/
main.py
803 lines (707 loc) · 26.5 KB
/
main.py
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from collections import OrderedDict
import logging
import os
import random
import glob
import pyglet
import pymunk
pyglet.options['debug_gl'] = False
# GLOBAL VARIABLES
ROOT = os.path.dirname(__file__)
RES_PATH = os.path.join(ROOT, "resources")
PAUSED = False
FPS = 60.0 # Target frames per second
# Get information about the OS and display #
platform = pyglet.window.get_platform()
display = platform.get_default_display()
screen = display.get_default_screen()
# Limit the frames per second to 30 #
pyglet.clock.set_fps_limit(FPS)
fps_display = pyglet.clock.ClockDisplay()
# Logging
logging.basicConfig(
filename='debug.log',
filemode='w',
format='%(asctime)s,%(msecs)d %(name)s %(levelname)s %(message)s',
datefmt='%H:%M:%S',
level=logging.DEBUG
)
logger = logging.getLogger(__name__)
ch = logging.StreamHandler()
ch.setLevel(logging.INFO)
logger.addHandler(ch)
logger.setLevel(logging.DEBUG)
logger.debug("Importing game modules...")
import items
from image_generator import grid_to_image
from load_config import ConfigSectionMap as load_cfg
from player import Player, Mage
from enemy import Enemy
from animations import Animator
from ui import UI
from functions import *
from dungeon_generator import DungeonGenerator
import spatial
logger.debug("Done.")
class Game:
def __init__(self, window):
self.window = window
self.cfg = load_cfg("Game")
def newgame(self, level):
logger.info("Starting new game...")
self.window.flush()
# for i in range(100):
# print(str(i) + ": " + self.generate_name("surname"))
dungeon_cfg = load_cfg("Dungeon2")
self.dungeon = DungeonGenerator(
logger,
dungeon_cfg
)
self.game_size = (
dungeon_cfg["dungeon_size"][0] * 32,
dungeon_cfg["dungeon_size"][1] * 32
)
self.space = pymunk.Space()
self.dungeon.generate()
self.spatial_hash = spatial.SpatialHash()
for w in self.dungeon.walls:
self.spatial_hash.insert_object_for_rect(
w.p1,
w.p2,
w
)
for c in self.dungeon.collidable:
self.spatial_hash.insert_object_for_rect(
c.p1,
c.p2,
c
)
logger.info("Generating dungeon graphics...")
img_grid = self.dungeon.get_tilemap()
grid_to_image(
img_grid, "dungeon", self.game_size
)
dungeon_texture = self.window.load_single_texture(
"dungeon"
)
dungeon_overlay_texture = self.window.load_single_texture(
"dungeon_overlay"
)
self.dungeon_sprite = pyglet.sprite.Sprite(
dungeon_texture,
x=0, y=0,
batch=self.window.batches["dungeon"]
)
self.dungeon_overlay_sprite = pyglet.sprite.Sprite(
dungeon_overlay_texture,
x=0, y=0,
batch=self.window.batches["dungeon_overlay"]
)
logger.info("Done.")
start = self.window.grid_to_window(*self.dungeon.startroom.center)
# self.tiles = tiles.TiledRenderer(self.window, level)
self.spawn_player(start)
# Add a static square for every dungeon wall
for w in self.dungeon.walls:
body = pymunk.Body()
body.position = w.center
box_points = [(-16, -16), (-16, 16), (16, 16), (16, -16)]
shape = pymunk.Poly(body, box_points, (0, 0))
shape.group = 1
self.space.add(shape)
w.body = body
for c in self.dungeon.collidable:
body = pymunk.Body()
body.position = c.center
box_points = [(-16, -16), (-16, 16), (16, 16), (16, -16)]
shape = pymunk.Poly(body, box_points, (0, 0))
shape.group = 1
self.space.add(shape)
c.body = body
# self.space.add_collision_handler(1, 1, post_solve=smack)
self.space.damping = 0.001
itemlist = items.L1_Sword(), items.L1_Armor(), items.L1_Ring()
for i in itemlist:
self.player.equip_item(i)
self.player.update_stats()
self.player.restore_stats()
logger.info("Spawning enemies...")
