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game.py
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game.py
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import os
import sys
import math
import random
import pygame
from data import load_assets, load_sfx, COLOR_SCHEMA
from entities import Player, OrcArcher, BigZombie, BigDaemon
from map import Map
from weather import Clouds, Raindrop
from particle import Particle, Spark, create_particles
from player_controller import PlayerController
from ui import UI, SkillsTree, CharacterMenu, InventoryMenu, MerchantWindow
from support import volume_adjusting
from settings import *
from projectile import (SkullSmoke, AnimatedFireball, HollySpell, SpeedSpell, BloodlustSpell, InvulnerabilitySpell,
BloodEffect)
from items import (Coin, Gem, HealthPoison, MagicPoison, StaminaPoison, PowerPoison,
HollyScroll, SpeedScroll, BloodlustScroll, InvulnerabilityScroll,
CommonChest, RareChest, UniqueChest, EpicChest, LegendaryChest, MythicalChest,
SteelKey, RedKey, BronzeKey, PurpleKey, GoldKey,
Merchant)
pygame.init()
pygame.display.set_caption('Some Simple Game')
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGTH))
class Game:
"""
A class that represents the main module of the game.
Documentation: game_docs.md
"""
def __init__(self):
self.screen = screen
self.display = pygame.Surface((DISPLAY_WIDTH, DISPLAY_HEIGTH), pygame.SRCALPHA)
self.display_2 = pygame.Surface((DISPLAY_WIDTH, DISPLAY_HEIGTH))
self.clock = pygame.time.Clock()
self.sfx = load_sfx()
self.volume_settings = VOLUME_SETTINGS
self.assets = load_assets()
self.clouds = Clouds(self.assets['clouds'])
self.raindrops = pygame.sprite.Group()
self.map = Map(self, tile_size=16)
self.ui = UI(self)
self.skills_tree = SkillsTree(self)
self.character_menu = CharacterMenu(self)
self.inventory_menu = InventoryMenu(self)
self.merchant_window = MerchantWindow(self)
self.movement = [False, False]
self.player = Player(self)
self.player_controller = PlayerController(
self.player, self.sfx, self.movement, self.skills_tree, self.character_menu, self.inventory_menu,
self.merchant_window,
)
self.projectiles = []
self.animated_projectiles = []
self.particles = []
self.sparks = []
self.munition = []
self.spells = []
self.effects = []
self.damage_rates = []
self.loot = []
self.chests = []
self.merchants = []
self.enemies = []
self.shaking_screen_effect = 0
self.scroll = [0, 0]
self.dead = None
self.transition = None
self.death_timer = None
self.artifacts_remaining = None
self.level = 0
self.game_over = False
self.load_level(self.level)
def clear_lists(self):
"""
Method for cleaning the list of objects on the map before loading a new level
"""
lists_to_clear = [
self.enemies, self.loot, self.chests,
self.projectiles, self.animated_projectiles,
self.particles, self.sparks, self.munition,
self.spells, self.effects, self.damage_rates
]
for lst in lists_to_clear:
lst.clear()
self.raindrops.empty()
def load_level(self, map_id):
"""
Method for loading the level map and all objects.
:param map_id: Identifier of the level.
