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main 004.py
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main 004.py
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import pygame
import tmx
import sys
from Pickup import *
from NPC import *
from Wepons import *
'''NOTE: I did not make any sprites, they are taken off the AngbandTK website
where they have many free pixel art images for download
Tilests can be found at: http://pousse.rapiere.free.fr/tome/'''
''' Maps created with Tiled map editor (it's awesome!)'''
class Player(pygame.sprite.Sprite):
def __init__(self, location, *groups):
super(Player, self).__init__(*groups)
self.image = pygame.image.load('data/images/sprites/Player/new player.png')
self.rect = pygame.rect.Rect(location, self.image.get_size())
self.is_dead = False
self.maxlife = 3
self.currentlife = self.maxlife
self.sword_cooldown = 0
def update(self, dt, game):
last = self.rect.copy()
key = pygame.key.get_pressed()
if key[pygame.K_LEFT]:
self.rect.x -= 300 * dt
if key[pygame.K_RIGHT]:
self.rect.x += 300 * dt
if key[pygame.K_UP]:
self.rect.y -= 300 * dt
if key[pygame.K_DOWN]:
self.rect.y += 300 * dt
# handle the player shooting key
if key[pygame.K_d] and not self.sword_cooldown:
Sword(self.rect.topright, [10,0], game.sprites)
self.sword_cooldown = 0.4
if key[pygame.K_a] and not self.sword_cooldown:
Sword(self.rect.topleft, [-10,0], game.sprites)
self.sword_cooldown = 0.4
if key[pygame.K_w] and not self.sword_cooldown:
Sword(self.rect.midtop, [0,-10], game.sprites) # remember -10 is actually up... crazy
self.sword_cooldown = 0.4
if key[pygame.K_s] and not self.sword_cooldown:
Sword(self.rect.midbottom, [0,10], game.sprites)
self.sword_cooldown = 0.4
self.sword_cooldown = max(0, self.sword_cooldown - dt)
new = self.rect
for cell in game.tilemap.layers['triggers'].collide(new, 'blockers'):
if last.right <= cell.left and new.right > cell.left:
new.right = cell.left
if last.left >= cell.right and new.left < cell.right:
new.left = cell.right
if last.bottom <= cell.top and new.bottom > cell.top:
self.resting = True
new.bottom = cell.top
self.dy = 0
if last.top >= cell.bottom and new.top < cell.bottom:
new.top = cell.bottom
self.dy = 0
#Map/Level Handler
for cell in game.tilemap.layers['triggers'].collide(new, 'levelend'):
Game.level += 1
if self.currentlife == 0:
print 'YOU DIED'
pygame.quit()
sys.exit()
game.tilemap.set_focus((new.x), (new.y))
def draw_hearts(self):
self.heart = pygame.image.load('data/images/sprites/Player/pixel-heart-50.png')
self.empty_heart = pygame.image.load('data/images/sprites/Player/heart_container.png')
for x in range(self.currentlife):
screen.blit(self.heart, ((25 * x), 25))
for y in range(self.maxlife):
screen.blit(self.empty_heart, ((25*y), 25))
class Game(object):
level = 0
def LevelManager(self):
if self.level == 0:
print'Weldome to level 1, find yourself a wepon'
self.Level01(screen)
# elif self.level == 1:
# print'Level 2 is slightly spookier'
# self.level02(screen)
def Level01(self, screen):
self.tilemap = tmx.load('map v4.tmx', screen.get_size())
self.sprites = tmx.SpriteLayer()
start_cell = self.tilemap.layers['triggers'].find('player')[0]
end_cell = self.tilemap.layers['triggers'].find('levelend')[0]
self.player = Player((start_cell.px, start_cell.py), self.sprites)
self.Appendtotilemap()
self.mainloop()
def Level02(self, screen):
print 'got into level 2! It is a little more spooky in here.'
self.tilemap = tmx.load('level02.tmx', screen.get_size())
self.sprites = tmx.SpriteLayer()
start_cell = self.tilemap.layers['triggers'].find('player')[0]
end_cell = self.tilemap.layers['triggers'].find('levelend')[0]
self.player = Player((start_cell.px, start_cell.py), self.sprites)
self.Appendtotilemap()
self.mainloop()
def Level03(self, screen):
print 'First town, how exciting!'
self.tilemap = tmx.load('Town01.tmx', screen.get_size())
self.sprites = tmx.SpriteLayer()
start_cell = self.tilemap.layers['triggers'].find('player')[0]
end_cell = self.tilemap.layers['triggers'].find('levelend')[0]
self.player = Player((start_cell.px, start_cell.py), self.sprites)
self.Appendtotilemap()
self.mainloop()
def Appendtotilemap(self):
####### Append PICKUPS #######
self.pickups = tmx.SpriteLayer()
for pickup in self.tilemap.layers['pickups'].find('heart'):
Pickup((pickup.px, pickup.py), self.pickups)
self.tilemap.layers.append(self.pickups)
for pickup in self.tilemap.layers['pickups'].find('heart_container'):
HpUp((pickup.px, pickup.py), self.pickups)
self.tilemap.layers.append(self.pickups)
####### Append ENEMIES #######
self.enemies = tmx.SpriteLayer()
for enemy in self.tilemap.layers['triggers'].find('enemy'):
Enemy_rat((enemy.px, enemy.py), self.enemies)
self.tilemap.layers.append(self.enemies)
for enemy in self.tilemap.layers['triggers'].find('boss_elmo'):
Boss_elmo((enemy.px, enemy.py), self.enemies)
self.tilemap.layers.append(self.enemies)
####### Append SPRITES #######
self.tilemap.layers.append(self.sprites)
def mainloop(self):
clock = pygame.time.Clock()
checklevel = Game.LevelManager
while 1:
dt = clock.tick(30) # 30 is standard, 60 makes you dizzy
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
self.tilemap.update(dt / 1000., self)
self.tilemap.draw(screen)
self.player.draw_hearts()
# self.player.attack()
#Render the clock.get_fps(), 2 digits, antialiased
screen.blit(smallFont.render(str(round(clock.get_fps(),2))+" FPS",
1,(255,255,255)),(5,460))
#Level Check:
if Game.level == 1:
Game.level = 2
break
if Game.level == 3:
Game.level = 4
break
pygame.display.flip()
if __name__ == '__main__':
pygame.font.init()
smallFont = pygame.font.Font("data/other/Overhaul.otf",15) #From the cave, because it looked cool
pygame.init()
screen = pygame.display.set_mode((640, 480))
Game().LevelManager()
print ' got past level 1'
Game().Level02(screen)
Game().Level03(screen)
pygame.quit()
sys.exit()