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game.py
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game.py
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import sys
import os
import math
import random
import pygame
from scripts.utils import load_image, load_images, Animation
from scripts.entities import PhysicsEntity, Player, Cat, Trap, Prize, CatnipRecharge, Button, Turbine, Toy
from scripts.tilemap import Tilemap
from scripts.clouds import Clouds
from scripts.particle import Particle
from scripts.spark import Spark
from scripts.UI import Levelbar
class Game:
def __init__(self):
'''
initializes Game
'''
pygame.init()
# change the window caption
pygame.display.set_caption("Mouse Disconnected")
# create window
self.screen = pygame.display.set_mode((640,480))
# icon
pygame.display.set_icon(pygame.image.load("data/images/endScene/2.png").convert())
self.display = pygame.Surface((320, 240), pygame.SRCALPHA) # render on smaller resolution then scale it up to bigger screen
self.display_black = pygame.Surface((320, 240), pygame.SRCALPHA) # render on smaller resolution then scale it up to bigger screen
self.display_2 = pygame.Surface((320, 240))
self.clock = pygame.time.Clock()
self.movement = [False, False, False, False]
self.assets = {
'grass': load_images('tiles/grass'),
'stone': load_images('tiles/stone'),
'player': load_image('entities/player/player.png'),
'background': load_image('background.png'),
'story1': load_image('intro/Story1.png'),
'story2': load_image('intro/Story2.png'),
'story3': load_image('intro/Story3.png'),
'story4': load_image('intro/Story4.png'),
'story5': load_image('intro/Story5.png'),
'1': load_image('endScene/1.png'),
'2': load_image('endScene/2.png'),
'3': load_image('endScene/3.png'),
'4': load_image('endScene/4.png'),
'clouds': load_images('clouds'),
'catnip': load_image('UI/catnipUI.png'),
'toy': load_image('UI/toy.png'),
'catnip/idle': Animation(load_images('entities/catnip/catnip')),
'toy/idle': Animation(load_images('entities/toy/idle')),
'button/idle': Animation(load_images('entities/button/idle')),
'button/on': Animation(load_images('entities/button/on')),
'wind/idle': Animation(load_images('entities/windturbine/idle')),
'wind/on': Animation(load_images('entities/windturbine/powered')),
'trap/idle': Animation(load_images('entities/trap/idle')),
'prize/idle': Animation(load_images('entities/prize/idle')),
'prize/wind': Animation(load_images('entities/prize/wind')),
'player/idle': Animation(load_images('entities/player/idle'), img_dur=10),
'player/run': Animation(load_images('entities/player/run'), img_dur=6),
'player/jump': Animation(load_images('entities/player/jump')),
'player/slide': Animation(load_images('entities/player/slide')),
'player/wall_slide': Animation(load_images('entities/player/wall_slide')),
'enemy/stun': Animation(load_images('entities/cat/stun')),
'enemy/run': Animation(load_images('entities/cat/run'), img_dur=8),
'enemy/idle': Animation(load_images('entities/cat/idle'), img_dur=8),
'enemy/shoot': Animation(load_images('entities/cat/shoot'), img_dur=4),
'enemy/run': Animation(load_images('entities/cat/run'), img_dur=8),
'particle/leaf': Animation(load_images('particles/leaf'), img_dur=20, loop=False),
'particle/particle': Animation(load_images('particles/particle'), img_dur=6, loop=False),
'particle/particle_2': Animation(load_images('particles/particle_2'), img_dur=6, loop=False),
'particle/confetti': Animation(load_images('particles/confetti'), img_dur=3, loop=False),
'projectile': load_image('entities/cat/projectile.png'),
}
# adding sound
self.sfx = {
'jump': pygame.mixer.Sound('data/sfx/jump.wav'),
'dash': pygame.mixer.Sound('data/sfx/dash.wav'),
'win': pygame.mixer.Sound('data/sfx/win.wav'),
'hit': pygame.mixer.Sound('data/sfx/hit.wav'),
'shoot': pygame.mixer.Sound('data/sfx/shoot.wav'),
'bad': pygame.mixer.Sound('data/sfx/bad.mp3'),
'get': pygame.mixer.Sound('data/sfx/get.mp3'),
'stun': pygame.mixer.Sound('data/sfx/stun.wav'),