"""
self.clear_lists()
self.map.load('data/maps/' + str(map_id) + '.json')
pygame.mixer.music.load(f'data/music/level{str(self.level)}.wav')
pygame.mixer.music.set_volume(0.25)
pygame.mixer.music.play(-1)
pygame.mixer.Sound(f'data/ambiance/{str(self.level)}.wav').play(-1)
# calibrate the volume of sound effects
volume_adjusting(self.sfx, self.volume_settings)
# placement of enemies on the level map in spawn locations
enemy_constructors = {
1: lambda pos: OrcArcher(self, pos),
2: lambda pos: BigZombie(self, pos),
3: lambda pos: BigDaemon(self, pos),
}
for spawner in self.map.extract([('spawners', i) for i in range(5)]):
variant = spawner['variant']
if variant == 0: # player
self.player.pos = spawner['pos']
self.player.air_time = 0
elif variant in enemy_constructors:
self.enemies.append(enemy_constructors[variant](spawner['pos']))
elif variant == 4: # merchant
self.merchants.append(Merchant(self, spawner['pos']))
# game loot
loot_id = {
0: Gem,
1: Coin,
2: HealthPoison,
3: MagicPoison,
4: StaminaPoison,
5: PowerPoison,
6: SpeedScroll,
7: BloodlustScroll,
8: HollyScroll,
9: InvulnerabilityScroll,
10: SteelKey,
11: RedKey,
12: BronzeKey,
13: PurpleKey,
14: GoldKey
}
for item in self.map.extract([('loot_spawn', i) for i in range(15)]):
loot_class = loot_id.get(item['variant'])
if loot_class:
self.loot.append(loot_class(self, item['pos'], (16, 32)))
chest_id = {
0: CommonChest,
1: RareChest,
2: UniqueChest,
3: EpicChest,
4: LegendaryChest,
5: MythicalChest
}
for chest in self.map.extract([('chest_spawn', i) for i in range(7)]):
chest_class = chest_id.get(chest['variant'])
if chest_class:
self.chests.append(chest_class(self, chest['pos'], (24, 24)))
self.artifacts_remaining = len([item for item in self.loot if isinstance(item, Gem)])
# rain effect
if self.level in rain_on_levels:
wind_strength = random.randint(1, 4)
rain_strength = random.choice((100, 300, 500, 600))
for _ in range(rain_strength):
x, y = random.randint(0, SCREEN_WIDTH), random.randint(0, SCREEN_HEIGTH)
self.raindrops.add(Raindrop(x, y, wind_strength)) # type: ignore
self.scroll = [0, 0]
self.dead = False
self.transition = -30
self.death_timer = 60
def projectile_impact(self, projectile):
"""
Processing of a projectile hitting a physical obstacle
:param projectile:
"""
self.sfx['arrow_crash'].play()
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(), 'white'))
def harming_the_player(self):
"""
Method handling of a projectile hit to the player.
"""
if not self.player.invulnerability:
if self.player.current_health <= self.player.max_health * 0.3 and self.player.skills["Vitality Infusion"]:
if random.random() < 0.1:
self.player.current_health += 30
else:
self.player.current_health -= 15 - (self.player.skills["Steel Skin"] * 2)
else:
self.player.current_health -= 15 - (self.player.skills["Steel Skin"] * 2)
if self.player.current_health > 0:
self.sfx['pain'].play()
self.shaking_screen_effect = max(16, self.shaking_screen_effect)
create_particles(self, self.player.rect(), num_particles=(10, 15))
center_x = self.ui.heart_image.get_width() / 2
center_y = self.ui.heart_image.get_height() / 2
self.effects.append(BloodEffect(self, (center_x, center_y)))
def handling_player_damage(self):
voice = str(random.randint(1, 3))
self.sfx['damaged' + voice].play()
self.player.current_health -= 40 - self.player.defence - (self.player.skills["Steel Skin"] * 5)
def run(self):
"""
Start the main game cycle.
"""
# download music and background sound effects
pygame.mixer.music.load(f'data/music/level{str(self.level)}.wav')
pygame.mixer.music.set_volume(0.2)
pygame.mixer.music.play(-1)
pygame.mixer.Sound(f'data/ambiance/{str(self.level)}.wav').play(-1)
def transition_to_next_level():
"""
This function prepare all parameters before next level and call load_level method.
"""
self.level = min(self.level + 1, len(os.listdir('data/maps')) - 1)
self.player.current_health = self.player.max_health
self.player.stamina = self.player.max_stamina
self.player.mana = self.player.max_mana
self.player.stamina = 100
self.load_level(self.level)
def level_restart():
"""
This function prepare all parameters before restart current level and call load_level method.
