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objects.py
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692 lines (556 loc) · 24.8 KB
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import pygame
from stgs import *
from animations import *
import fx
import math
import colors
def activatePlatform(game, platformId):
game.getSprBylID(platformId).pause = False
class trigger(pygame.sprite.Sprite):
def __init__(self, game, rect, func, params, **kwargs):
self.groups = game.sprites
pygame.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.rect = pygame.Rect(rect)
self.func = lambda:func(params[0], params[1])
self.touched = False
for k, v in kwargs.items():
self.__dict__[k] = v
def update(self):
if not self.touched:
if self.rect.colliderect(self.game.player.rect):
self.func()
self.touched = True
class collider(pygame.sprite.Sprite):
color = (255, 255, 255)
def __init__(self, game, rect, **kwargs):
self.groups = game.colliders
pygame.sprite.Sprite.__init__(self, self.groups)
self.rect = pygame.Rect(rect)
for k, v in kwargs.items():
self.__dict__[k] = v
self.image = pygame.Surface((self.rect.width, self.rect.height))
self.image.fill(self.color)
class platWall(pygame.sprite.Sprite):
color = (255, 255, 255)
def __init__(self, game, rect, **kwargs):
pygame.sprite.Sprite.__init__(self)
self.rect = pygame.Rect(rect)
for k, v in kwargs.items():
self.__dict__[k] = v
self.image = pygame.Surface((self.rect.width, self.rect.height))
class mPlatform(pygame.sprite.Sprite):
def __init__(self, game, rect, **kwargs):
self.groups = game.colliders, game.sprites, game.layer2
pygame.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.rect = pygame.Rect(rect)
self.pos = pygame.Vector2((self.rect.x, self.rect.y))
self.player = self.game.player
self.pause = False
self.dir = (1, 0)
self.vertical = False
self.vel = 5
self.color = (255, 255, 255)
for k, v in kwargs.items():
self.__dict__[k] = v
if self.vertical:
self.dir = (0, 1)
self.dir = pygame.Vector2(self.dir).normalize()
self.image = pygame.Surface((self.rect.width, self.rect.height))
self.render()
def render(self):
defaultTile = Spritesheet(asset('Tiled/tileset1.png')).get_image(0, 0, 32, 32)
for x in range(0, self.image.get_width(), 32):
self.image.blit(defaultTile, (x, 0))
def update(self):
if not self.pause:
self.move()
self.rect.x, self.rect.y = self.pos
def move(self):
testVec = pygame.Vector2((self.pos.x, self.pos.y))
if self.collideCheck(pygame.Vector2(testVec.x+(self.dir.x*self.vel), testVec.y)):
if self.dir.x > 0:
self.dir = self.dir.reflect((-1,0))
else:
self.dir = self.dir.reflect((1,0))
self.pos.x += self.dir.x*self.vel
# If we hit player move the player
testRect = pygame.Rect(self.pos.x, self.pos.y, self.rect.width, self.rect.height)
if testRect.colliderect(self.player.rect):
if self.dir.x < 0:
self.player.rect.right = testRect.left
else:
self.player.rect.left = testRect.right
if self.collideCheck(pygame.Vector2(testVec.x, testVec.y+(self.dir.y*self.vel))):
if self.dir.y > 0:
self.dir = self.dir.reflect((0, -1))
else:
self.dir = self.dir.reflect((0, 1))
if self.dir.y > 0:
moveP = self.checkPlayerAbove(testRect)
else:
moveP = False
self.pos.y += self.dir.y*self.vel
testRect = pygame.Rect(self.pos.x, self.pos.y, self.rect.width, self.rect.height)
if moveP:
self.player.rect.bottom = testRect.top
testRect = pygame.Rect(self.pos.x, self.pos.y, self.rect.width, self.rect.height)
if testRect.colliderect(self.player.rect):
if self.dir.y < 0:
self.player.rect.bottom = testRect.top
