# import all files from config import * import maps #import events # import modules import os, sys import pygame from pygame.locals import * # resource handler screen=pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT)) def load_img(name): img_path=os.path.join('data\graphics', name) image=pygame.image.load(img_path).convert() colorkey=image.get_at((0,0)) image.set_colorkey(colorkey, RLEACCEL) return image, image.get_rect() def load_img_noalpha(name): img_path=os.path.join('data\graphics', name) image=pygame.image.load(img_path).convert() return image def load_sound(name): sound_path=os.path.join('data\sounds') sound=pygame.mixer.Sound(sound_path) return sound # sprite groups all_sprites=pygame.sprite.Group() # sprites classes vec=pygame.math.Vector2 class Player(pygame.sprite.Sprite): def __init__(self, fname, s_pos_x, s_pos_y, speed): pygame.sprite.Sprite.__init__(self) self.image, self.rect=load_img(fname +'.png') self.rect.center=vec(s_pos_x, s_pos_y) self.pos=vec(s_pos_x, s_pos_y) self.speed=vec(0, 0) self.acc=vec(0, 0) self.friction=-0.25 self.facing=0 # where the player is looking (0-north, 1-east, 2-south, 3-west) self.colliding=False self.lastpos=(0,0) self.hp=PLAYER_HP self.alive=True self.hp_visible=False def moveup(self): if self.facing!=0: self.image=pygame.transform.rotate(self.image, (self.facing*90)) self.facing=0 self.acc.y=-1.5 self.acc.x=0 def movedown(self): if self.facing!=2: self.image=pygame.transform.rotate(self.image, (self.facing*90)-180) self.facing=2 self.acc.y=1.5 self.acc.x=0 def moveright(self): if self.facing!=1: self.image=pygame.transform.rotate(self.image, (self.facing*90)-90) self.facing=1 self.acc.x=1.5 self.acc.y=0 def moveleft(self): if self.facing!=3: self.image=pygame.transform.rotate(self.image, (self.facing*90)-270) self.facing=3 self.acc.x=-1.5 self.acc.y=0 def stopmoving(self): self.acc=vec(0, 0) def wallcollide(self): for wall in maps.walls: if self.rect.colliderect(wall.rect): return True return False def gothit(self): self.hp_visible=True if self.hp>0: self.hp-=BULLET_DMG if self.hp<=0: self.alive=False def move(self): if self.colliding or self.wallcollide(): self.rect.center=self.lastpos self.pos=vec(self.lastpos[0], self.lastpos[1]) ## tuple to vector self.speed=vec(0, 0) self.acc=vec(0, 0) self.colliding=False else: self.lastpos=self.rect.center self.acc+=self.speed*self.friction self.speed+=self.acc self.pos+=self.speed+0.5*self.acc self.rect.center=self.pos def update(self): self.move() def delete(self): self.kill() class Bullet(pygame.sprite.Sprite): def __init__(self, fname, x, y, direction): pygame.sprite.Sprite.__init__(self) self.image, self.rect=load_img(fname + '.png') self.rect.center=(x, y) self.speed=vec(0, 0) self.direction=direction def shoot(self): if self.direction==0: self.speed.y=-BULLET_SPEED elif self.direction==1: self.speed.x=BULLET_SPEED elif self.direction==2: self.speed.y=BULLET_SPEED elif self.direction==3: self.speed.x=-BULLET_SPEED self.rect.center+=self.speed def update(self): self.shoot() if not pygame.sprite.spritecollideany(self, maps.bwalls, collided = None)==None: self.kill() def delete(self): self.kill() class HPBar(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.image=pygame.Surface((150, 30)) self.image.fill((87,156,135)) self.rect=self.image.get_rect() self.rect.center=((x, y)) self.width=150 def gothit(self): self.width-=int(150*(BULLET_DMG/100)) self.width=max([self.width, 0]) self.image=pygame.transform.scale(self.image, (self.width, 30)) def update(self): self.gothit def delete(self): self.kill()