示例#1
0
    def __init__(self):
        self.size = (1024, 960)
        Engine.__init__(self, "Infinite Adventure", self.size, False)
        map_size = (5000, 5000)

        self.tile_imgs = [line.strip() for line in open("data/tiles.txt")]
        self.npc_imgs = [line.strip() for line in open("data/npcs.txt")]
        self.menu_imgs = [line.strip() for line in open("data/menu.txt")]

        self.surf = Surfaces(map_size, self.size)

        self.level = Levelgen(self.tile_imgs)
        self.rooms = self.level.make_dungeon((150, 150), map_size, (8, 32), 32, 50)
        self.active_sprites = pygame.sprite.LayeredDirty()
        start_pos = self.rooms[0].nw_rect.center

        self.player = Player(self.npc_imgs[0], start_pos, (0, 0))
        self.player.screen_rect.w = self.size[0]*2
        self.player.screen_rect.h = self.size[1]*2

        self.mobgroup = pygame.sprite.LayeredDirty()
        self.mobgroup.add(self.player)

        for i in self.rooms:
            for num in xrange(random.randint(0, 5)):
                num = random.randint(1, len(i.floor))
                for tile in i.floor:
                    if tile.number == num:
                        mob = Mob(self.npc_imgs[1], tile.rect.center, (0,0))
                        self.mobgroup.add(mob)
            for s in self.rooms:
                 pygame.sprite.groupcollide(s.walls, i.floor, True, False)
        for mob in self.mobgroup:
            self.player.collision.moblist.append(mob)
        self.make_gui()
        self.mousepoint = (50, 50)
示例#2
0
class Game(Engine):
    """Infinite Adventure"""
    def __init__(self):
        self.size = (1024, 960)
        Engine.__init__(self, "Infinite Adventure", self.size, False)
        map_size = (5000, 5000)

        self.tile_imgs = [line.strip() for line in open("data/tiles.txt")]
        self.npc_imgs = [line.strip() for line in open("data/npcs.txt")]
        self.menu_imgs = [line.strip() for line in open("data/menu.txt")]

        self.surf = Surfaces(map_size, self.size)

        self.level = Levelgen(self.tile_imgs)
        self.rooms = self.level.make_dungeon((150, 150), map_size, (8, 32), 32, 50)
        self.active_sprites = pygame.sprite.LayeredDirty()
        start_pos = self.rooms[0].nw_rect.center

        self.player = Player(self.npc_imgs[0], start_pos, (0, 0))
        self.player.screen_rect.w = self.size[0]*2
        self.player.screen_rect.h = self.size[1]*2

        self.mobgroup = pygame.sprite.LayeredDirty()
        self.mobgroup.add(self.player)

        for i in self.rooms:
            for num in xrange(random.randint(0, 5)):
                num = random.randint(1, len(i.floor))
                for tile in i.floor:
                    if tile.number == num:
                        mob = Mob(self.npc_imgs[1], tile.rect.center, (0,0))
                        self.mobgroup.add(mob)
            for s in self.rooms:
                 pygame.sprite.groupcollide(s.walls, i.floor, True, False)
        for mob in self.mobgroup:
            self.player.collision.moblist.append(mob)
        self.make_gui()
        self.mousepoint = (50, 50)


    def make_gui(self):
        # The Player Menu
        temp_text = "Insert Text here"
        self.player_menu = Gui(self.menu_imgs[0], self.size, 1.5)
        self.player_menu.make_dynamic_text((155, 130), str(self.player.level), (255, 0, 0))
        self.player_menu.make_dynamic_text((300, 70), self.player.name, (0,0,0))
        self.player_menu.make_dynamic_text((450, 150), self.player.title, (0,0,0), 30)
        self.player_menu.make_dynamic_text((64, 440), temp_text, (0,0,0), 20)
        self.player_menu.make_dynamic_text((300, 500), temp_text, (0,0,0), 20)
        self.player_menu.make_button("exit", (50, 30), (1300, 51), "Exit")
        self.p_menu = [0.0, False]
        # HUD Powers buttons
        self.powers_gui = Gui(self.menu_imgs[2], self.size, 12)
        self.powers_gui.new_rect.topleft = ((self.size[0] / 22),(self.size[1] / 20 * 18))
        self.powers_gui.make_dynamic_text((18, 22), "1", (255, 0, 0))
        self.powers_gui.make_dynamic_text((78, 22), "2", (255, 0, 0))
        self.powers_gui.make_dynamic_text((138, 22), "3", (255, 0, 0))
        self.powers_gui.make_dynamic_text((198, 22), "4", (255, 0, 0))
        self.powers_gui.make_dynamic_text((258, 22), "5", (255, 0, 0))
        self.powers_gui.make_dynamic_text((318, 22), "6", (255, 0, 0))
        self.powers_gui.make_dynamic_text((378, 22), "7", (255, 0, 0))
        self.powers_gui.make_dynamic_text((438, 22), "8", (255, 0, 0))
        # Setting up the Mouse over
        self.mouseover = MouseOver(self.menu_imgs[-1])