else:
self.player.rect.top = testRect.bottom
def collideCheck(self, vector):
returnVal = False
testRect = pygame.Rect(round(vector.x), round(vector.y), self.rect.width, self.rect.height)
for obj in self.game.colliders:
if not obj == self:
if testRect.colliderect(obj.rect):
returnVal = True
for obj in self.game.level.platWalls:
if testRect.colliderect(obj.rect):
returnVal = True
return returnVal
def checkPlayerAbove(self, testRect):
upRect = testRect.move(0, -1)
if upRect.colliderect(self.player.rect):
return True
else:
return False
class door(pygame.sprite.Sprite):
color = (255, 255, 255)
def __init__(self, game, rect, **kwargs):
self.groups = game.sprites, game.layer1
pygame.sprite.Sprite.__init__(self, self.groups)
self.rect = pygame.Rect(rect)
for k, v in kwargs.items():
self.__dict__[k] = v
# self.image = pygame.Surface((self.rect.width, self.rect.height))
# self.image.fill(self.color)
self.image = pygame.image.load(asset('objects/door.png'))
class entrance(pygame.sprite.Sprite):
color = (255, 255, 255)
def __init__(self, game, rect, **kwargs):
self.groups = game.sprites, game.layer1
pygame.sprite.Sprite.__init__(self, self.groups)
self.rect = pygame.Rect(rect)
for k, v in kwargs.items():
self.__dict__[k] = v
self.image = pygame.Surface((self.rect.width, self.rect.height))
self.image.fill(self.color)
#self.image = pygame.image.load(asset('objects/door.png'))
class key(pygame.sprite.Sprite):
color = (255, 255, 255)
def __init__(self, game, pos, image, **kwargs):
self.groups = game.sprites, game.layer1
pygame.sprite.Sprite.__init__(self, self.groups)
for k, v in kwargs.items():
self.__dict__[k] = v
self.image = pygame.image.load(image)
self.pos = pygame.Vector2(pos)
self.rect = pygame.Rect(self.pos.x, self.pos.y, self.image.get_width(), self.image.get_height())
class coin(pygame.sprite.Sprite):
color = (255, 255, 255)
value = 10
def __init__(self, game, pos, image, **kwargs):
self.groups = game.sprites, game.layer1, game.items
pygame.sprite.Sprite.__init__(self, self.groups)
self.imgSheet = {'active': True, 'tileWidth': 32, 'r': asset('objects/bitcoin(2).png')}
for k, v in kwargs.items():
self.__dict__[k] = v
self.image = pygame.image.load(image)
if self.imgSheet['active']:
self.animations = animation(self)
self.pos = pygame.Vector2(pos)
self.rect = pygame.Rect(self.pos.x, self.pos.y, self.image.get_width(), self.image.get_height())
def update(self):
if self.imgSheet['active']:
self.animations.update()
class teleporter(pygame.sprite.Sprite):
pos = (0,0)
target = (0,0)
def __init__(self, game, image, pos, target, **kwargs):
self.groups = game.sprites, game.layer2
pygame.sprite.Sprite.__init__(self, self.groups)
for k, v in kwargs.items():
self.__dict__[k] = v
self.image = pygame.image.load(image)
self.pos = pygame.Vector2(pos)
self.target = pygame.Vector2((target.x, target.y))
self.rect = pygame.Rect(self.pos.x, self.pos.y, self.image.get_width(), self.image.get_height())
def update(self):
self.rect = pygame.Rect(self.pos.x, self.pos.y, self.image.get_width(), self.image.get_height())
class consumable(pygame.sprite.Sprite):
imgSheet = {'active': False, 'static': True,'tileWidth': 32}
image = pygame.Surface((imgSheet['tileWidth'], imgSheet['tileWidth']))
def __init__(self, game, pos, **kwargs):
self.game = game
self.groups = game.sprites, game.items, game.layer1
pygame.sprite.Sprite.__init__(self, self.groups)
for k, v in kwargs.items():
self.__dict__[k] = v
if self.imgSheet['active']:
self.animations = animation(self)