'transition': pygame.mixer.Sound('data/sfx/transition.wav'),
'pickup': pygame.mixer.Sound('data/sfx/pickup.wav'),
'drop': pygame.mixer.Sound('data/sfx/drop.wav'),
'button': pygame.mixer.Sound('data/sfx/button.wav'),
}
self.sfx['win'].set_volume(0.3)
self.sfx['transition'].set_volume(0.3)
self.sfx['bad'].set_volume(0.7)
self.sfx['get'].set_volume(0.4)
self.sfx['pickup'].set_volume(0.4)
self.sfx['drop'].set_volume(0.6)
self.sfx['stun'].set_volume(0.6)
self.sfx['button'].set_volume(0.2)
self.sfx['shoot'].set_volume(0.4)
self.sfx['hit'].set_volume(0.8)
self.sfx['dash'].set_volume(0.5)
self.sfx['jump'].set_volume(0.7)
self.clouds = Clouds(self.assets['clouds'], count=4)
# initalizing player
self.player = Player(self, (100, 100), (15, 14))
# initalizing tilemap
self.tilemap = Tilemap(self, tile_size=16)
# tracking level
self.level = 0
self.max_level = len(os.listdir('data/maps')) - 1 # max level
# loading the level
self.load_level(self.level)
# screen shake
self.screenshake = 0
self.story_timer = 500
self.bad_ending = 1000
self.win_delay = 100
self.music = 1
def load_level(self, map_id):
self.tilemap.load('data/maps/' + str(map_id) + '.json')
# keep track
self.particles = []
self.dead = 0
# reset wind
self.wind = 0
self.bad_ending = 600
self.win_delay = 100
self.projectiles = []
self.sparks = []
# transition for levels
self.transition = -30
# spawn the ememies
self.enemies = []
self.trap = []
self.prize = []
self.catnip = []
self.button = []
self.turbine= []
self.toy = []
for spawner in self.tilemap.extract([('spawners', 0), ('spawners', 1), ('spawners', 2), ('spawners', 3), ('spawners', 4), ('spawners', 5), ('spawners', 6), ('spawners', 7)]):
if spawner['variant'] == 0:
self.player.pos = spawner['pos']
elif spawner['variant'] == 1:
self.enemies.append(Cat(self, spawner['pos'], (16, 13)))
elif spawner['variant'] == 2:
self.trap.append(Trap(self, spawner['pos'], (10, 16)))
elif spawner['variant'] == 3:
self.prize.append(Prize(self, spawner['pos'], (17, 100)))
elif spawner['variant'] == 4:
self.catnip.append(CatnipRecharge(self, spawner['pos'], (14, 16)))
elif spawner['variant'] == 5:
self.button.append(Button(self, (spawner['pos'][0]+2, spawner['pos'][1] + 3), (8, 16)))
elif spawner['variant'] == 6:
self.turbine.append(Turbine(self,spawner['pos'], (100, 300)))
else:
self.toy.append(Toy(self, spawner['pos'], (16, 16)))
# creating 'camera'
self.scroll = [self.prize[0].pos[0] + 100, self.prize[0].pos[1]]
self.player.catnip = 3
self.pickup = 0 # toy pickup
def playmusic(self, play):
'''
plays game music once and loops it
'''
if self.music == 1 and play:
pygame.mixer.music.load('data/music.mp3')
pygame.mixer.music.set_volume(0.2)
pygame.mixer.music.play(-1)
self.music = 0
if self.prize[0].dead == 1:
self.music = 1 # reset music and stop it
pygame.mixer.music.stop()
def run(self):
'''
runs the Game
'''
#pygame.mixer.music.load('data/music.wav')
#pygame.mixer.music.set_volume(0.5)
#pygame.mixer.music.play(-1)
#self.sfx['ambience'].play(-1)
# creating an infinite game loop
while True:
self.display.fill((0, 0, 0, 0)) # outlines
if self.story_timer > 0:
if self.story_timer > 400:
self.screen.blit(self.assets['story1'], (0,0)) # no outline
elif self.story_timer > 300:
self.screen.blit(self.assets['story2'], (0,0)) # no outline
elif self.story_timer > 200:
self.screen.blit(self.assets['story3'], (0,0)) # no outline
elif self.story_timer > 100:
# clear the screen for new image generation in loop
self.screen.blit(self.assets['story4'], (0,0)) # no outline
# text = pygame.font.SysFont('', 300).render("Bruh?", True, (255, 255, 255)) # tired to get it to be less fuzzy
# scaled_text = pygame.transform.scale(text, (text.get_width() * 0.1, text.get_height() * 0.1))
# self.screen.blit(scaled_text, (self.screen.get_width()/4 - 60, 410))
else:
self.screen.blit(self.assets['story5'], (0,0)) # no outline
# text = pygame.font.SysFont('FFF Forward', 30).render("Bruh.", False, (255, 255, 255))
# self.screen.blit(text, (self.screen.get_width()/4 + 20, 410))
for event in pygame.event.get():