    def update(self):
        # Surface
        self.surf.update_surface(self.player.pos.inttup(), self.player.speed)
        for room in self.rooms:
            self.active_sprites.add(room.walls)
            self.active_sprites.add(room.floor)
        self.active_sprites.set_clip(self.player.screen_rect)

        # Mobs
        self.mobgroup.update(self.rooms, self.dt)

        # Menues
        if self.player.level != self.player.old_level:
            text = str(self.player.level)
            old_text = str(self.player.old_level)
            self.player_menu.update(0, [text])
            if len(text) > len(old_text):
                self.player_menu.dyn_text[1].x -= 10
            self.player.old_level = self.player.level

        if self.p_menu[0] != 0.0:
            if self.p_menu[1] == True:
                count = self.dt - self.time
            else:
                count = self.time - self.dt
            if count < 1:
                self.p_menu[0] = count

    def oc_menu(self, menu):
        if menu[1] == False:
            self.time = self.dt + 0.1
            return [0.1, True]
        else:
            self.time = self.dt + 1
            return [0.9, False]


    def draw(self):
        # Background
        self.active_sprites.draw(self.surf.surface)

        """
         #This section is to test the Collisions visually
        pygame.draw.rect(self.surf.surface, (255, 255, 255), self.player.collide_rect, 2)
        for tile in self.player.collision.current_quad:
            pygame.draw.rect(self.surf.surface, (255, 255, 255), tile)
        """

        # Dynamic Objects
        self.mobgroup.draw(self.surf.surface)

        # Screen

        self.screen.blit(self.surf.surface, self.surf.rect)

        # Gui Menues
        self.powers_gui.draw(self.screen)

        if self.p_menu[0] != 0.0:
            self.player_menu.draw(self.screen, self.p_menu[0])

        # Mouse pointer
        self.mouseover.draw(self.screen)

    def user_event(self, event):
        pass

    def key_down(self, key):
        if key in (K_w, K_UP):
            self.player.arrows[0] = 1
            self.player.set_timer(self.dt)
        if key in (K_a, K_LEFT):
            self.player.arrows[1] = 1
            self.player.set_timer(self.dt)
        if key in (K_s, K_DOWN):
            self.player.arrows[2] = 1
            self.player.set_timer(self.dt)
        if key in (K_d, K_RIGHT):
            self.player.arrows[3] = 1
            self.player.set_timer(self.dt)

        if key == K_ESCAPE:
            pygame.quit()
        if key == K_o:
            self.p_menu = self.oc_menu(self.p_menu)
            if self.p_menu[1] == True:
                self.player_menu.button_color["exit"] = (0,0,0)


    def key_up(self, key):
        if key in (K_w, K_UP):
            self.player.arrows[0] = 0
        if key in (K_a, K_LEFT):
            self.player.arrows[1] = 0
        if key in (K_s, K_DOWN):
            self.player.arrows[2] = 0
        if key in (K_d, K_RIGHT):
            self.player.arrows[3] = 0

    def mouse_down(self, button, pos):
        if self.p_menu:
            if button == 1:
                if self.player_menu.button_collision("exit", pos, True):
                    self.p_menu = self.oc_menu(self.p_menu)

    def mouse_up(self, button, pos):
        pass

    def mouse_motion(self, buttons, pos, rel):
        self.mouseover.update(pos)
        self.player.rotate_player(pos, self.surf.rect.topleft)
        if self.p_menu:
            if self.player_menu.button_collision("exit", pos):
                if self.mouseover.state == 0:
                    self.mouseover.state = 1
                    self.mouseover.setup_text(["Exit sign"])
            else:
                self.mouseover.state = 0
        else:
            self.mouseover.state = 0