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classes.py
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536 lines (459 loc) · 21.7 KB
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import pygame, random, math
from commands import *
from constants import *
from platforms import *
pygame.init()
screen = pygame.display.set_mode((0,0))
audio = manage_json("Config/config.json", None, mode="r")['audio']
class DecoyController:
def rumble(self, gdgeoo, hfjopse, hhitgh):
pass
def get_button(self, number):
return False
def get_axis(self, degrees):
return 0
if pygame.joystick.get_count() > 0:
joystick = pygame.joystick.Joystick(0)
print(f"Controller {joystick.get_name()} connected!")
else:
joystick = DecoyController()
# Base Model For Enemies
class Enemy(pygame.sprite.Sprite):
def __init__(self, name, pos, image, faction, weapon, health, movement_speed):
super().__init__()
self.image = pygame.image.load(image).convert_alpha()
self.image = pygame.transform.scale(self.image, (96, 96))
self.rect = self.image.get_rect(center=pos)
self.name = name
self.faction = faction # UNUSED FEATURE
self.weapon = weapon
self.health = health
self.movement_speed = movement_speed
self.direction = 1
self.attacking = False
self.detection_range = 192
self.vision_range = (60, 50)
self.player_in_range = False
self.player_is_found = False
self.direction_time = 0
self.is_hit_by = []
self.old_direction = 1
self.real_x = self.rect.x
self.real_y = self.rect.y
def update(self):
# base pathfinding
self.player_is_found = player.real_x > self.real_x - self.detection_range and player.real_x < self.real_x + self.detection_range
self.player_in_range = player.real_x > self.real_x - self.vision_range[0] and player.real_x < self.real_x + self.vision_range[0] and player.real_y > self.real_y - self.vision_range[1] and player.real_y < self.real_y + self.vision_range[1]
if not self.player_is_found and not self.player_in_range:
if self.direction_time == 0:
self.direction *= -1
self.direction_time = random.randint(15, 120)
else:
self.real_x += self.direction * self.movement_speed
self.direction_time -= 1
elif self.player_is_found and not self.player_in_range:
if self.real_x + 20 > player.rect.x:
self.real_x -= self.movement_speed
elif self.real_x - 20 < player.rect.x:
self.real_x += self.movement_speed
elif self.rect.colliderect(player.rect):
if player.rect.x > self.real_x:
self.direction = 1
else:
self.direction = -1
if self.real_y + self.rect.height < floor_level:
self.real_y += 5
touching = self.rect.colliderect(sword.rect)
if touching and sword.swinging:
if sword not in self.is_hit_by:
# First time touching this sword
self.health -= sword.damage
if self.health <= 0:
self.kill()
self.weapon.kill()
self.is_hit_by.append(sword)
else:
# Not touching anymore → reset
if sword in self.is_hit_by:
self.is_hit_by.remove(sword)
if self.direction == -1 and self.old_direction == 1:
self.image = pygame.transform.flip(self.image, True, False)
elif self.direction == 1 and self.old_direction == -1:
self.image = pygame.transform.flip(self.image, True, False)
self.old_direction = self.direction
self.rect.x = self.real_x - camera_x
self.rect.y = self.real_y - camera_y
class Swordsman(pygame.sprite.Sprite):
def __init__(self, pos, is_boss):
super().__init__()
self.image = pygame.image.load("Assets/Images/Entity/Enemies/Swordsman.png").convert_alpha()
self.image = pygame.transform.scale(self.image, (96, 96))
self.rect = self.image.get_rect(center=pos)
self.name = "Swordsman"
self.faction = 'enemy'
self.weapon = None
self.health = 8
self.movement_speed = 2.5
self.direction = 1
self.attacking = False
self.direction_time = 0
self.is_hit_by = []
self.old_direction = 1
self.detection_range = 192
self.vision_range = (60, 50)
self.player_in_range = False
self.player_is_found = False
self.hit_platforms = 0
self.real_x = self.rect.x
self.real_y = self.rect.y
def update(self):
# pathfinding
self.player_is_found = player.real_x > self.real_x - self.detection_range and player.real_x < self.real_x + self.detection_range
self.player_in_range = player.real_x > self.real_x - self.vision_range[0] and player.real_x < self.real_x + self.vision_range[0] and player.real_y > self.real_y - self.vision_range[1] and player.real_y < self.real_y + self.vision_range[1]
