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|
import random
import Setup
from EndScreen import EndScreen
from Enemy import Enemy, Skeleton, King
from Function.Fade import fade
from Function.Portal import Transition
from Item import PotionItem
from Object import Object
from Particle import Cloud, Treasure
from PauseMenu import PauseMenu
from Pet import Pet
from PhysicsBody import PhysicsBody
from Player import Player
from Setup import *
from Spike import Spike
from UI.Dialogue import DialogueUI
from UI.HealthBar import BossHealthBar, HealthBar
from UI.PotionUI import PotionUI
from World import World
from RangedAttack import RangedAttack
class Game:
cloud_density = 1 / 1000
saved_jeff = False
def __init__(self, level):
self.collision_layer = {"none": set(), "world": set(), "player": set(), "enemy": set(), "pet": set(),
"body": set(), "potion": set(), "spike": set(), "arrow": set()}
# self.load_world(level)
self.levels = [[], [], [3, 4]]
self.world = World(self.collision_layer)
enemy_positions, player_position, self.portal_position, heal_positions, spike_positions, self.skele_positions, king_position, jeff_position = self.world.load_world(
level)
for i in heal_positions:
PotionItem(i, self.collision_layer["potion"])
for i in spike_positions:
Spike(i, self.collision_layer["spike"])
if king_position is not None:
self.king = King(king_position, self.collision_layer["enemy"],
[self.collision_layer["player"], self.collision_layer["world"],
self.collision_layer["enemy"]],
(self.collision_layer["world"], self.collision_layer["arrow"]))
self.treasure = [Treasure(self.king.position - pg.Vector2(0, 50),pg.Vector2((random.random() -0.5) * 2, random.random() -2.5), self.collision_layer["body"],
[self.collision_layer["world"]]) for i in range(10)]
else:
self.king = None
self.treasure = None
self.player = Player(player_position, self.collision_layer["player"],
[self.collision_layer["enemy"], self.collision_layer["world"]],
[self.collision_layer["enemy"], self.collision_layer["body"]],
self.collision_layer["potion"],
self.collision_layer["spike"],
self.collision_layer["arrow"])
if(level == 1):
self.pet = Pet([6852, 1500], self.collision_layer["pet"], [self.collision_layer["world"]])
else:
self.pet = Pet(self.player.position - [100000, 100000], self.collision_layer["pet"], [self.collision_layer["world"]])
# print(self.player.position)
self.has_pet = False
# print(self.saved_jeff)
if jeff_position is not None:
self.jeff = Enemy(jeff_position, self.collision_layer["enemy"],
[self.collision_layer["player"], self.collision_layer["world"],
self.collision_layer["enemy"]],is_jeff=True)
self.jeff_target = [self.player]
else:
self.jeff = None
# self.pet = Pet(center, self.collision_layer["pet"], [self.collision_layer["world"]])
self.enemies = [Enemy(pos, self.collision_layer["enemy"],
[self.collision_layer["player"], self.collision_layer["world"],
self.collision_layer["enemy"]]) for pos in
enemy_positions]
self.skeletons = [Skeleton(pos, self.collision_layer["enemy"],
[self.collision_layer["player"], self.collision_layer["world"],
self.collision_layer["enemy"]]) for pos in
self.skele_positions]
self.allies = [Enemy(self.player.position + pg.Vector2(-125,-300), self.collision_layer["pet"],
[self.collision_layer["pet"], self.collision_layer["world"],
self.collision_layer["enemy"]]) for i in
range(1)]
for ally in self.allies:
ally.stun_time = 10000
ally.weapon.damage = -10
self.scene = EndScreen()
# self.dashMeter = DashMeter(self.player.dashCooldown)
self.healthBar = HealthBar()
self.potionUI = PotionUI()
self.bosshealthBar = BossHealthBar()
self.level = level
self.scene.level = self.level
