/
Main.py
140 lines (119 loc) · 4.41 KB
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Main.py
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import pygame
import os
import Objects
import ScreenEngine as SE
import Logic
import Service
SCREEN_DIM = (800, 600)
pygame.init()
gameDisplay = pygame.display.set_mode(SCREEN_DIM)
pygame.display.set_caption("MyRPG")
KEYBOARD_CONTROL = True
pygame.key.set_repeat(12, 170)
if not KEYBOARD_CONTROL:
import numpy as np
answer = np.zeros(4, dtype=float)
base_stats = {
"strength": 20,
"endurance": 20,
"intelligence": 5,
"luck": 5,
"stealth": True
}
def create_game(sprite_size, is_new):
global hero, engine, drawer, iteration
if is_new:
hero = Objects.Hero(base_stats, Service.create_sprite(
os.path.join("texture", "Hero.png"), sprite_size))
hero.sprite2 = Service.create_sprite(
os.path.join("texture", "Hero2.png"), sprite_size)
engine = Logic.GameEngine()
Service.service_init(sprite_size)
Service.reload_game(engine, hero)
drawer = SE.ScreenHandle((0, 0))
drawer = SE.HelpWindow((700, 500), pygame.SRCALPHA, (0, 0), drawer)
drawer = SE.SmallMap((SCREEN_DIM), pygame.SRCALPHA, (0, 0), drawer)
drawer = SE.InfoWindow((SCREEN_DIM), pygame.SRCALPHA, (0, 0), drawer)
drawer = SE.ProgressBar((SCREEN_DIM[0], 40), pygame.SRCALPHA, (0, 0), drawer)
drawer = SE.GameOver((600, 400), pygame.SRCALPHA, (0, 0), drawer)
drawer = SE.GameSurface((SCREEN_DIM), pygame.SRCALPHA, (0, 0), drawer)
else:
engine.sprite_size = sprite_size
hero.sprite = Service.create_sprite(
os.path.join("texture", "Hero.png"), sprite_size)
hero.sprite2 = Service.create_sprite(
os.path.join("texture", "Hero2.png"), sprite_size)
Service.service_init(sprite_size, False, engine)
drawer.connect_engine(engine)
Logic.GameEngine.sprite_size = sprite_size
iteration = 0
clock = pygame.time.Clock()
rect = pygame.Rect(SCREEN_DIM, SCREEN_DIM)
size = 60
create_game(size, True)
engine.notify("You are invisible to enemies")
while engine.working:
clock.tick(15)
if KEYBOARD_CONTROL:
for event in pygame.event.get():
if event.type == pygame.QUIT:
engine.working = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_h:
engine.show_help = not engine.show_help
if event.key == pygame.K_m:
engine.show_small_map = not engine.show_small_map
if event.key == pygame.K_KP_PLUS:
size = size + 1
create_game(size, False)
if event.key == pygame.K_KP_MINUS:
size = size - 1
create_game(size, False)
if event.key == pygame.K_r:
create_game(size, True)
time_ = pygame.time.get_ticks()
if event.key == pygame.K_ESCAPE:
engine.working = False
if engine.game_process:
if event.key == pygame.K_UP:
engine.move_up()
iteration += 1
elif event.key == pygame.K_DOWN:
engine.move_down()
iteration += 1
elif event.key == pygame.K_LEFT:
engine.move_left()
rect.move_ip(0, +2)
iteration += 1
elif event.key == pygame.K_RIGHT:
engine.move_right()
iteration += 1
else:
if event.key == pygame.K_RETURN:
create_game()
else:
for event in pygame.event.get():
if event.type == pygame.QUIT:
engine.working = False
if engine.game_process:
actions = [
engine.move_right,
engine.move_left,
engine.move_up,
engine.move_down,
]
answer = np.random.randint(0, 100, 4)
prev_score = engine.score
move = actions[np.argmax(answer)]()
state = pygame.surfarray.array3d(gameDisplay)
reward = engine.score - prev_score
print(reward)
else:
create_game()
engine.interact()
gameDisplay.blit(drawer, (0, 0))
drawer.draw(gameDisplay)
pygame.display.update()
pygame.display.quit()
pygame.quit()
exit(0)