self.pos = pygame.Vector2(pos)
self.rect = pygame.Rect(0, 0, self.imgSheet['tileWidth'], self.imgSheet['tileWidth'])
self.rect.x = self.pos.x
self.rect.y = self.pos.y
def update(self):
if self.imgSheet['active']:
self.animations.update()
class dmgRect(pygame.sprite.Sprite):
def __init__(self, game, rect, **kwargs):
self.groups = game.dmgRects
pygame.sprite.Sprite.__init__(self, self.groups)
self.damage = 5
self.rect = pygame.Rect(rect)
for k, v in kwargs.items():
self.__dict__[k] = v
#### Player Objects ####
class gun(pygame.sprite.Sprite):
def __init__(self, game, image, player, **kwargs):
self.groups = game.sprites, game.layer2
pygame.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.player = player
self.imgSource = pygame.image.load(image)
self.image = pygame.image.load(image)
self.rect = pygame.Rect(0, 0, self.image.get_width(), self.image.get_height())
self.pos = pygame.Vector2(self.player.rect.center)
self.damage = 5
self.speed = 15
self.moveDist = 20
self.reloadTime = 200
self.lastFire = -self.reloadTime
for k, v in kwargs.items():
self.__dict__[k] = v
def update(self):
self.move()
self.rect.center = self.pos
self.rect.x += 20
self.setAngle()
if pygame.time.get_ticks() - self.lastFire >= self.reloadTime:
self.checkFire()
def move(self):
pPos = pygame.Vector2(self.player.rect.center)
if dist(self.pos, pPos) >= self.moveDist:
vel = pygame.Vector2(self.pos.x-pPos.x, self.pos.y-pPos.y).normalize()
self.pos += -vel*self.speed
def recenter(self):
self.pos = pygame.Vector2(self.player.rect.center)
#### Checks for bullet fire ####
def checkFire(self): ## This got complicated so I will break it down
if pygame.mouse.get_pressed()[0]: ## Checks on click
mPos = pygame.Vector2(pygame.mouse.get_pos()) ## Gets mouse position and stores it in vector. This will be translated into the vector that moves the bullet
pPos = self.game.cam.apply(self.player) ## Gets actual position of player on screen
mPos.x -= pPos.centerx ## Finds the x and y relativity between the mouse and player and then calculates the offset
mPos.y -= pPos.centery
self.setAngle(False)
self.fire(mPos) ## Inputs values. Notice how I used rect.center instead of pPos.
self.lastFire = pygame.time.get_ticks()
def fire(self, mPos):
bullet(self.game, self.rect.center, mPos, self.angle)
self.game.mixer.playFx('gunFx1')
def setAngle(self, *args):
if len(args) > 0:
move = args[0]
else:
move = True
mPos = pygame.Vector2(pygame.mouse.get_pos())
pPos = self.game.cam.apply(self.player) ## Gets actual position of player on screen
mPos.x -= pPos.centerx ## Finds the x and y relativity between the mouse and player and then calculates the offset
mPos.y -= pPos.centery
try:
self.angle = math.degrees(math.atan2(-mPos.normalize().y, mPos.normalize().x))
except ValueError:
self.angle = 0
if self.angle > 90 or self.angle < -90:
self.rotCenter(-(self.angle))
self.image = pygame.transform.flip(self.image, False, True)
if move:
self.rect.x -= 25
else:
self.rotCenter()
def rotCenter(self, *args):
if len(args) > 0:
angle = args[0]
else:
angle = self.angle
self.image = pygame.transform.rotate(self.imgSource, angle)
self.rect = self.image.get_rect(center = self.image.get_rect(center = self.rect.center).center)
class massFireGun(gun):
def __init__(self, game, player):
super().__init__(game, asset('objects/gun.png'), player, damage = 2)
def fire(self, mPos):
bullet(self.game, self.rect.center, mPos, self.angle, offset = 180)
bullet(self.game, self.rect.center, mPos, self.angle, offset = 90)