"""
self.player.current_health = self.player.max_health
self.player.stamina = self.player.max_stamina
self.player.life -= 1
self.player.death_hit = False
self.load_level(self.level)
# It processes all events that occur at a level in the game.
while not self.game_over:
self.display.fill((0, 0, 0, 0))
self.display_2.blit(pygame.transform.scale(self.assets['background'][self.level],
self.display_2.get_size()), (0, 0))
self.shaking_screen_effect = max(0, self.shaking_screen_effect - 1)
# checking the level completion
if not self.artifacts_remaining:
self.transition += 1
if self.transition > 30:
transition_to_next_level()
if self.transition < 0:
self.transition += 1
# restarting level if player has been killed or fall
if self.dead:
self.dead += 1
if self.dead >= 20:
self.transition = min(30, self.transition + 1)
if self.dead > 60:
level_restart()
# screen offset rendering
offset_y = -75
self.scroll[0] += (self.player.rect().centerx - DISPLAY_WIDTH / 2 - self.scroll[0]) / 30
self.scroll[1] += ((self.player.rect().centery + offset_y) - DISPLAY_HEIGTH / 2 - self.scroll[1]) / 30
render_scroll = (int(self.scroll[0]), int(self.scroll[1]))
# updating and rendering clouds
self.clouds.update()
self.clouds.render(self.display_2, offset=render_scroll)
# render map
self.map.render(self.display, offset=render_scroll)
self.map.update_animated_tiles()
# updating and rendering items on map
for item in self.loot:
item.update()
item.render(self.display, offset=render_scroll)
# updating and rendering chests on map
for chest in self.chests:
chest.update()
chest.render(self.display, offset=render_scroll)
# updating and rendering traders on map
for merchant in self.merchants:
merchant.update()
merchant.render(self.display, offset=render_scroll)
# updating state and rendering enemies
for enemy in self.enemies.copy():
if not enemy.update(self.map, (0, 0)):
enemy.render(self.display, offset=render_scroll)
else:
self.sfx[enemy.e_type].play()
self.enemies.remove(enemy)
# player status update and rendering
if self.player.current_health <= 0:
if not self.player.skills["Resurrection"]:
self.player.death_hit = True
else:
if random.random() > 0.2:
self.player.death_hit = True
else:
self.sfx["revive"].play()
self.player.current_health = self.player.max_health
if self.player.life <= 0:
self.game_over = True
break
if not self.dead:
self.player.update(self.map, (self.movement[1] - self.movement[0], 0))
self.player.render(self.display, offset=render_scroll)
if self.player.death_hit:
self.death_timer -= 1
if self.death_timer <= 0:
self.dead = True
# processing of conventional projectiles
for projectile in self.projectiles.copy():
projectile_pos = (projectile[0][0] - render_scroll[0], projectile[0][1] - render_scroll[1])
img = self.assets[projectile[-1]]
flipped_projectile = pygame.transform.flip(img, math.copysign(1, projectile[1]) < 0, False)
self.display.blit(flipped_projectile, (projectile_pos[0] - flipped_projectile.get_width() / 2,
projectile_pos[1] - flipped_projectile.get_height() / 2))
projectile[0][0] += 2 * projectile[1]
projectile[2] += 1
# projectile collision with an obstacle and player
if self.map.checking_physical_tiles(projectile[0]):
self.projectiles.remove(projectile)
self.projectile_impact(projectile)
elif projectile[2] > 180:
self.projectiles.remove(projectile)
elif abs(self.player.dashing) < 50 and self.player.rect().collidepoint(projectile[0]):
self.projectiles.remove(projectile)
self.harming_the_player()
# processing animated projectiles
for projectile in self.animated_projectiles.copy():
if self.player.rect().colliderect(projectile.rect()):
if isinstance(projectile, AnimatedFireball):
self.sfx['fire_punch'].play()
if not self.player.invulnerability:
if (self.player.current_health <= self.player.max_health * 0.3 and
self.player.skills["Vitality Infusion"]):
if random.random() < 0.1:
self.player.current_health += 30
else:
self.handling_player_damage()
else:
self.handling_player_damage()
for i in range(30):
angle = random.random() * math.pi * 2
self.sparks.append(
Spark(self.player.rect().center, angle, 2 + random.random(), 'fireball'))
elif isinstance(projectile, SkullSmoke):
if not self.player.invulnerability:
if not self.player.skills["Poison Resistance"]:
self.sfx['cough'].play(2)
self.sfx['corruption'].play()
self.player.corruption = True
for i in range(50):
angle = random.random() * math.pi * 4
self.sparks.append(
Spark(self.player.rect().center, angle, 2 + random.random(), 'toxic'))
self.animated_projectiles.remove(projectile)
kill = projectile.update()
projectile.render(self.display, offset=render_scroll)
if kill or projectile.animation.done:
try:
self.animated_projectiles.remove(projectile)
except ValueError:
pass
# spark handling
for spark in self.sparks.copy():
spark.update()
spark.render(self.display, offset=render_scroll)
if spark.update():
self.sparks.remove(spark)
# long-range player's weapon handling
for slug in self.munition.copy():
if self.map.checking_physical_tiles(slug.pos):
self.sfx['suriken_rebound'].play()
for i in range(4):
self.sparks.append(
Spark(slug.pos, random.random() - 0.5 + (math.pi if slug.direction > 0 else 0),
2 + random.random(), 'white'))
slug.direction *= -1
slug.recoil = True
if self.player.rect().colliderect(slug.rect) and slug.recoil:
self.munition.remove(slug)
self.player.current_health -= 5
self.sfx['pain'].play()
for i in range(10):
angle = random.random() * math.pi * 2
self.sparks.append(Spark(self.player.rect().center, angle, 2 + random.random()))
kill = slug.update()
slug.render(self.display, offset=render_scroll)
if kill:
self.munition.remove(slug)
# magic spells handling
for spell in self.spells.copy():
if isinstance(spell, HollySpell):
self.player.current_health = 100
self.player.stamina = 100
self.player.corruption = False
self.player.double_power = 2
self.sfx['holly_spell'].play()
if isinstance(spell, SpeedSpell):
self.player.super_speed = 2
self.sfx['speed_spell'].play()
if isinstance(spell, BloodlustSpell):
self.player.critical_hit_chance = True
self.sfx['bloodlust_spell'].play()
if isinstance(spell, InvulnerabilitySpell):
self.player.invulnerability = True
self.sfx['invulnerability_spell'].play()
kill = spell.update()
spell.render(self.display, offset=render_scroll)
if kill or spell.animation.done:
self.spells.remove(spell)
# updating and rendering VFX
for effect in self.effects:
effect.update()
effect.render(self.display, offset=render_scroll)
if effect.animation.done:
self.effects.remove(effect)
# updating and rendering damage info
for damage in self.damage_rates.copy():
damage.update()
damage.render(self.display, offset=render_scroll)
if damage.timer <= 0:
self.damage_rates.remove(damage)
# updating and rendering particles
for particle in self.particles.copy():
kill = particle.update()
particle.render(self.display, offset=render_scroll)
if kill:
self.particles.remove(particle)
# updating raindrops
for raindrop in self.raindrops:
raindrop.update()
self.raindrops.draw(self.display)
# rendering user interface
self.ui.render()
# rendering skills_tree, character or inventory menu
if self.player.skills_menu_is_active:
self.skills_tree.render()
elif self.player.character_menu_is_active:
self.character_menu.render()
elif self.player.inventory_menu_is_active:
self.inventory_menu.render()
elif self.player.trading:
self.merchant_window.render()
# handling of controller events
keys = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
self.player_controller.handle_events(event, keys)
if self.transition:
color = COLOR_SCHEMA['white']
trans_mapping = pygame.Surface(self.display.get_size())
pygame.draw.circle(trans_mapping, color, (DISPLAY_WIDTH // 2, DISPLAY_HEIGTH // 2),
(30 - abs(self.transition)) * 8)
trans_mapping.set_colorkey(color)
self.display.blit(trans_mapping, (0, 0))
display_mask = pygame.mask.from_surface(self.display)
display_outline = display_mask.to_surface(setcolor=(0, 0, 0, 180), unsetcolor=(0, 0, 0, 0))
sse_offset = (random.random() * self.shaking_screen_effect - self.shaking_screen_effect / 2,
random.random() * self.shaking_screen_effect - self.shaking_screen_effect / 2)
for offset in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
self.display_2.blit(display_outline, offset)
self.display_2.blit(self.display, (0, 0))
self.screen.blit(pygame.transform.scale(self.display_2, self.screen.get_size()), sse_offset)
pygame.display.update()
self.clock.tick(60)
class Menu:
"""
A class representing the main menu of the game.