if not self.player_is_found and not self.player_in_range:
if self.direction_time == 0:
self.direction *= -1
self.direction_time = random.randint(15, 120)
else:
self.real_x += self.direction * self.movement_speed
self.direction_time -= 1
elif self.player_is_found and not self.player_in_range:
if self.real_x + 20 > player.rect.x:
self.real_x -= self.movement_speed
elif self.real_x - 20 < player.rect.x:
self.real_x += self.movement_speed
elif self.rect.colliderect(player.rect):
if player.rect.x > self.real_x:
self.direction = 1
else:
self.direction = -1
self.hit_platforms = pygame.sprite.spritecollide(self, plat_group, False)
if self.hit_platforms:
platform = self.hit_platforms[0]
if not self.rect.bottom <= platform.rect.top:
self.real_y = platform.rect.top - self.rect.height
else:
self.real_y += 5
touching = self.rect.colliderect(sword.rect)
if touching and sword.swinging:
if sword not in self.is_hit_by:
# First time touching this sword
self.health -= sword.damage
if self.health <= 0:
self.kill()
self.weapon.kill()
self.is_hit_by.append(sword)
else:
# Not touching anymore → reset
if sword in self.is_hit_by:
self.is_hit_by.remove(sword)
if self.direction == -1 and self.old_direction == 1:
self.image = pygame.transform.flip(self.image, True, False)
elif self.direction == 1 and self.old_direction == -1:
self.image = pygame.transform.flip(self.image, True, False)
self.old_direction = self.direction
self.rect.x = self.real_x - camera_x
self.rect.y = self.real_y - camera_y
class Player(pygame.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = pygame.image.load("Assets/Images/Entity/Players/Player.png").convert_alpha()
self.rect = self.image.get_rect(center=pos)
self.can_jump = True
self.image_set = [
"Assets/Images/Entity/Players/Player.png",
"Assets/Images/Entity/Players/Player1.png",
"Assets/Images/Entity/Players/Player2.png",
]
self.animation_key = 0
self.direction = 1
self.jump_time = 0
self.jump_delay = 200
self.jump_height = 50
self.current_jump_height = 0
self.jumping = False
self.jump_slow = 0
self.jump_speed = 8
self.health = self.max_health = 20
self.lives = 3
self.is_alive = True
self.is_hit_by = []
self.real_x = self.rect.x
self.real_y = self.rect.y
self.hit_platforms = 0
self.climb_max = 32
self.move_speed = 5
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_a] or joystick.get_axis(0) < -0.2:
self.real_x -= self.move_speed
self.direction = -1
self.rect.x = self.real_x
if pygame.sprite.spritecollide(self, plat_group, False):
self.real_x += self.move_speed
if keys[pygame.K_d] or joystick.get_axis(0) > 0.2:
self.real_x += self.move_speed
self.direction = 1
self.rect.x = self.real_x
if pygame.sprite.spritecollide(self, plat_group, False):
self.real_x -= self.move_speed
if (keys[pygame.K_SPACE] or joystick.get_button(1)) and self.can_jump and not self.jumping:
self.jumping = True
self.can_jump = False
self.jump_time = pygame.time.get_ticks()
if self.jumping:
if self.jump_height > self.current_jump_height:
self.real_y -= self.jump_speed - self.jump_slow
self.current_jump_height += 2
self.jump_slow += 0.1
else:
self.jumping = False
self.current_jump_height = 0
self.jump_slow = 0
if keys[pygame.K_a] or keys[pygame.K_d] or abs(joystick.get_axis(0)) > 0.2:
self.animation_key += 0.05
if self.animation_key >= 3:
self.animation_key = 0
frame = pygame.image.load(self.image_set[int(self.animation_key)]).convert_alpha()
if self.direction == -1:
frame = pygame.transform.flip(frame, True, False)
self.image = frame
self.rect.x, self.rect.y = self.real_x, self.real_y
self.hit_platforms = pygame.sprite.spritecollide(self, plat_group, False)
if self.hit_platforms:
platform = self.hit_platforms[0]
if not self.jumping and self.rect.bottom <= platform.rect.top + self.climb_max:
self.can_jump = True
self.real_y = platform.rect.top - self.rect.height
self.rect.y = self.real_y
else:
self.real_y += 5
self.can_jump = False
elif not self.jumping:
self.real_y += 5
self.can_jump = False
touching = False
for x in enemy_render_group:
if isinstance(x, Sword) and type(x.player) != Player:
if x.swinging:
touching = self.rect.colliderect(x.rect)
if touching:
if x not in self.is_hit_by:
self.health -= x.damage
joystick.rumble(5, 10, 1)
if self.health <= 0:
self.lives -= 1
self.health = self.max_health
if self.lives <= 0:
lose_game(game_save)
self.is_hit_by.append(x)
else:
if x in self.is_hit_by:
self.is_hit_by.remove(x)
class SwordPiece(pygame.sprite.Sprite):
def __init__(self, sprite, piece, category, swn_spd_mod, max_swn_mod, reach_mod, dmg_mod):
super().__init__()
self.image = pygame.image.load(sprite).convert_alpha()
self.rect = self.image.get_rect()
self.piece = piece
self.category = category
self.swn_spd_mod = swn_spd_mod
self.max_swn_mod = max_swn_mod
self.reach_mod = reach_mod
self.dmg_mod = dmg_mod
def click_check(self, event):
if event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
pass
" This class is currently unused "
class Sheith(pygame.sprite.Sprite):
def __init__(self, sprite, category, special_effect1, special_effect2):
super().__init__()
self.image = pygame.image.load(sprite).convert_alpha()
self.rect = self.image.get_rect()
self.category = category
self.special_effect1 = special_effect1
self.special_effect2 = special_effect2
def click_check(self, event):
if event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
pass
class Sword(pygame.sprite.Sprite):
def __init__(self, player, pieces):
super().__init__()
self.og_image = pygame.image.load("Assets/Images/Sword/SwordStill.png").convert_alpha()
self.image = self.og_image
self.rect = self.image.get_rect()
# references
self.player = player
self.pieces = pieces
# swing state
self.swinging = False
self.swing_speed = 3 # speed at which the sword swings
self.swing_speed *= self.pieces[0].swn_spd_mod
self.swing_speed *= self.pieces[1].swn_spd_mod
self.swing_speed *= self.pieces[2].swn_spd_mod
self.swing_speed *= self.pieces[3].swn_spd_mod
self.swing_speed = math.floor(self.swing_speed*10) / 10
self.max_swing = 40 # how high sword swings
self.max_swing *= self.pieces[0].max_swn_mod
self.max_swing *= self.pieces[1].max_swn_mod
self.max_swing *= self.pieces[2].max_swn_mod
self.max_swing *= self.pieces[3].max_swn_mod
self.max_swing = math.floor(self.max_swing*10) / 10
self.reach = 1.5 # how far sword swings
self.reach *= self.pieces[0].reach_mod
self.reach *= self.pieces[1].reach_mod
self.reach *= self.pieces[2].reach_mod
self.reach *= self.pieces[3].reach_mod
self.reach = math.floor(self.reach*10) / 10
self.damage = 1 # how much damage the sword does
self.damage *= self.pieces[0].dmg_mod
self.damage *= self.pieces[1].dmg_mod
self.damage *= self.pieces[2].dmg_mod
self.damage *= self.pieces[3].dmg_mod
self.damage = math.floor(self.damage*10) / 10
self.atk_delay = (4 - self.swing_speed) * 800
self.atk_time = 0
self.selfX = 0
self.selfY = 0
self.real_x = self.rect.x
self.real_y = self.rect.y
def update(self):
keys = pygame.key.get_pressed()
if type(self.player) == Player:
if (keys[pygame.K_w] or joystick.get_button(0)) and not self.swinging and pygame.time.get_ticks() > self.atk_time + self.atk_delay:
self.selfY += self.max_swing
self.selfX -= math.floor(math.sqrt(self.max_swing))
self.swinging = True
if audio:
random.choice(sword_slashes).play()
if self.swinging:
# keep moving until we reach the limit
if 0 - self.selfY < self.max_swing//2:
self.selfY -= self.swing_speed # slowly bring sword back down
if self.selfY < 0:
self.selfX += self.reach
else:
self.selfX -= self.reach
else:
# reset when finished
self.selfY = 0
self.selfX = 0
self.swinging = False
self.atk_time = pygame.time.get_ticks()
# base orientation depending on player direction
base_angle = 0
if self.player.direction == 1: # east
base_angle = 315
elif self.player.direction == -1: # west
base_angle = 135
# rotate sword relative to base orientation
self.image = pygame.transform.rotate(self.og_image, base_angle)
self.rect = self.image.get_rect(center=self.rect.center)
# position relative to player
self.real_x = self.player.real_x + (self.player.direction * 20 * abs(self.player.direction*2 + 1)) - 20 - (self.selfX * self.player.direction)
self.real_y = self.player.real_y + 20 - self.selfY
else:
if self.player.player_in_range and not self.swinging and pygame.time.get_ticks() > self.atk_time + self.atk_delay:
self.selfY += self.max_swing
self.selfX -= math.floor(math.sqrt(self.max_swing))
self.swinging = True
if audio:
random.choice(sword_slashes).play()
if self.swinging:
# keep moving until we reach the limit
if 0 - self.selfY < self.max_swing//2:
self.selfY -= self.swing_speed # slowly bring sword back down
