XsedoX
deabeeac43
step_onto -> put_on(zmiana nazwy), dziala poprawnie(maly bug byl);funkcja put_on_tile(row, column, obj) sluzy polozeniu danego obiektu na danym tilu, przyklad uzycia zakomentowany w game.py(wywolujcie po spawnerze, bo nadpisze pozycje xd); dorobilem wlasny exception, gdy tile jest zajety w pliku exceptions.py - moze sie przyda ten plik
166 lines
5.8 KiB
Python
166 lines
5.8 KiB
Python
import sys
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import pygame
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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
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from models.monster import Monster
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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
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from .grid import Grid
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from .spawner import Spawner
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class Game:
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def __init__(self):
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pygame.init()
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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))
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self.clock = pygame.time.Clock()
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self.tiles = []
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for tile_path in TILES:
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converted_tile = pygame.image.load('resources/textures/' + tile_path).convert_alpha()
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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
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def main_menu(self):
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while True:
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self.screen.blit(self.bg, (0, 0))
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pygame.draw.rect(self.screen, (255, 255, 255), pygame.Rect(800, 100, 400, 500), 0, 5)
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draw_text('MAIN MENU', FONT_DARK, self.screen, 850, 150, 30, True)
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mx, my = pygame.mouse.get_pos()
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button_1 = pygame.Rect(850, 250, 300, 50)
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button_2 = pygame.Rect(850, 350, 300, 50)
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button_3 = pygame.Rect(850, 450, 300, 50)
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if button_1.collidepoint((mx, my)):
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if click:
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self.game()
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if button_2.collidepoint((mx, my)):
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if click:
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self.screens['options'].display_screen()
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if button_3.collidepoint((mx, my)):
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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)
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draw_text('PLAY', WHITE, self.screen, 870, 255)
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pygame.draw.rect(self.screen, (0, 191, 255), button_2, 0, 4)
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draw_text('OPTIONS', WHITE, self.screen, 870, 355)
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pygame.draw.rect(self.screen, (0, 191, 255), button_3, 0, 4)
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draw_text('CREDITS', WHITE, self.screen, 870, 455)
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click = False
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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pygame.quit()
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sys.exit()
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if event.type == pygame.MOUSEBUTTONDOWN:
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if event.button == 1:
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click = True
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pygame.display.update()
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self.clock.tick(60)
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def game(self):
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running = True
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grid = Grid(self.tiles)
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stats = Stats()
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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)
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knights_right = self.generate_knights_team(knights_sprite_group)
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knights_queue = KnightsQueue(knights_left, knights_right)
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spawn_left_team = Spawner(grid, knights_left, KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT,
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LEFT_KNIGHTS_SPAWN_FIRST_ROW, LEFT_KNIGHTS_SPAWN_FIRST_COL)
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spawn_right_team = Spawner(grid, knights_right, KNIGHTS_SPAWN_WIDTH, KNIGHTS_SPAWN_HEIGHT,
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RIGHT_KNIGHTS_SPAWN_FIRST_ROW,
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RIGHT_KNIGHTS_SPAWN_FIRST_COL)
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spawn_left_team.spawn()
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spawn_right_team.spawn()
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spawned_monsters = self.generate_monster(monsters_sprite_group)
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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)
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castle_spawn = Spawner(grid, [spawned_castle], CASTLE_SPAWN_WIDTH, CASTLE_SPAWN_HEIGHT,
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CASTLE_SPAWN_FIRST_ROW, CASTLE_SPAWN_FIRST_COL)
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castle_spawn.spawn()
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#grid.put_on_tile(0, 0, knights_left[0])
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while running:
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self.screen.blit(self.bg, (0, 0))
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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running = False
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grid.update(self.screen)
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stats.draw(self.screen)
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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()
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self.clock.tick(FPS_COUNT)
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@staticmethod
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def generate_knights_team(knights_sprite_group):
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knights = []
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for i in range(4):
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knight = Knight("./resources/textures/knight.png")
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knights.append(knight)
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knights_sprite_group.add(knight)
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return knights
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@staticmethod
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def generate_monster(monsters_sprite_group):
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monsters = []
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for i in range(2):
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monster = Monster()
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monsters.append(monster)
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monsters_sprite_group.add(monster)
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return monsters
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@staticmethod
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def generate_castle(castle_sprite_group):
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castle = Castle()
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castle_sprite_group.add(castle)
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return castle
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