self.enemies = []
for r in self.dungeon.enemy_rooms:
for spawn in r.spawn_locations:
x, y = self.window.grid_to_window(*spawn)
self.add_enemy(x, y)
i = 0
for e in self.enemies:
e.modifiers["str"] += i
e.update_stats()
e.reset()
i += 3
logger.info("Done.")
if self.window.ui:
self.window.ui.add_stats(
self.player, 0, self.window.height, 120, 240
)
logger.info("Game successfully loaded.")
def add_enemy(self, x, y):
inertia = pymunk.moment_for_circle(20, 0, 12, (0, 0))
body = pymunk.Body(20, inertia)
body.position = (x, y)
shape = pymunk.Circle(body, 12, (0, 0))
shape.group = 0
shape.elasticity = 0.2
self.space.add(body, shape)
e = Enemy(self, window=self.window, x=x, y=y)
e.name = self.generate_name("surname")
e.body = body
self.enemies.append(e)
def spawn_player(self, point):
logger.info("Spawning player...")
self.player = Mage(
self, window=self.window,
x=point[0], y=point[1]
)
# Player body for physics
inertia = pymunk.moment_for_circle(10, 0, 12, (0, 0))
body = pymunk.Body(10, inertia)
body.position = (self.player.x, self.player.y)
shape = pymunk.Circle(body, 12, (0, 0))
shape.elasticity = 0.2
# shape.collision_type = 1
shape.group = 0
self.space.add(body, shape)
self.player.body = body
self.window.set_offset(
self.player.windowpos[0] - self.player.x,
self.player.windowpos[1] - self.player.y,
)
self.window.update_display_dungeon()
logger.info("Done.")
def generate_name(self, type):
syllables = load_cfg("Syllables")[type]
syllable_count = random.randrange(2, 4)
surname, title_pre, title_post, i = "", "", "", 0
apos_used = False
while i < syllable_count:
syl = random.choice(syllables)
if i and not random.randint(0, 10) and not apos_used:
surname += "'"
apos_used = True
# if i and not random.randint(0, 40):
# i -= 1
if syl not in surname:
surname += syl
i += 1
if not random.randint(0, 4):
tp = load_cfg("Syllables")["title_pre"]
title_pre = random.choice(tp)
tp = load_cfg("Syllables")["title_post"]
title_post = random.choice(tp)
if random.randint(0, 3):
fullname = "{0} the {1}{2}".format(
surname.title(),
title_pre.title(),
title_post,
)
else:
fullname = "{0} {1}{2}".format(
surname.title(),
title_pre.title(),
title_post,
)
elif not random.randint(0, 6):
if random.randint(0, 1):
tp = load_cfg("Syllables")["title_pre"]
else:
tp = load_cfg("Syllables")["title_post"]
title_pre = random.choice(tp)
if title_pre[0] == "-":
title_pre = title_pre[1:]
fullname = "{0} the {1}".format(
surname.title(),
title_pre.title(),
)
else:
fullname = surname.title()
if check_consecutive_letters(fullname, 3):
# self.generate_name("surname")
return "ERRORNAME LOL"
else:
return fullname
def check_enemy_collision(self, x, y):
for e in self.enemies:
if check_point_rectangle(x, y, e.rectangle):
return True
else:
return False
def update_z_index(self):
pass
# for e in self.enemies:
# if e.y > self.player.y:
# e.sprite.group = self.window.bg_group
# else:
# e.sprite.group = self.window.fg_group
def update(self, dt):
for x in range(10):
self.space.step(dt / 10)
if self.player:
self.player.update(dt)
if len(self.enemies) > 0:
self.update_z_index()
for e in self.enemies:
e.update(dt)
class GameWindow(pyglet.window.Window): # Main game window
def __init__(self):
# Load config from file
self.cfg = load_cfg("Screen")
# Template for multisampling
gl_template = pyglet.gl.Config(
sample_buffers=1,
samples=2,
alpha_size=8
)
try: # to enable multisampling
gl_config = screen.get_best_config(gl_template)
except pyglet.window.NoSuchConfigException:
gl_template = pyglet.gl.Config(alpha_size=8)
gl_config = screen.get_best_config(gl_template)
logger.debug("Creating OpenGL context")
gl_context = gl_config.create_context(None)
logger.debug("Subclassing pyglet window, setting parameters.")
