/
main.py
249 lines (230 loc) · 9.95 KB
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main.py
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import pygame as pg
import sys
from settings import *
from sprites import *
from os import path
from tilemap import *
import random
class Game:
def __init__(self):
pg.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption(TITLE)
self.clock = pg.time.Clock()
pg.key.set_repeat(500, 100)
icon = pg.image.load('Images\Chronometra Icon.png')
pg.display.set_icon(icon)
self.load_data()
self.orange_collected = False
self.purple_collected = False
self.yellow_collected = False
self.green_collected = False
self.orange_placed = False
self.purple_placed = False
self.yellow_placed = False
self.green_placed = False
self.next_level = False
self.bf = False
def load_data(self):
self.game_folder = path.dirname(__file__)
self.img_folder = path.join(self.game_folder, 'Images')
self.map_folder = path.join(self.game_folder, 'maps')
self.music_folder = path.join(self.game_folder, 'music')
self.snd_folder = path.join(self.game_folder, 'snd')
self.player_img_front = pg.image.load(path.join(self.img_folder, 'Main Character Front.png')).convert_alpha()
self.player_img_back = pg.image.load(path.join(self.img_folder, 'Main Character Back.png')).convert_alpha()
self.player_img_left = pg.image.load(path.join(self.img_folder, 'Main Character Left.png')).convert_alpha()
self.player_img_right = pg.image.load(path.join(self.img_folder, 'Main Character Right.png')).convert_alpha()
self.collect_sound = pg.mixer.Sound(path.join(self.snd_folder, 'Collect_Ore_Chime.wav'))
self.collect_sound.set_volume(0.3)
self.place_sound = pg.mixer.Sound(path.join(self.snd_folder, 'Ore_Drop_Place.wav'))
self.place_sound.set_volume(0.5)
pg.mixer.music.load(path.join(self.music_folder, 'Stone.ogg'))
def new(self):
# initialize all variables and do all the setup for a new game
self.all_sprites = pg.sprite.Group()
self.walls = pg.sprite.Group()
self.bossfight = pg.sprite.Group()
self.yellow = pg.sprite.Group()
self.orange = pg.sprite.Group()
self.purple = pg.sprite.Group()
self.green = pg.sprite.Group()
self.imgs = {'stone': TiledMap(path.join(self.map_folder, 'Stone.tmx')),
'lava': TiledMap(path.join(self.map_folder, 'Lava.tmx'))}
if self.next_level:
self.map = self.imgs['lava']
elif not self.next_level:
self.map = self.imgs['stone']
self.map_img = self.map.make_map()
self.map_rect = self.map_img.get_rect()
for tile_object in self.map.tmxdata.objects:
if tile_object.name == 'Player':
self.player = Player(self, tile_object.x, tile_object.y)
if tile_object.name == 'Walls':
Obstacle(self, tile_object.x, tile_object.y, tile_object.width, tile_object.height)
if tile_object.name == 'Boss Fight':
Boss_Fight(self, tile_object.x, tile_object.y, tile_object.width, tile_object.height)
if tile_object.name == 'Green':
Green(self, tile_object.x, tile_object.y, tile_object.width, tile_object.height)
if tile_object.name == 'Purple':
Purple(self, tile_object.x, tile_object.y, tile_object.width, tile_object.height)
if tile_object.name == 'Orange':
Orange(self, tile_object.x, tile_object.y, tile_object.width, tile_object.height)
if tile_object.name == 'Yellow':
Yellow(self, tile_object.x, tile_object.y, tile_object.width, tile_object.height)
self.camera = Camera(self.map.width, self.map.height)
def run(self):
# game loop - set self.playing = False to end the game
self.playing = True
pg.mixer.music.play(-1, 0.0)
pg.mixer.music.set_volume(0.1)
while self.playing:
self.dt = self.clock.tick(FPS) / 1000
self.events()
self.update()
self.draw()
def quit(self):
pg.quit()
sys.exit()
def update(self):
# update portion of the game loop
self.all_sprites.update()
self.camera.update(self.player)
if self.next_level:
self.playing = False
green_hit = pg.sprite.spritecollide(self.player, self.green, False)
if green_hit:
if self.map == self.imgs['stone']:
if not self.green_collected:
status = 'Green ore collected.'
