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game.py
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import pygame
import random
from player import PlayerClass
from enemy import Enemy
from camera import *
TOTAL_LIVES = 10
HP_WIDTH = 600
DISPLAY_W, DISPLAY_H = 1280, 720
class Game():
"""basic game"""
def __init__(self, screen, window, level):
self.level = level
if level == 1:
self.enemy_count = 5
self.enemy_image_path = "assets/images/KH_DOG.png"
self.enemy_lives =3
self.enemy_speed = 3
self.enemy_knockback_dist = 300
self.max_spawn = 3
elif level == 2:
self.enemy_count = 3
self.enemy_image_path = "assets/images/KH_ENEMY.png"
self.enemy_lives = 6
self.enemy_speed = 3
self.enemy_knockback_dist = 300
self.max_spawn = 3
elif level == 3:
self.enemy_count = 4
self.enemy_image_path = "assets/images/KH_LION.png"
self.enemy_lives = 9
self.enemy_speed = 1
self.enemy_knockback_dist = 100
self.max_spawn = 1
self.screen = screen
self.window = window
self.bark = pygame.mixer.Sound("assets/se/dog_bark_clip.ogg")
self.oof = pygame.mixer.Sound("assets/se/oof-clip.ogg")
self.dogcry = pygame.mixer.Sound("assets/se/dogcry-clip.ogg")
self.dogcry.set_volume(0.3)
self.bark.set_volume(0.1)
self.slash = pygame.mixer.Sound("assets/se/slash-clip.ogg")
self.slash.set_volume(0.1)
self.oof.set_volume(0.01)
self.FPS = 60
self.clock = pygame.time.Clock()
self.font = pygame.font.get_default_font()
self.amadis_frame = pygame.image.load("assets/images/amadis_frame.png").convert_alpha()
self.bg1 = Background("assets/images/LANDSCAPEF.png")
self.bg2 = Background("assets/images/KH_BG_1-2.png")
self.bg3 = Background("assets/images/KH_BG_1-3.png")
self.death_img = pygame.image.load("assets/images/dead.jpg").convert_alpha()
self.player = PlayerClass()
self.all_sprites = pygame.sprite.Group()
self.player_group = pygame.sprite.Group()
self.enemy_group = pygame.sprite.Group()
self.background_group = pygame.sprite.Group()
self.player_group.add(self.player)
self.background_group.add(self.bg1)
self.background_group.add(self.bg2)
self.background_group.add(self.bg3)
self.camera = Camera(self.player)
self.HP_color = 'green'
self.spawn_timer = 1 * self.FPS
self.spawn_timer_store = self.spawn_timer
self.spawn_location = 0
self.done = False
self.current_spawned = 0
self.current_slain = 0
# Variables for the death screen
self.game_over = False
self.death_screen = False
def check_events(self):
if self.death_screen:
return # Ignore other inputs when on the death screen
self.player.K_LEFT = pygame.key.get_pressed()[pygame.K_LEFT]
self.player.K_a = pygame.key.get_pressed()[pygame.K_a]
self.player.K_RIGHT = pygame.key.get_pressed()[pygame.K_RIGHT]
self.player.K_d = pygame.key.get_pressed()[pygame.K_d]
def check_events2(self, event):
if self.death_screen:
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
self.respawn_player()
return # Ignore other inputs when on the death screen
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP or event.key == pygame.K_w:
self.player.is_jumping = True
if event.key == pygame.K_SPACE:
if self.player.can_attack:
self.slash.play()
self.player.attacking = True
def spawn_enemies(self):
if self.wait_time_done() and len(self.enemy_group) < self.max_spawn:
if self.spawn_location:
dogx = random.randrange(-500, -100)
else:
dogx = random.randrange(1280 * 2, 1280 * 2 + 300)