super(GameWindow, self).__init__(
context=gl_context,
config=gl_config,
resizable=False,
vsync=self.cfg["vsync"],
fullscreen=self.cfg["fullscreen"]
)
if not self.fullscreen:
logger.debug(
"Not fullscreen, setting screen resolution to {0}x{1}.".format(
self.cfg["width"], self.cfg["height"]
)
)
logger.debug("Centering window on screen.")
self.set_location(
(screen.width - self.cfg["width"]) // 2,
(screen.height - self.cfg["height"]) // 2
)
self.width, self.height = self.cfg["width"], self.cfg["height"]
# pyglet.gl.glClearDepth(1.0)
# pyglet.gl.glViewport(0, 0, self.width, self.height)
# pyglet.gl.glMatrixMode(pyglet.gl.GL_PROJECTION)
# pyglet.gl.glLoadIdentity()
# pyglet.gl.glOrtho(0, self.width, 0, self.height, 0.0, 1000)
# pyglet.gl.glMatrixMode(pyglet.gl.GL_MODELVIEW)
self.debug = False
self.logger = logger
self.fps_display = pyglet.clock.ClockDisplay()
self.mouse_pos = (0, 0)
self.selected_object = None
logger.debug("Loading textures from folder \"{0}\".".format(RES_PATH))
self.load_textures()
self.load_animations()
self.fg_group = pyglet.graphics.OrderedGroup(2)
self.mid_group = pyglet.graphics.OrderedGroup(1)
self.bg_group = pyglet.graphics.OrderedGroup(0)
self.batches = OrderedDict()
self.batches["gui0"] = pyglet.graphics.Batch()
self.batches["gui1"] = pyglet.graphics.Batch()
self.batches["gui2"] = pyglet.graphics.Batch()
self.batches["gui3"] = pyglet.graphics.Batch()
self.flush()
self.offset_x, self.offset_y = 0, 0
# GUI
self.build_ui()
self.load_map_files()
self.game = Game(self)
self.game.newgame(self.selected_mapfile)
self.update_offset()
def flush(self):
self.batches["dungeon"] = pyglet.graphics.Batch()
self.batches["dungeon_overlay"] = pyglet.graphics.Batch()
self.batches["creatures"] = pyglet.graphics.Batch()
self.batches["player"] = pyglet.graphics.Batch()
self.batches["projectiles"] = pyglet.graphics.Batch()
def load_textures(self):
logger.info("Loading textures...")