if event.type == pygame.QUIT: # have to code the window closing
pygame.quit()
sys.exit()
self.story_timer -= 1
elif self.prize[0].dead == 1: # when prize = 1 --> Lose
self.playmusic(0)
if self.bad_ending > 340:
self.screen.blit(self.assets['1'], (0,0)) # no outline # change to noot noot
elif self.bad_ending > 90:
self.screen.blit(self.assets['2'], (0,0)) # no outline
else:
# clear the screen for new image generation in loop
self.screen.blit(self.assets['3'], (0,0)) # no outline
if self.bad_ending == 0: # end game kick people out
self.load_level(self.level)
for event in pygame.event.get():
if event.type == pygame.QUIT: # have to code the window closing
pygame.quit()
sys.exit()
self.bad_ending -= 1
elif self.prize[0].dead == 0 and not self.win_delay and self.level == self.max_level: # when prize = 0 --> win
self.sfx['transition'].play()
self.screen.blit(self.assets['4'], (0,0)) # no outline # change to you win! nice picture with mouses together
for event in pygame.event.get():
if event.type == pygame.QUIT: # have to code the window closing
pygame.quit()
sys.exit()
elif self.prize[0].dead == 0 and not self.win_delay:
self.transition += 1 # start timer, increasing value past 0
if self.transition > 30:
self.level = min(self.level + 1, self.max_level) # increase level
self.sfx['transition'].play()
self.load_level(self.level) # self.load_level(self.level)
if self.transition < 0:
self.transition += 1 # goes up automatically until 0
else:
self.playmusic(1)
# clear the screen for new image generation in loop
self.display_black.fill((0, 0, 0, 0)) # black outlines
self.display_2.blit(self.assets['background'], (0,0)) # no outline
self.screenshake = max(0, self.screenshake-1) # resets screenshake value
if self.dead: # get hit once
self.dead += 1
if self.dead >= 10: # to make the level transitions smoother
self.transition = min(self.transition + 1, 30) # go as high as it can without changing level
if self.dead > 40: # timer that starts when you die
self.load_level(self.level) # self.level
# move 'camera' to focus on player, make him the center of the screen
# scroll = current scroll + (where we want the camera to be - what we have/can see currently)
self.scroll[0] += (self.player.rect().centerx - self.display.get_width()/2 - self.scroll[0]) / 30 # x axis
self.scroll[1] += (self.player.rect().centery - self.display.get_height()/2 - self.scroll[1]) / 30
# fix the jitter
render_scroll = (int(self.scroll[0]), int(self.scroll[1]))
self.clouds.update() # updates clouds before the rest of the tiles
self.clouds.render(self.display_2, offset=render_scroll)
self.prize[0].update(self.tilemap)
self.prize[0].render(self.display_black, offset=render_scroll) # render prize
self.tilemap.render(self.display_black, offset=render_scroll)
# for testing
#pygame.draw.rect(self.display_black, (255, 0, 0), (self.prize[0].pos[0] - render_scroll[0], self.prize[0].pos[1] - render_scroll[1] + 30, self.prize[0].size[0], self.prize[0].size[1]), 3)
#pygame.draw.rect(self.display_black, (0, 225, 0), (self.prize[0].pos[0] - render_scroll[0] + 10, self.prize[0].pos[1] - render_scroll[1] + 90, self.prize[0].size[0], self.prize[0].size[1] - 60), 3)
# render turbine before everything
self.turbine[0].update(self.tilemap)
self.turbine[0].render(self.display_2, offset=render_scroll)
# render the enemies
for enemy in self.enemies.copy():
enemy.update(self.tilemap, (0,0))
enemy.render(self.display, offset=render_scroll)
# render the enemies
for recharge in self.catnip.copy():
recharge.update(self.tilemap, (0,0))
recharge.render(self.display_black, offset=render_scroll)
# hitbox testing
#pygame.draw.rect(self.display_black, (255, 0, 0), (recharge.pos[0] - render_scroll[0] - 6, recharge.pos[1] - render_scroll[1], recharge.size[0], recharge.size[1]), 3)
# render/spawn bullet projectiles
# [[x, y], direction, timer]
for projectile in self.projectiles.copy():
projectile[0][0] += projectile[1]
projectile[2] += 1
img = self.assets['projectile']