if self.level == 4 and self.saved_jeff:
self.jeff_target = self.skeletons
self.jeff = Enemy(self.player.position + pg.Vector2(-50, -300), self.collision_layer["pet"],
[self.collision_layer["pet"], self.collision_layer["world"],
self.collision_layer["enemy"]],is_jeff=True)
self.jeff.stun_time = 10000
self.jeff.weapon.damage = -10
self.Transition = Transition()
self.fade = self.Transition.fade
self.fadeT = fade()
self.next_level = 0
# self.hints = [(Object((270, 640)), "Hello")]
self.dialogue = DialogueUI()
self.skeleton_spawn_frame = pg.transform.scale(
pil_to_game(get_gif_frame(Image.open("Assets/skeleton/skeleton_attack.gif"), 0)), (170, 138))
self.skeleton_spawn_coords = []
skeleton_portal_gif = Image.open("Assets/skeleton/portal.gif")
self.skeleton_portal_gif = []
for i in range(skeleton_portal_gif.n_frames):
self.skeleton_portal_gif.append(
pg.transform.scale(pil_to_game(get_gif_frame(skeleton_portal_gif, i)), (96, 64)))
self.paused = False
self.PauseMenu = PauseMenu(self.level)
self.seen_text = [False for _ in range(100)] # Trust hardcoding at its best
if self.level in [1, 3]:
# Density = total clouds / area
# Total_clouds = area * density
if self.level == 3:
for i in range(round(SCREEN_WIDTH * SCREEN_HEIGHT * self.cloud_density)):
Cloud((random.random() * MAP_WIDTH, get_display_point(self.player.position).y - 1700 + random.random() * SCREEN_HEIGHT), random.randint(100, 125))
elif self.level == 1:
for i in range(round(SCREEN_WIDTH * SCREEN_HEIGHT * self.cloud_density)):
Cloud((random.random() * MAP_WIDTH, random.random() * SCREEN_HEIGHT * 2/3 + 50), random.randint(100, 125))
else:
for particle in Setup.particles:
if isinstance(particle, Cloud):
del Setup.particles[Setup.particles.index(particle)]
self.sky = pg.image.load("Assets/world/sky_level_background.png").convert()
try:
if self.level == 1:
pg.mixer.music.load("Assets/Music/Overworld_Music.ogg")
if self.level == 2:
pg.mixer.music.load("Assets/Music/Cave_Music.ogg")
self.sky = pg.image.load("Assets/world/VOID.png").convert()
if self.level == 3:
pg.mixer.music.load("Assets/Music/Sky_Music.ogg")
if self.level == 4:
pg.mixer.music.load("Assets/Music/Combat_Music.ogg")
self.sky = pg.image.load("Assets/world/VOID.png").convert()
pg.mixer.music.play(-1)
pg.mixer.music.set_volume(0.5)
except:
pass;
# self.test = RangedAttack((1650,1250),self.collision_layer["world"], self.collision_layer["arrow"])
if(self.level == 4):
self.portal_position = (5475, 2400)
# def load_world(self, level):
def update(self, delta):
# self.test.update(delta)
if self.paused == True:
self.level = self.PauseMenu.level
pass
elif self.player.dead:
self.level = self.scene.level
pg.mixer.stop()
pass;
else:
Setup.camera_offset = self.player.update(delta)
Setup.camera_offset.x = max(0, min(Setup.camera_offset.x, MAP_WIDTH - SCREEN_WIDTH))
Setup.camera_offset.y = max(0, min(Setup.camera_offset.y, MAP_HEIGHT - SCREEN_HEIGHT))
for i, enemy in enumerate(self.enemies):
enemy.update(delta, self.player)
if enemy.dead:
self.enemies[i] = PhysicsBody(enemy.position, enemy.velocity, enemy.width, enemy.height,
enemy.colour,
self.collision_layer["body"],
[self.collision_layer["world"], self.collision_layer["body"]])
if enemy in self.collision_layer["enemy"]:
self.collision_layer["enemy"].remove(enemy)
self.collision_layer["body"].add(self.enemies[i])
if self.saved_jeff:
for i, enemy in enumerate(self.allies):
min_distance = 100000000
target = None
for skele in self.skeletons:
if isinstance(skele, PhysicsBody):
continue
if min_distance > (skele.position - enemy.position).length_squared():
min_distance = (skele.position - enemy.position).length_squared()
target = skele