goblin_img = center_image(
pyglet.image.load(os.path.join(RES_PATH, 'crappy_goblin.png'))
)
player_body_img = center_image(
pyglet.image.load(os.path.join(RES_PATH, 'player_body.png'))
)
player_body_glow_img = center_image(
pyglet.image.load(os.path.join(RES_PATH, 'player_body_glow.png'))
)
player_hand_img = center_image(
pyglet.image.load(os.path.join(RES_PATH, 'player_hands.png'))
)
player_hand_glow_img = center_image(
pyglet.image.load(os.path.join(RES_PATH, 'player_hands_glow.png'))
)
button_img = center_image(
pyglet.image.load(os.path.join(RES_PATH, 'button.png'))
)
button_down_img = center_image(
pyglet.image.load(os.path.join(RES_PATH, 'button_down.png'))
)
fireball_s_img = center_image(
pyglet.image.load(os.path.join(RES_PATH, 'fireball_s.png'))
)
fireball_l_img = center_image(
pyglet.image.load(os.path.join(RES_PATH, 'fireball_l.png'))
)
bolt_img = center_image(
pyglet.image.load(os.path.join(RES_PATH, 'white_bolt.png'))
)
rc_img = center_image(
pyglet.image.load(os.path.join(RES_PATH, 'red_circle.png'))
)
cursor_default_img = pyglet.image.load(
os.path.join(RES_PATH, "cursors", "default.png")
)
cursor_projectile_img = pyglet.image.load(
os.path.join(RES_PATH, "cursors", "projectile.png")
)
self.textures = dict(
goblin=goblin_img,
player_body=player_body_img,
player_body_glow=player_body_glow_img,
player_hand=player_hand_img,
player_hand_glow=player_hand_glow_img,
button=button_img,
button_down=button_down_img,
fireball1=fireball_s_img,
fireball2=fireball_l_img,
bolt=bolt_img,
redcircle=rc_img,
)
self.reticules = dict(
default=pyglet.window.ImageMouseCursor(cursor_default_img, 2, 32),
projectile=pyglet.window.ImageMouseCursor(
cursor_projectile_img, 20, 20
),
)
logger.info(
"Done, {} textures loaded.".format(len(self.textures))
)
def load_single_texture(self, name, center=False):
if center:
return center_image(
pyglet.image.load(os.path.join(RES_PATH, name + '.png'))
)
else:
return pyglet.image.load(os.path.join(RES_PATH, name + '.png'))
def get_texture(self, name):
try:
return self.textures[name]
except KeyError:
logger.debug("Texture \"{0}\" not found".format(name))
return None
# def on_resize(self, width, height):
# # Based on the default with more useful clipping planes
# pyglet.gl.glViewport(0, 0, width, height)
# pyglet.gl.glMatrixMode(pyglet.gl.GL_PROJECTION)
# pyglet.gl.glLoadIdentity()
# pyglet.gl.glOrtho(0, width, 0, height, 0.0, 1000)
# pyglet.gl.glMatrixMode(pyglet.gl.GL_MODELVIEW)
def load_animations(self):
logger.info("Loading animations...")
self.animator = Animator(self)
logger.info(
"Finished loading {} animations.".format(
len(self.animator.animations)
)
)
# for key, value in self.animator.animations.items():
# print(key)
logger.info("Loading player animations...")
img = self.load_single_texture("player_sheet")
player_anim_grid = pyglet.image.ImageGrid(img, 8, 6)
for seq in player_anim_grid:
seq = center_image(seq)
down_anim_seq = reversed(player_anim_grid[42:48])
down_static = player_anim_grid[(7, 4)]
left_anim_seq = reversed(player_anim_grid[36:42])
left_static = player_anim_grid[(6, 4)]
right_anim_seq = reversed(player_anim_grid[30:36])
right_static = player_anim_grid[(5, 4)]
up_anim_seq = reversed(player_anim_grid[24:30])
up_static = player_anim_grid[(4, 4)]
ld_anim_seq = reversed(player_anim_grid[18:24])
ld_static = player_anim_grid[(3, 4)]
rd_anim_seq = reversed(player_anim_grid[12:18])
rd_static = player_anim_grid[(2, 4)]
lu_anim_seq = reversed(player_anim_grid[6:12])
lu_static = player_anim_grid[(1, 4)]
ru_anim_seq = reversed(player_anim_grid[0:6])
ru_static = player_anim_grid[(0, 4)]
down_anim = pyglet.image.Animation.from_image_sequence(
down_anim_seq, 0.2, True
)
left_anim = pyglet.image.Animation.from_image_sequence(
left_anim_seq, 0.2, True
)
right_anim = pyglet.image.Animation.from_image_sequence(
right_anim_seq, 0.2, True
)
up_anim = pyglet.image.Animation.from_image_sequence(
up_anim_seq, 0.2, True
)
ld_anim = pyglet.image.Animation.from_image_sequence(
ld_anim_seq, 0.2, True
)
rd_anim = pyglet.image.Animation.from_image_sequence(
rd_anim_seq, 0.2, True
)
lu_anim = pyglet.image.Animation.from_image_sequence(
lu_anim_seq, 0.2, True
)
ru_anim = pyglet.image.Animation.from_image_sequence(
ru_anim_seq, 0.2, True
)
self.player_anim_grid = dict(
down=down_anim,
left=left_anim,
right=right_anim,
up=up_anim,
leftdown=ld_anim,
rightdown=rd_anim,
leftup=lu_anim,
rightup=ru_anim
)
self.player_static_img = dict(
down=down_static,
left=left_static,
right=right_static,
up=up_static,
leftdown=ld_static,
rightdown=rd_static,
leftup=lu_static,
rightup=ru_static
)
logger.info("Finished loading player animations.")