self.display.blit(img, (projectile[0][0] - img.get_width() / 2 - render_scroll[0], projectile[0][1] - img.get_height() / 2 - render_scroll[1])) # spawns it the center of the projectile
if self.tilemap.solid_check(projectile[0]): # if location is a solid tile
self.projectiles.remove(projectile)
for i in range(4):
self.sparks.append(Spark(projectile[0], random.random() - 0.5 + (math.pi if projectile[1] > 0 else 0), 2 + random.random())) # (math.pi if projectile[1] > 0 else 0), sparks bounce in oppositie direction if hit wall which depends on projectile direction
elif projectile[2] > 360: #if timer > 6 seconds
self.projectiles.remove(projectile)
elif abs(self.player.dashing) < 50: # if not in dash
if self.player.rect().collidepoint(projectile[0]):
self.projectiles.remove(projectile)
self.dead += 1
self.sfx['hit'].play()
self.screenshake = max(16, self.screenshake) # apply screenshake, larger wont be overrided by a smaller screenshake
for i in range(5): # when projectile hits player
# on death sparks
angle = random.random() * math.pi * 2 # random angle in a circle
speed = random.random() * 5
self.sparks.append(Spark(self.player.rect().center, angle, 2 + random.random()))
# on death particles
self.particles.append(Particle(self, 'particle', self.player.rect().center, velocity=[math.cos(angle +math.pi) * speed * 0.5, math.sin(angle * math.pi) * speed * 0.5], frame=random.randint(0, 7)))
if self.prize[0].rect().collidepoint(projectile[0]): # cat hits traps, code that activates bad ending
self.prize[0].lower = 1 # lower prize
self.screenshake = max(10, self.screenshake) # apply screenshake, larger wont be overrided by a smaller screenshake
if self.button[0].rect().collidepoint(projectile[0]): # cat hits traps, code that activates bad ending
self.button[0].activate = 1
# render the enemies
for enemy in self.trap.copy():
kill = enemy.update(self.tilemap, (0,0))
enemy.render(self.display_black, offset=render_scroll) # change outline here
# for testing
#pygame.draw.rect(self.display_black, (255, 0, 0), (enemy.pos[0] - render_scroll[0] + 8, enemy.pos[1] - render_scroll[1] + 5, enemy.size[0], enemy.size[1]), 3)
if abs(self.player.dashing) < 50: # not dashing
if self.player.rect().colliderect(enemy): # player collides with enemy
self.dead += 1 # die
self.sfx['hit'].play()
self.screenshake = max(16, self.screenshake) # apply screenshake, larger wont be overrided by a smaller screenshake
for i in range(10): # when projectile hits player
# on death sparks
angle = random.random() * math.pi * 2 # random angle in a circle
speed = random.random() * 5
self.sparks.append(Spark(self.player.rect().center, angle, 2 + random.random()))
# on death particles
self.particles.append(Particle(self, 'particle', self.player.rect().center, velocity=[math.cos(angle + math.pi) * speed * 0.5, math.sin(angle * math.pi) * speed * 0.5], frame=random.randint(0, 7)))
if self.prize[0].rect().colliderect(enemy): # cat hits traps, code that activates bad ending
self.prize[0].dead = True # prize dies
self.sfx['bad'].play()
self.screenshake = max(16, self.screenshake) # apply screenshake, larger wont be overrided by a smaller screenshake
for i in range(10): # when projectile hits player
# on death sparks
angle = random.random() * math.pi * 2 # random angle in a circle
speed = random.random() * 5
self.sparks.append(Spark(self.player.rect().center, angle, 2 + random.random()))
# on death particles
self.particles.append(Particle(self, 'particle', self.player.rect().center, velocity=[math.cos(angle + math.pi) * speed * 0.5, math.sin(angle * math.pi) * speed * 0.5], frame=random.randint(0, 7)))
if not self.dead:
# update player movement
self.player.update(self.tilemap, (self.movement[1] - self.movement[0], 0))
self.player.render(self.display_black, offset=render_scroll)
# hitbox testing
# pygame.draw.rect(self.display_black, (255, 0, 0), (self.player.pos[0] - render_scroll[0], self.player.pos[1] - render_scroll[1], self.player.size[0], self.player.size[1]), 3)
# render the enemies
for enemy in self.prize.copy():