print(status)
self.collect_sound.play()
self.green_collected = True
elif self.map == self.imgs['lava']:
if not self.green_placed:
status = 'Green ore placed.'
print(status)
self.place_sound.play()
self.green_placed = True
purple_hit = pg.sprite.spritecollide(self.player, self.purple, False)
if purple_hit:
if self.map == self.imgs['stone']:
if not self.purple_collected:
status = 'Purple ore collected.'
print(status)
self.collect_sound.play()
self.purple_collected = True
elif self.map == self.imgs['lava']:
if not self.purple_placed:
status = 'Purple ore placed.'
print(status)
self.place_sound.play()
self.purple_placed = True
orange_hit = pg.sprite.spritecollide(self.player, self.orange, False)
if orange_hit:
if self.map == self.imgs['stone']:
if not self.orange_collected:
status = 'Orange ore collected.'
print(status)
self.collect_sound.play()
self.orange_collected = True
elif self.map == self.imgs['lava']:
if not self.orange_placed:
status = 'Orange ore placed.'
print(status)
self.place_sound.play()
self.orange_placed = True
yellow_hit = pg.sprite.spritecollide(self.player, self.yellow, False)
if yellow_hit:
if self.map == self.imgs['stone']:
if not self.yellow_collected:
status = 'Yellow ore collected.'
print(status)
self.collect_sound.play()
self.yellow_collected = True
elif self.map == self.imgs['lava']:
if not self.yellow_placed:
status = 'Yellow ore placed.'
print(status)
self.place_sound.play()
self.yellow_placed = True
bossfight = pg.sprite.spritecollide(self.player, self.bossfight, False)
if bossfight:
if self.map == self.imgs['stone']:
if self.yellow_collected and self.orange_collected and self.purple_collected and self.green_collected:
status = 'Next Level!'
print(status)
self.next_level = True
else:
status = 'Collect all the ores!'
print(status)
if self.map == self.imgs['lava']:
if self.yellow_placed and self.orange_placed and self.purple_placed and self.green_placed:
status = 'Boss Fight!'
print(status)
self.bf = True
else:
status = 'Place all the ores!'
print(status)
if self.next_level:
self.show_load_screen()
self.new()
pg.mixer.music.fadeout(1000)
pg.mixer.music.load(path.join(self.music_folder, 'Lava.ogg'))
pg.mixer.music.play(-1, 0.0)
pg.mixer.music.set_volume(0.25)
self.next_level = False
if self.bf:
exec(open('main_game_loop.py').read())
self.quit()
def draw(self):
# self.screen.fill(BGCOLOR)
self.screen.blit(self.map_img, self.camera.apply_rect(self.map_rect))
# self.draw_grid()
for sprite in self.all_sprites:
self.screen.blit(sprite.image, self.camera.apply(sprite))
pg.display.flip()
def events(self):
# catch all events here
for event in pg.event.get():
if event.type == pg.QUIT:
self.quit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
self.quit()
def menu(self):
background = pg.image.load('Images\Chronometra_Start.png')
background_rect = background.get_rect()
pg.display.set_mode((768, 368)).blit(background, background_rect)
pg.display.flip()
pg.event.wait()
waiting = True
while waiting:
pg.time.Clock().tick(FPS)
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
if event.type == pg.KEYUP or event.type == pg.MOUSEBUTTONDOWN:
waiting = False
def show_load_screen(self):
background = pg.image.load(path.join(path.join(path.dirname(__file__), 'Images'), 'Loading.png')).convert_alpha()
background_rect = background.get_rect()
pg.display.set_mode((WIDTH, HEIGHT)).blit(background, background_rect)
pg.display.flip()
pg.event.wait()
temp = 0
while temp <= 50:
pg.time.Clock().tick(FPS)
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
if event.type == pg.KEYUP or event.type == pg.MOUSEBUTTONDOWN:
temp = 100
temp+=1
# create the game object
g = Game()
g.new()
g.menu()
g.show_load_screen()
while not g.bf:
g.run()