"""
def __init__(self):
"""
Initializes the Menu object.
"""
self.screen = screen
self.display = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGTH), pygame.SRCALPHA)
self.background = pygame.image.load('data/images/background/main_menu.png')
self.background_2 = pygame.transform.scale(self.background, (self.background.get_width() // 2, self.background.get_height() // 2))
self.background_overlay = pygame.image.load('data/images/background/overlay.png').convert_alpha()
self.background_overlay_2 = pygame.transform.scale(self.background_overlay, (self.background_overlay.get_width() // 2, self.background_overlay.get_height() // 2))
self.overlay_alpha = 70
self.alpha_direction = 1
self.overlay_rotation_angle = 0
self.overlay_rotation_direction = 1
self.selected_option = 0
self.options = ["Start Game", "Options", "Credits", "Exit"]
self.font = pygame.font.Font(None, 48)
self.menu_select_sound = pygame.mixer.Sound('data/sfx/menu_select.wav')
self.menu_confirm_sound = pygame.mixer.Sound('data/sfx/menu_confirm.wav')
self.menu_music = pygame.mixer.Sound('data/music/menu_music.wav')
self.menu_music.play(-1)
self.clock = pygame.time.Clock()
self.sparks = []
def update_overlay_alpha(self):
"""changes the transparency of the overlay"""
self.overlay_alpha += self.alpha_direction * 1
if self.overlay_alpha <= 0 or self.overlay_alpha >= 155:
self.alpha_direction *= -1
def update_overlay_rotation(self):
"""changes the angle of rotation of the overlay"""
self.overlay_rotation_angle += self.overlay_rotation_direction * 0.01
if self.overlay_rotation_angle <= -1 or self.overlay_rotation_angle >= 1:
self.overlay_rotation_direction *= -1
@staticmethod
def create_spark():
"""Creates particles with random parameters, size, transparency, and direction of movement."""
x = random.randint(0, SCREEN_WIDTH)
y = random.randint(0, SCREEN_HEIGTH)
speed_x = random.uniform(-1, 1)
speed_y = random.uniform(-1, 1)
size = random.randint(1, 2)
color = (random.randint(200, 255), random.randint(200, 255), random.randint(200, 255), random.randint(32, 128))
return {"x": x, "y": y, "speed_x": speed_x, "speed_y": speed_y, "size": size, "color": color}
def update_sparks(self):
"""Update the position of the particles."""
for spark in self.sparks:
spark["x"] += spark["speed_x"]
spark["y"] += spark["speed_y"]
# Handling of particle out of the screen
if spark["x"] < 0 or spark["x"] > SCREEN_WIDTH or spark["y"] < 0 or spark["y"] > SCREEN_HEIGTH:
self.sparks.remove(spark)
def draw_sparks(self):
"""Drawing sparks on screen"""
for spark in self.sparks:
color = spark["color"]
size = spark["size"]
surface = pygame.Surface((size * 2, size * 2), pygame.SRCALPHA)
pygame.draw.circle(surface, color, (size, size), size)
self.screen.blit(surface, (int(spark["x"]) - size, int(spark["y"]) - size))
def show_loading_screen(self):
"""Game loading screen."""