kill = enemy.update(self.tilemap, [0,0])
enemy.render(self.display_black, offset=render_scroll) # change outline here
# add mechanics later
self.toy[0].update(self.tilemap, (0,0)) # update cat toy
if not self.pickup: # if not picked up, render
self.toy[0].render(self.display_black, offset=render_scroll)
# for hitbox testing
# pygame.draw.rect(self.display_black, (255, 0, 0), (self.toy[0].pos[0] - render_scroll[0], self.toy[0].pos[1] - render_scroll[1], self.toy[0].size[0], self.toy[0].size[1]), 3)
else:
pass
self.button[0].update(self.tilemap)
self.button[0].render(self.display_2, offset=render_scroll)
# for testing
# pygame.draw.rect(self.display_black, (255, 0, 0), (self.button[0].pos[0] - render_scroll[0] + 6, self.button[0].pos[1] - render_scroll[1], self.button[0].size[0], self.button[0].size[1]), 3)
# spark affect
for spark in self.sparks.copy():
kill = spark.update()
spark.render(self.display, offset=render_scroll)
if kill:
self.sparks.remove(spark)
level_bar = Levelbar(self.level, pos=(self.display_black.get_width() // 2 - 25, 13))
level_bar.render(self.display_black, 22)
# black ouline based on display_black
display_mask = pygame.mask.from_surface(self.display_black)
display_sillhouette = display_mask.to_surface(setcolor=(0, 0, 0, 180), unsetcolor=(0, 0, 0, 0)) # 180 opaque, 0 transparent
self.display_2.blit(display_sillhouette, (0, 0))
for offset in [(-2, 0), (2, 0), (0, -2), (0, 2)]:
self.display_2.blit(display_sillhouette, offset) # putting what we drew onframe back into display
# ouline based on display
display_mask = pygame.mask.from_surface(self.display)
display_sillhouette = display_mask.to_surface(setcolor=(0, 0, 0, 180), unsetcolor=(0, 0, 0, 0)) # 180 opaque, 0 transparent
self.display_2.blit(display_sillhouette, (0, 0))
for offset in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
self.display_2.blit(display_sillhouette, offset) # putting what we drew onframe back into display
for particle in self.particles.copy():
kill = particle.update()
particle.render(self.display, offset=render_scroll)
if particle.type == 'leaf':
particle.pos[0] += math.sin(particle.animation.frame * 0.035) * 0.3 # making the parlitcle move back and forth smooth'y
if kill:
self.particles.remove(particle)
for event in pygame.event.get():
if event.type == pygame.QUIT: # have to code the window closing
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a: # referencing WASD
self.movement[0] = True
if event.key == pygame.K_d:
self.movement[1] = True
if event.key == pygame.K_SPACE:
if self.player.jump(): # velocity pointing upwards, gravity will pull player back down over time
self.sfx['jump'].play()
if event.key == pygame.K_e:
self.player.dash()
if event.key == pygame.K_s:
self.toy[0].pickup()
if event.key == pygame.K_f:
self.toy[0].drop()
if event.type == pygame.KEYUP: # when key is released
if event.key == pygame.K_a: # referencing WASD
self.movement[0] = False
if event.key == pygame.K_d:
self.movement[1] = False
if event.key == pygame.K_w:
self.movement[2] = False
if self.transition == 1:
transition_surf = pygame.Surface(self.display_black.get_size())
pygame.draw.circle(transition_surf, (255, 255, 255), (self.display_black.get_width() // 2, self.display_black.get_height() // 2), (30 - abs(self.transition)) * 8) # display center of screen, 30 is the timer we chose, 30 * 8 = 180
transition_surf.set_colorkey((255, 255, 255)) # making the circle transparent now
self.display.blit(transition_surf, (0, 0))
self.display_2.blit(self.display_black, (0, 0)) # black
self.display_2.blit(self.display, (0, 0)) # cast display 2 on display
screenshake_offset = (random.random() * self.screenshake - self.screenshake / 2, random.random() * self.screenshake - self.screenshake / 2)
self.screen.blit(pygame.transform.scale(self.display_2, self.screen.get_size()), screenshake_offset) # render (now scaled) display image on big screen
pygame.display.update()
self.clock.tick(60) # run at 60 fps, like a sleep
# returns the game then runs it
Game().run()