def get_anim(self, name):
try:
return self.animator.get_anim(name)
except KeyError:
logger.error("No animation by name {} found".format(name))
def load_map_files(self):
self.maplist = sorted(glob.glob(os.path.join(RES_PATH, '*.tmx')))
try:
self.selected_mapfile = self.maplist[0]
except IndexError:
logger.error("No map files found!")
self.selected_mapfile = None
def set_reticule(self, reticule):
if reticule == "projectile":
self.set_mouse_cursor(self.reticules["projectile"])
else:
self.set_mouse_cursor(self.reticules["default"])
def build_ui(self):
self.ui = UI(self)
self.ui.add_button(
self.width - 32, self.height - 16, text="Exit",
cb=pyglet.app.exit
)
self.ui.add_bar(
self.width - 100, 50,
text="Health", width=200, height=20,
color="red", shows="hp"
)
self.ui.add_bar(
self.width - 100, 30,
text="Stamina", width=200, height=20,
color="green", shows="sta"
)
self.ui.add_bar(
self.width - 100, 10,
text="Mana", width=200, height=20,
color="blue", shows="mp"
)
pyglet.clock.schedule_interval(self.ui.update, 1.0 / FPS)
def update_offset(self, dx=False, dy=False):
self.offset_x += dx
self.offset_y += dy
self.update_display_dungeon()
def set_offset(self, x, y):
self.offset_x, self.offset_y = x, y
self.update_display_dungeon()
def get_windowpos(self, x, y, check=False, tol=0, precise=False):
if check:
if (
(x + self.offset_x > self.width + tol) or
(x + self.offset_x < 0 - tol)
):
return False
if (
(y + self.offset_y > self.height + tol) or
(y + self.offset_y < 0 - tol)
):
return False
if precise:
return x + self.offset_x, y + self.offset_y
else:
return int(x + self.offset_x), int(y + self.offset_y)
def grid_to_window(self, x, y):
return x * 32, y * 32
def get_gamepos(self, x, y, check=False, tol=0):
if check:
if (
(x - self.offset_x > self.width + tol) or
(x - self.offset_x < 0 - tol)
):
return False
if (
(y - self.offset_y > self.height + tol) or
(y - self.offset_y < 0 - tol)
):
return False
return int(x - self.offset_x), int(y - self.offset_y)
def on_mouse_press(self, x, y, button, modifiers):
p = self.game.player
gamepos = self.get_gamepos(x, y)
if button == 1:
if self.ui.check(x, y): # Checks if mouse press is on ui elements
logger.debug("Button hit, not registering presses on grid.")
elif p: # if its not, handle presses as usual
if p.actions["targeting"]:
if (
p.actions["targeting"].use(
target=self.get_gamepos(x, y)
)
):
p.clear_ability_target()
elif len(self.game.enemies) > 0:
for e in self.game.spatial_hash.get_objects_from_point(
gamepos, radius=32, type=Enemy
):
if get_dist(e.x, e.y, *gamepos) <= 24:
p.set_target(e)
break
else:
p.clear_target()
if button == 4:
if self.ui.check(x, y, dry=True):
pass
elif p:
p.clear_ability_target()
if len(self.game.enemies) > 0:
for e in self.game.spatial_hash.get_objects_from_point(
gamepos, radius=32, type=Enemy
):
if get_dist(e.x, e.y, *gamepos) <= 24:
p.auto_attack_target = e
p.set_target(e)
break
else:
p.clear_target()
def on_mouse_drag(self, x, y, dx, dy, button, modifiers):
pass
def on_mouse_release(self, x, y, button, modifiers):
if button == 1:
if self.ui.check(x, y, press=False):
pass
def on_mouse_motion(self, x, y, dx, dy):
self.mouse_pos = (x, y)
def on_key_press(self, symbol, modifiers):
k = pyglet.window.key
if symbol == k.ESCAPE:
logger.info("Exiting...")