loading_font = pygame.font.Font(None, 36)
loading_text = loading_font.render("Loading ...", True, (255, 255, 255))
loading_text_rect = loading_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGTH // 2))
progress_bar_width = 300
progress_bar_height = 20
progress_bar_rect = pygame.Rect((SCREEN_WIDTH // 2 - progress_bar_width // 2, SCREEN_HEIGTH // 2 + 50,
progress_bar_width, progress_bar_height))
progress = 0
while progress <= 100:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
self.screen.blit(self.background, (0, 0))
self.screen.blit(loading_text, loading_text_rect)
pygame.draw.rect(self.screen, (255, 255, 255), progress_bar_rect, 2)
pygame.draw.rect(self.screen, (255, 255, 255), (progress_bar_rect.left, progress_bar_rect.top,
progress * progress_bar_width // 100, progress_bar_height))
pygame.display.flip()
progress += 1
pygame.time.delay(30)
main() # start the game
def run(self):
"""Runs the main loop of the menu."""
while True:
self.screen.blit(self.background_2, (0, 0))
rotated_overlay = pygame.transform.rotate(self.background_overlay_2, self.overlay_rotation_angle)
rotated_overlay_rect = rotated_overlay.get_rect(topleft=(- 12, -16))
rotated_overlay.set_alpha(self.overlay_alpha)
self.screen.blit(rotated_overlay, rotated_overlay_rect)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
self.selected_option = (self.selected_option - 1) % len(self.options)
self.menu_select_sound.play()
elif event.key == pygame.K_DOWN:
self.selected_option = (self.selected_option + 1) % len(self.options)
self.menu_select_sound.play()
elif event.key == pygame.K_SPACE:
self.menu_confirm_sound.play()
if self.selected_option == 0:
# Start Game
self.menu_music.stop()
self.show_loading_screen()
elif self.selected_option == 1:
# Options
return "options"
elif self.selected_option == 2:
# Credits
return "credits"
elif self.selected_option == 3:
# Exit
pygame.quit()
sys.exit()
for i, option in enumerate(self.options):
color = (255, 255, 255) if i == self.selected_option else (128, 128, 128)
menu_option = self.font.render(option, True, color)
menu = menu_option.get_rect(center=(SCREEN_WIDTH // 2, 174 + i * 50))
self.screen.blit(menu_option, menu)
if random.random() < 0.1: # Simulating the appearance of new particles with a certain probability
self.sparks.append(self.create_spark())
self.update_sparks()
self.draw_sparks()
# Update overlay transparency and rotation
self.update_overlay_alpha()
self.update_overlay_rotation()
pygame.display.flip()
self.clock.tick(30)
def main():
"""
This is the login function (starting the game process).
It creates a Game object and calls its run method.
If the end of game flag is true, then the game will be transferred to the End of Game screen
with the option to exit to the main menu or restart the game from the beginning.
"""
game = Game()
while not game.game_over:
game.run()
pygame.mixer.music.stop()
screen.fill((0, 0, 0))
text = game.ui.font3.render("GAME OVER", True, (255, 255, 255))
rect = text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGTH // 2))
screen.blit(text, rect)
restart_text = game.ui.font4.render("Press E to restart the game, or Q to quit", True, (255, 255, 255))
restart_rect = restart_text.get_rect(center=(SCREEN_WIDTH // 2, SCREEN_HEIGTH // 2 + 50))
screen.blit(restart_text, restart_rect)
pygame.display.update()
pygame.mixer.music.load(f'data/music/game_over.mp3')
pygame.mixer.music.set_volume(1)
pygame.mixer.music.play()
while game.game_over:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_e:
pygame.mixer.music.stop()
main()
elif event.key == pygame.K_q:
pygame.mixer.music.stop()
Menu().run()
if __name__ == "__main__":
Menu().run()