if self.king is not None and (self.king.position - enemy.position).length_squared() < min_distance:
target = self.king
enemy.update(delta, target, 100000000)
for i, enemy in enumerate(self.skeletons):
enemy.update(delta, self.player)
if enemy.dead:
self.skeletons[i] = PhysicsBody(enemy.position, enemy.velocity, enemy.width, enemy.height / 2,
enemy.colour,
self.collision_layer["body"],
[self.collision_layer["world"], self.collision_layer["body"]],
goon_skin=False)
if enemy in self.collision_layer["enemy"]:
self.collision_layer["enemy"].remove(enemy)
self.collision_layer["body"].add(self.skeletons[i])
if self.king is not None:
self.king.update(delta, self.player)
if isinstance(self.king, PhysicsBody):
for t in self.treasure:
t.update(delta, self.king.position)
if self.king.dead:
self.collision_layer["enemy"].remove(self.king)
self.king = PhysicsBody(self.king.position, self.king.velocity, self.king.width / 2,
self.king.height / 4,
self.king.colour,
self.collision_layer["body"],
[self.collision_layer["world"], self.collision_layer["body"]],
goon_skin=False)
self.collision_layer["body"].add(self.king)
for i, enemy in enumerate(self.skeletons):
if enemy in self.collision_layer["enemy"]:
self.collision_layer["enemy"].remove(enemy)
self.skeletons[i] = PhysicsBody(enemy.position, enemy.velocity, enemy.width, enemy.height,
enemy.colour,
self.collision_layer["body"],
[self.collision_layer["world"], self.collision_layer["body"]],
goon_skin=False)
self.collision_layer["body"].add(self.skeletons[i])
if self.jeff is not None:
# if isinstance(self.jeff_target[0], Skeleton):
if self.jeff_target[0] == self.player:
self.jeff.update(delta, self.player)
if self.jeff.dead:
self.collision_layer["enemy"].remove(self.jeff)
self.jeff = PhysicsBody(self.jeff.position, self.jeff.velocity, self.jeff.width,
self.jeff.height,
self.jeff.colour,
self.collision_layer["body"],
[self.collision_layer["world"], self.collision_layer["body"]],
goon_skin=False, is_jeff=True)
self.collision_layer["body"].add(self.jeff)
else:
min_distance = 100000000
target = None
for skele in self.skeletons:
if isinstance(skele, PhysicsBody):
continue
if min_distance > (skele.position - self.jeff.position).length_squared():
min_distance = (skele.position - self.jeff.position).length_squared()
target = skele
if (self.king.position - self.jeff.position).length_squared() < min_distance:
target = self.king
self.jeff.update(delta, target, 10000000)
for particle in particles:
particle.update(delta)
for event in pg.event.get(pg.KEYUP):
if event.type == pg.KEYUP:
if event.key == pg.K_ESCAPE:
self.paused = True
self.world.update(delta)
self.fade = self.Transition.fade
if self.level == 3 and self.fade:
if self.jeff.position.y < 20000 and (isinstance(self.jeff, PhysicsBody) and not self.jeff.was_beaten):
self.saved_jeff = True
# else:
# self.saved_jeff = False
if self.level in [2, 5]:
for particle in Setup.particles:
if isinstance(particle, Cloud):
del Setup.particles[Setup.particles.index(particle)]
if self.level == 4:
self.bosshealthBar.update()
if self.level == 1:
# print(self.player.position)
if self.player.position[0] > 6750 and self.player.position[1] >= 1500:
self.has_pet = True
self.pet.has_pet = self.has_pet
if self.has_pet == True:
self.pet.update(delta, self.player)
#update pet
# self.pet.update(delta, self.player, self.camera_pos)
def draw(self, surf):
# screen.fill((0, 191, 255))
# screen.fill((0, 191, 255))
# screen.fill((255,255,255))
surf.blit(self.sky, (0, 0))
if (self.level == 4):
# print(get_camera_offset())
if self.king is not None and isinstance(self.king, King):
if self.king.skeleton_attack == True:
for i in range(random.randint(1, 2)):
if(len(self.skeleton_spawn_coords) < 2):
self.skeleton_spawn_coords.append([(random.randint(4000, 5000), random.randint(3250, 3350)), 0])
self.king.skeleton_attack = False
for i in range(len(self.skeleton_spawn_coords)):
try:
surf.blit(self.skeleton_portal_gif[self.skeleton_spawn_coords[i][1]],
get_display_point((self.skeleton_spawn_coords[i][0][0] + 40, 3150)))
if (self.skeleton_spawn_coords[i][0][1] <= 3050):
skele = Skeleton(self.skeleton_spawn_coords[i][0], self.collision_layer["enemy"],
[self.collision_layer["player"], self.collision_layer["world"],
self.collision_layer["enemy"]])
self.skeletons.append(skele)
self.skeleton_spawn_coords[i][0] = (100000, 100000)
else:
lst = list(self.skeleton_spawn_coords[i][0])
lst[1] -= 2
self.skeleton_spawn_coords[i][0] = tuple(lst)
surf.blit(self.skeleton_spawn_frame, get_display_point(self.skeleton_spawn_coords[i][0]))
if (self.skeleton_spawn_coords[i][1] <= 5):
self.skeleton_spawn_coords[i][1] += 1
if (self.skeleton_spawn_coords[i][0][0] > 50000 and self.skeleton_spawn_coords[i][0][1] > 50000):
self.skeleton_spawn_coords[i][1] -= 1
if (self.skeleton_spawn_coords[i][1] >= 0):
self.skeleton_spawn_coords.pop(i)
except IndexError:
pass;
if self.king is not None and isinstance(self.king, PhysicsBody):
self.Transition.update()
self.Transition.draw(surf, self.player.position, self.portal_position)
if(self.portal_position[1] < 3150):
lst = list(self.portal_position)
lst[1] += 10
self.portal_position = tuple(lst)
# print(get_camera_offset(), getWorldCoords(0, 0))
if (self.player.position[1] > 10000):
self.player.dead = True
# if (self.level in self.levels[2]):
# self.sky = pg.image.load("Assets/world/sky_level_background.png").convert()
for particle in particles:
particle.draw(surf)
self.world.draw(surf)
if isinstance(self.king, PhysicsBody):
for t in self.treasure:
t.draw(surf)
for potion in self.collision_layer["potion"]:
potion.draw(surf)
for spike in self.collision_layer["spike"]:
spike.draw(surf)
try:
self.Transition.draw(surf, self.player.position, self.portal_position)
except:
pass;
self.pet.draw(surf, self.player.position)
if (self.level == 1):
# self.dialogue.draw(surf, self.enemies[0], "enemy dialogue")
self.dialogue.draw(surf, self.player, "Press A or D to move.", 400, 0, 900, 1800)
self.dialogue.draw(surf, self.player, "Press W or SPACE to jump.", 400, 0, 1800, 1750)
self.dialogue.draw(surf, self.player, "Left click to attack.", 400, 0, 2400, 1540)
self.dialogue.draw(surf, self.player, "Press 1 to heal using potions", 400, 0, 2400, 1580)
self.dialogue.draw(surf, self.player, "This way ->", 400, 0, 5600, 1500)
# print(self.player.position)
if self.seen_text[0] or self.player.position.x > 3000:
self.seen_text[0] = True
self.dialogue.draw(surf, self.player, "These goons must be guarding something!", 10, 1)
self.dialogue.draw(surf, self.player, "It may just be what I am looking for...", 10, 2)
if self.seen_text[1] or (self.player.position.y > 2500 and self.player.position.x > 6000):
self.seen_text[0] = False
self.seen_text[1] = True
self.dialogue.draw(surf, self.player, "This treasure is pennies compared to what I'm after...", 10, 3)
self.dialogue.draw(surf, self.player, "But this portal will bring me one dimension closer!", 10, 4)
elif self.level == 2:
if self.seen_text[0] or self.player.position.x > 16500:
self.seen_text[0] = True
self.dialogue.draw(surf, self.player, "More of them!?", 10, 1)
self.dialogue.draw(surf, self.player, "They must be looking for the Realm of Secrets too...", 10, 2)
if self.seen_text[1] or (self.player.position.y > 8500 and self.player.position.x > 18000):
self.seen_text[0] = False