if self.selfY < 0:
self.selfX += self.reach
else:
self.selfX -= self.reach
else:
# reset when finished
self.selfY = 0
self.selfX = 0
self.swinging = False
self.atk_time = pygame.time.get_ticks()
# base orientation depending on player direction
base_angle = 0
if self.player.direction == 1: # east
base_angle = 315
elif self.player.direction == -1: # west
base_angle = 135
# rotate sword relative to base orientation
self.image = pygame.transform.rotate(self.og_image, base_angle)
self.rect = self.image.get_rect(center=self.rect.center)
# position relative to player
if bool(self.player.direction + 1):
self.rect.center = self.player.rect.midright
else:
self.rect.center = self.player.rect.midleft
self.real_x = self.player.real_x + (self.player.direction * 20 * abs(self.player.direction*2 + 1)) - 20 - (self.selfX * self.player.direction)
self.real_y = self.player.real_y + 20 - self.selfY
self.rect.x = self.real_x - camera_x
self.rect.y = (self.real_y - camera_y)//8 * 8
class Button(pygame.sprite.Sprite):
def __init__(self, pos, size, text, font, color, hover_color, game_state_occurrence, trigger_effect=None, outline_color=GREY(255), outline_thickness=3):
super().__init__()
self.image = pygame.Surface(size)
self.rect = self.image.get_rect(center=pos)
self.text = text
self.font = font
self.trigger_effect = trigger_effect
self.color = color
self.hover_color = hover_color
self.game_state_occurrence = game_state_occurrence
self.outline_color = outline_color
self.outline_thickness = outline_thickness
def draw(self, screen, current_state):
# Only draw if we're in the right game state
if current_state == self.game_state_occurrence:
mouse_pos = pygame.mouse.get_pos()
# Fill color changes on hover
fill_color = self.hover_color if self.rect.collidepoint(mouse_pos) else self.color
pygame.draw.rect(screen, fill_color, self.rect)
# Draw outline (border)
pygame.draw.rect(screen, self.outline_color, self.rect, self.outline_thickness)
# Render text
text_surface = self.font.render(self.text, True, GREY(255))
text_rect = text_surface.get_rect(center=self.rect.center)
screen.blit(text_surface, text_rect)
def check_button_click(self, event, current_state):
if current_state == self.game_state_occurrence:
if event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos) and self.trigger_effect:
self.trigger_effect()
class Heart(pygame.sprite.Sprite):
def __init__(self, heart_pos):
super().__init__()
self.image = pygame.image.load("Assets/UI & GUI/HeartFull.png").convert_alpha()
pygame.transform.scale(self.image, (WIDTH//16, WIDTH//16))
self.rect = self.image.get_rect()
self.rect.x = 64 * (WIDTH // 64 + heart_pos - 4)
self.rect.y = WIDTH//96
self.heart_pos = heart_pos
def update(self):
if player.lives >= 4 - self.heart_pos:
if player.health < player.max_health // 2 and player.lives == 4 - self.heart_pos:
self.image = pygame.image.load("Assets/UI & GUI/HeartHalf.png").convert_alpha()
else:
self.image = pygame.image.load("Assets/UI & GUI/HeartFull.png").convert_alpha()
else:
self.image = pygame.image.load("Assets/UI & GUI/HeartEmpty.png").convert_alpha()
old_handle = SwordPiece("Assets/Images/Sword/Handle/Handle - Old.png", "Handle", "Old", 1, 1, 1, 1)
old_blade = SwordPiece("Assets/Images/Sword/Blade/Blade - Old.png", "Blade", "Old", 1, 1, 1, 1)
old_foreblade = SwordPiece("Assets/Images/Sword/Foreblade/Foreblade - Old.png", "Foreblade", "Old", 1, 1, 1, 1)
old_sheith = SwordPiece("Assets/Images/Sword/Sheith/Sheith - Old.png", "Sheith", "Old", 1, 1, 1, 1)
old_set = [old_handle, old_blade, old_foreblade, old_sheith]
lancing_handle = SwordPiece("Assets/Images/Sword/Handle/Handle - Lancing.png", "Handle", "Lancing", 0.7, 0.5, 3, 0.9)
lancing_blade = SwordPiece("Assets/Images/Sword/Blade/Blade - Fencing.png", "Blade", "Lancing", 0.7, 0.5, 3, 1.1)
lancing_foreblade = SwordPiece("Assets/Images/Sword/Foreblade/Foreblade - Lancing.png", "Foreblade", "Lancing", 0.8, 1.2, 1.4, 1.3)
lancing_sheith = SwordPiece("Assets/Images/Sword/Sheith/Sheith - Lancing.png", "Sheith", "Lancing", 1, 1, 1, 1)
lancing_set = [lancing_blade, lancing_foreblade, lancing_handle, lancing_sheith]
origin_point = (WIDTH / 2, 1600)
player = Player(origin_point)
sword = Sword(player, lancing_set)
heart1 = Heart(1)
heart2 = Heart(2)
heart3 = Heart(3)