x) and (x < self.x + self.width)) and ((y >= self.y) and (y < self.y + self.height)):
return True
else:
return False
def draw(self):
pass
class BerryTree:
def __init__(self, x, y, berry):
self.x = x
self.y = y
self.berry = berry
self.type = "berrytree"
def interact(self):
global inEvent
inEvent = True
loop.run_until_complete(engine.show_text(project.str_list['berry_tree']))
player.isBusy = False
inEvent = False
def update(self):
pass
def draw(self):
pass
def on_enter_tile(x, y):
if x // block_size < 0 and ('connection_left' in map.properties):
connection = map.properties['connection_left']
offset = map.connections['left'].offset
unload_map()
load_map(connection)
player.x = (map.width - 1) * block_size
player.y = y + (offset * block_size)
player.dest_x = player.x
player.dest_y = player.y
elif x // block_size >= map.width and ('connection_right' in map.properties):
connection = map.properties['connection_right']
offset = map.connections['right'].offset
unload_map()
load_map(connection)
player.x = 0
player.y = y + (offset * block_size)
player.dest_x = player.x
player.dest_y = player.y
elif y // block_size < 0 and ('connection_up' in map.properties):
connection = map.properties['connection_up']
offset = map.connections['up'].offset
print('unload_map')
unload_map()
print('load_map')
load_map(connection)
player.x = x + (offset * block_size)
player.y = (map.height - 1) * block_size
player.dest_x = player.x
player.dest_y = player.y
elif y // block_size >= map.height and ('connection_down' in map.properties):
connection = map.properties['connection_down']
offset = map.connections['down'].offset
unload_map()
load_map(connection)
player.x = x + (offset * block_size)
player.y = 0