WMICraft/logic/game.py

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import sys
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import pygame
from common.colors import FONT_DARK, WHITE
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from common.constants import *
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from common.helpers import draw_text
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from logic.knights_queue import KnightsQueue
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from models.castle import Castle
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from models.knight import Knight
from models.monster import Monster
from ui.logs import Logs
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from ui.screens.credits import Credits
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from ui.screens.options import Options
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from ui.stats import Stats
from .grid import Grid
from .spawner import Spawner
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class Game:
def __init__(self):
pygame.init()
pygame.display.set_caption(GAME_TITLE)
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pygame.display.set_icon(pygame.image.load('./resources/icons/sword.png'))
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self.screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
self.clock = pygame.time.Clock()
self.tiles = []
for tile_path in TILES:
converted_tile = pygame.image.load('resources/textures/' + tile_path).convert_alpha()
self.tiles.append((tile_path, converted_tile))
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self.bg = pygame.image.load("./resources/textures/bg.jpg")
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self.screens = {'credits': Credits(self.screen, self.clock), 'options': Options(self.screen, self.clock)}
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click = False
def main_menu(self):
while True:
self.screen.blit(self.bg, (0, 0))
pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(800, 100, 400, 500), 0, 5)
draw_text('MAIN MENU', FONT_DARK, self.screen, 850, 150, 30, True)
mx, my = pygame.mouse.get_pos()
button_1 = pygame.Rect(850, 250, 300, 50)
button_2 = pygame.Rect(850, 350, 300, 50)
button_3 = pygame.Rect(850, 450, 300, 50)
if button_1.collidepoint((mx, my)):
if click:
self.game()
if button_2.collidepoint((mx, my)):
if click:
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self.screens['options'].display_screen()
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if button_3.collidepoint((mx, my)):
if click:
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self.screens['credits'].display_screen()
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pygame.draw.rect(self.screen, (0, 191, 255), button_1, 0, 4)
draw_text('PLAY', WHITE, self.screen, 870, 255)
pygame.draw.rect(self.screen, (0, 191, 255), button_2, 0, 4)
draw_text('OPTIONS', WHITE, self.screen, 870, 355)
pygame.draw.rect(self.screen, (0, 191, 255), button_3, 0, 4)
draw_text('CREDITS', WHITE, self.screen, 870, 455)
click = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
click = True
pygame.display.update()
self.clock.tick(60)
def game(self):
running = True
grid = Grid(self.tiles)
stats = Stats()
logs = Logs()
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knights_sprite_group = pygame.sprite.Group()
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monsters_sprite_group = pygame.sprite.Group()
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castle_sprite_group = pygame.sprite.Group()
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knights_left = self.generate_knights_team(knights_sprite_group)
knights_right = self.generate_knights_team(knights_sprite_group)
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knights_queue = KnightsQueue(knights_left, knights_right)
spawn_left_team = Spawner(grid, knights_left, KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT,
LEFT_KNIGHTS_SPAWN_FIRST_ROW, LEFT_KNIGHTS_SPAWN_FIRST_COL)
spawn_right_team = Spawner(grid, knights_right, KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT,
RIGHT_KNIGHTS_SPAWN_FIRST_ROW,
RIGHT_KNIGHTS_SPAWN_FIRST_COL)
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spawn_left_team.spawn()
spawn_right_team.spawn()
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spawned_monsters = self.generate_monster(monsters_sprite_group)
monster_spawn = Spawner(grid, spawned_monsters, spawn_where_possible=True)
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monster_spawn.spawn()
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spawned_castle = self.generate_castle(castle_sprite_group)
castle_spawn = Spawner(grid, [spawned_castle], CASTLE_SPAWN_WIDTH, CASTLE_SPAWN_HEIGHT,
CASTLE_SPAWN_FIRST_ROW, CASTLE_SPAWN_FIRST_COL)
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castle_spawn.spawn()
#grid.put_on_tile(0, 0, knights_left[0])
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while running:
self.screen.blit(self.bg, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
grid.update(self.screen)
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stats.draw(self.screen)
logs.draw(self.screen)
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knights_sprite_group.draw(self.screen)
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monsters_sprite_group.draw(self.screen)
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castle_sprite_group.draw(self.screen)
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pygame.display.update()
self.clock.tick(FPS_COUNT)
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@staticmethod
def generate_knights_team(knights_sprite_group):
knights = []
for i in range(4):
knight = Knight("./resources/textures/knight.png")
knights.append(knight)
knights_sprite_group.add(knight)
return knights
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@staticmethod
def generate_monster(monsters_sprite_group):
monsters = []
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for i in range(2):
monster = Monster()
monsters.append(monster)
monsters_sprite_group.add(monster)
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return monsters
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@staticmethod
def generate_castle(castle_sprite_group):
castle = Castle()
castle_sprite_group.add(castle)
return castle