dogx = dogx - self.camera.camera_offset_tracker.x
dog = Enemy(dogx, self.enemy_image_path, self.enemy_lives, self.enemy_speed, self.enemy_knockback_dist)
self.enemy_group.add(dog)
self.spawn_location = not self.spawn_location
self.current_spawned += 1
def wait_time_done(self):
self.spawn_timer -= 1
if self.spawn_timer <= 0:
self.spawn_timer = self.spawn_timer_store
return True
else:
return False
def draw_HP_bar(self):
if self.player.HP <= TOTAL_LIVES / 4:
self.HP_color = "red"
elif self.player.HP <= TOTAL_LIVES / 2:
self.HP_color = "yellow"
else:
self.HP_color = "green"
pygame.draw.rect(self.screen, (130, 3, 3), pygame.Rect(30, 30, HP_WIDTH, 15))
pygame.draw.rect(self.screen, self.HP_color, pygame.Rect(30, 30, HP_WIDTH / TOTAL_LIVES * self.player.HP, 15))
pygame.draw.rect(self.screen, (230, 230, 230), pygame.Rect(30, 33, HP_WIDTH / TOTAL_LIVES * self.player.HP, 2))
pygame.draw.rect(self.screen, (200, 200, 200), pygame.Rect(30, 40, HP_WIDTH / TOTAL_LIVES * self.player.HP, 2))
def draw_stamina_bar(self):
pygame.draw.rect(self.screen, (80, 80, 80), pygame.Rect(30, 50, 300, 15))
pygame.draw.rect(self.screen, (180, 180, 70),
pygame.Rect(30, 50, 300 / self.player.attack_cooldown_timer_store * self.player.attack_cooldown_timer, 15))
def display_death_screen(self):
"""Draw the death screen"""
self.screen.fill((0, 0, 0))
self.screen.blit(self.death_img, (0,0))
# font = pygame.font.SysFont(None, 72)
# text = font.render('You Died', True, (255, 0, 0))
# self.screen.blit(text, (DISPLAY_W // 2 - text.get_width() // 2, DISPLAY_H // 2 - 100))
# subtext = font.render('Press RETURN to respawn', True, (255, 255, 255))
# self.screen.blit(subtext, (DISPLAY_W // 2 - subtext.get_width() // 2, DISPLAY_H // 2))
def respawn_player(self):
"""Respawn the player and reset the game state"""
self.player.HP = TOTAL_LIVES
self.enemy_group.empty() # Remove all enemies
self.current_slain = 0
self.current_spawned = 0
self.death_screen = False
def game_loop(self):
if self.death_screen:
self.display_death_screen()
return
if self.current_slain >= self.enemy_count:
self.done = True
if self.current_slain + len(self.enemy_group) < self.enemy_count:
self.spawn_enemies()
self.check_events()
self.background_group.draw(self.screen)
self.background_group.update(self.camera.offset.x, self.camera.offset.y)
self.player.rect.x = self.player.rect.x - self.camera.offset.x
self.player.rect.y = self.player.rect.y - self.camera.offset.y
self.player.update()
for enemy in self.enemy_group:
enemy.rect.x -= self.camera.offset.x
enemy.rect.y -= self.camera.offset.y
self.enemy_group.update(self.player_group, self.bg3.rect, self.camera.camera_offset_tracker, self.screen)
for enemy in pygame.sprite.groupcollide(self.enemy_group, self.player_group, 0, 0).keys():
if enemy.wait_time_done():
enemy.attack_movement()
enemy.oof.play()
self.player.HP -= 1
if self.player.attacking and self.player.damaging:
enemy.knockbacked = True
enemy.lives -= 1 * self.player.crit_multiplier
if enemy.lives <= 1:
self.dogcry.play()
enemy.kill()
self.current_slain += 1
else:
self.bark.play()
if self.player.HP <= 0:
self.death_screen = True
self.enemy_group.draw(self.screen)
self.player_group.draw(self.screen)
self.screen.blit(self.amadis_frame, (0 - self.camera.camera_offset_tracker.x, 0))
self.draw_HP_bar()
self.draw_stamina_bar()
self.camera.scroll(self.bg3.mostRighted, self.bg3.mostLefted)