pyglet.app.exit()
elif symbol == k.F12:
self.debug = not self.debug
elif symbol == k.F5:
self.game.newgame(self.selected_mapfile)
elif symbol == k.F2:
self.game.add_enemy(*self.get_gamepos(*self.mouse_pos))
if self.game.player:
if symbol == k.W:
self.game.player.move_dir["up"] = True
elif symbol == k.A:
self.game.player.move_dir["left"] = True
elif symbol == k.S:
self.game.player.move_dir["down"] = True
elif symbol == k.D:
self.game.player.move_dir["right"] = True
if symbol == k.F1:
for i in range(50):
self.game.player.levelup(attribute="str")
self.game.player.levelup(attribute="agi")
self.game.player.levelup(attribute="int")
if symbol == k.F3:
self.game.player.die()
if symbol == k.LSHIFT:
self.game.player.actions["sprint"] = True
# Cast abilitites
target = self.get_gamepos(*self.mouse_pos)
if symbol == k._1:
self.game.player.use_ability(1, target=target)
if symbol == k._2:
self.game.player.use_ability(2, target=target)
if symbol == k._3:
self.game.player.use_ability(3, target=target)
if symbol == k._4:
self.game.player.use_ability(4, target=target)
# Level up attributes
if symbol == k.EXCLAMATION:
self.game.player.levelup(attribute="str")
if symbol == k.DOUBLEQUOTE:
self.game.player.levelup(attribute="agi")
if symbol == k.HASH:
self.game.player.levelup(attribute="int")
else:
if symbol == k.F3:
self.game.spawn_player(
self.grid_to_window(*self.game.dungeon.startroom.center)
)
def on_key_release(self, symbol, modifiers):
k = pyglet.window.key
if self.game.player:
if symbol == k.W:
self.game.player.move_dir["up"] = False
elif symbol == k.A:
self.game.player.move_dir["left"] = False
elif symbol == k.S:
self.game.player.move_dir["down"] = False
elif symbol == k.D:
self.game.player.move_dir["right"] = False
if symbol == k.LSHIFT:
self.game.player.actions["sprint"] = False
def update_display_dungeon(self):
x, y = int(self.offset_x), int(self.offset_y)
self.game.dungeon_sprite.x = x
self.game.dungeon_sprite.y = y
self.game.dungeon_overlay_sprite.x = x
self.game.dungeon_overlay_sprite.y = y
def update(self, dt):
if self.game:
self.game.update(dt)
def render(self, dt):
pyglet.gl.glClearColor(*lookup_color("dgrey", gl=True))
self.clear()
pyglet.gl.glEnable(pyglet.gl.GL_DEPTH_TEST)
self.batches["dungeon"].draw()
self.batches["gui0"].draw()
self.batches["creatures"].draw()
self.batches["player"].draw()
self.batches["projectiles"].draw()
if hasattr(self, "animator"):
self.animator.render()
self.batches["dungeon_overlay"].draw()
# enemy_count = pyglet.text.Label(
# text=str(len(self.game.enemies)), font_name=None, font_size=18,
# x=50, y=400, anchor_x="left", anchor_y="top",
# color=lookup_color("black")
# )
# enemy_count.draw()
self.ui.draw()
if __name__ == "__main__":
# Initialize game window
w = GameWindow()
w.set_reticule("default")
pyglet.clock.schedule_interval(w.render, 1.0 / FPS)
pyglet.clock.schedule_interval(w.update, 1.0 / FPS)
# Initialize pyglet app
pyglet.app.run()