self.seen_text[1] = True
self.dialogue.draw(surf, self.player, "Shoot! They got to the portal already!", 10, 3)
self.dialogue.draw(surf, self.player, "I can't let those goons get another second ahead of me.", 10, 4)
elif self.level == 3:
if self.seen_text[0] or self.player.position.x > 13000:
self.seen_text[0] = True
self.dialogue.draw(surf, self.player, "I suppose you are the captain...", 5, 1)
self.dialogue.draw(surf, self.jeff, "That's me. And the treasure is MINE!", 7,2)
if self.seen_text[1] or isinstance(self.jeff, PhysicsBody):
# self.seen_text[5] = False
self.seen_text[1] = True
self.dialogue.draw(surf, self.jeff, "Noooo! Please don't kill me!", 5, 3)
self.dialogue.draw(surf, self.player, "...", 5, 4)
elif self.level == 4:
# print(self.player.position)
if self.seen_text[0] or True:
self.seen_text[0] = True
if self.jeff is not None:
self.dialogue.draw(surf, self.jeff, "You didn't kill us... So we'll help you.", 5, 0, 1890, 3350)
self.dialogue.draw(surf, self.player, "Here it is... The greatest treasure of all time and space...", 5, 1)
if self.seen_text[1] or self.player.position.x > 5000:
self.seen_text[1] = True
self.dialogue.draw(surf, self.king, "I am the Bone King! The protector of this dimension and NONE shall pass!", 20,2)
if self.seen_text[2] or isinstance(self.king, PhysicsBody):
self.seen_text[2] = True
if self.jeff is not None:
self.dialogue.draw(surf, self.jeff, "We have won! Go through the portal... the honour is yours", 20,2)
if self.saved_jeff:
for enemy in self.allies:
enemy.draw(surf)
for enemy in self.enemies:
enemy.draw(surf)
for enemy in self.skeletons:
enemy.draw(surf)
if self.king is not None:
self.king.draw(surf)
if self.jeff is not None:
self.jeff.draw(surf)
self.player.draw(surf)
# self.dialogue.draw(surf, self.player, "Next dimension, next portal...", 4, 1)
# self.dialogue.draw(surf, self.player, "It's really that simple.", 4, 2)
# for o,text in self.hints:
# o.position -= Setup.camera_offset
# self.dialogue.draw(surf,o, text)
# # a,b = createText(o.position.x,o.position.y,10,(0,0,0),"Regular",text)
#
# # surf.blit(a,pg.Vector2(b)-Setup.camera_offset)
# # print(o.position,text,b)
# pg.draw.circle(surf,(255,0,0),o.position,10)
# o.position += Setup.camera_offset
# self.dialogue.draw(surf, self.player, "text2", 3, 2)
# self.dialogue.draw(surf, self.player, "text3", 2, 3)
# self.dialogue.draw(surf, self.player, "text4", 1, 4)
# self.dialogue.draw(surf, self.player, "text5", 0.5, 5)
# self.dashMeter.update(self.player.lastDash)
# self.dashMeter.draw(surf)
self.healthBar.draw(surf, self.player.health)
self.potionUI.draw(surf, self.player.potion_bag, self.player.potion_cooldown)
if self.level == 4:
self.bosshealthBar.draw(surf, self.king.health)
# print(self.player.get_collision_rect())s
# Debug Lines. DO NOT CROSS THEM!
# pg.draw.line(surf, (255, 0, 0), -Setup.camera_offset, pg.Vector2(SCREEN_WIDTH, -Setup.camera_offset.y), 10)
# pg.draw.line(surf, (255, 0, 0), -Setup.camera_offset, pg.Vector2(-Setup.camera_offset.x, SCREEN_HEIGHT), 10)
if (self.fade == True):
self.fadeT.update(True)
self.fadeT.draw()
else:
self.fadeT.update()
self.fadeT.draw()
if (self.fadeT.transparency >= 255 and self.player.dead == False):
self.Transition.fade = False
self.next_level = self.level + 1
self.level = -4
if self.paused == True:
self.PauseMenu.update(self)
self.PauseMenu.draw()
if self.player.dead:
self.scene.update()
self.scene.draw()
# print(get_display_point(self.player.position))
# print(self.player.position)
# if self.player.has_pet == True:
# self.pet.draw(surf, self.player.position)
# pass
#draw pet
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