bullet(self.game, self.rect.center, mPos, self.angle, offset = 5)
bullet(self.game, self.rect.center, mPos, self.angle, offset = 2.5)
bullet(self.game, self.rect.center, mPos, self.angle)
bullet(self.game, self.rect.center, mPos, self.angle, offset = -2.5)
bullet(self.game, self.rect.center, mPos, self.angle, offset = -5)
bullet(self.game, self.rect.center, mPos, self.angle, offset = -90)
self.game.mixer.playFx('gunFx1')
class tripleGun(gun):
def __init__(self, game, player):
super().__init__(game, asset('objects/gun.png'), player, damage = 2)
def fire(self, mPos):
bullet(self.game, self.rect.center, mPos, self.angle, offset = 5)
bullet(self.game, self.rect.center, mPos, self.angle)
bullet(self.game, self.rect.center, mPos, self.angle, offset = -5)
self.game.mixer.playFx('gunFx1')
class lazerGun(gun):
def __init__(self, game, player):
super().__init__(game, asset('objects/lazgun.png'), player, damage = 1)
def fire(self, mPos):
lazer2(self.game, self.rect.center, mPos, self.angle)
self.game.mixer.playFx('gunFx2')
class megaLazerGun(gun):
def __init__(self, game, player):
super().__init__(game, asset('objects/gun.png'), player, damage = 1)
def fire(self, mPos):
lazer2(self.game, self.rect.center, mPos, self.angle)
bullet(self.game, self.rect.center, mPos, self.angle, offset = 180)
bullet(self.game, self.rect.center, mPos, self.angle, offset = 90)
bullet(self.game, self.rect.center, mPos, self.angle, offset = 15)
bullet(self.game, self.rect.center, mPos, self.angle, offset = 7.5)
bullet(self.game, self.rect.center, mPos, self.angle, offset = -7.5)
bullet(self.game, self.rect.center, mPos, self.angle, offset = -15)
bullet(self.game, self.rect.center, mPos, self.angle, offset = -90)
self.game.mixer.playFx('gunFx1')
self.game.mixer.playFx('gunFx2')
class standardGun(gun):
def __init__(self, game, player):
super().__init__(game, asset('objects/gun.png'), player, damage = 2)
#### Bullet Class ####
class bullet(pygame.sprite.Sprite):
pos = pygame.Vector2((0,0))
image = pygame.image.load(asset('objects/bullet2.png'))
vel = 20
offset = 0
static = False
def __init__(self, game, pos, target, angle, **kwargs):
self.groups = game.sprites, game.pBullets, game.layer2
self.game = game
pygame.sprite.Sprite.__init__(self, self.groups)
for k, v in kwargs.items():
self.__dict__[k] = v
self.pos = pygame.Vector2(pos)
self.dir = pygame.Vector2(target).normalize()
self.dir = self.dir.rotate(self.offset)
self.image = pygame.transform.rotate(self.image, angle - self.offset)
self.rect = pygame.Rect(0, 0, self.image.get_width(), self.image.get_height())
self.rect.center = self.pos
## If you were thinking this should be on the then well . . . I did it here to be more precise
fx.particles(self.game, self.rect, lifeSpan = 100, tickSpeed=20, size = 8).setParticleKwargs(speed=1.5, shrink=0.4, life=140, color=colors.orangeRed)
def update(self):
if not self.static:
self.pos += self.dir *self.vel
self.rect.center = self.pos
class healthBar(pygame.sprite.Sprite):
x = winWidth/3
y = 10
width = 100
height = 40
bgColor = colors.light(colors.black, 80)
hpColor = colors.lightGreen
offset = 8
gap = offset
def __init__(self, game, player, **kwargs):
self.groups = game.sprites, game.overlayer
pygame.sprite.Sprite.__init__(self, self.groups)
for k, v in kwargs.items():
self.__dict__[k] = v
self.player = player
self.rect = pygame.Rect(self.x, self.y, self.width, self.height)
self.barRect = pygame.Rect(self.offset/2, self.offset/2, self.rect.width-self.gap, self.rect.height-self.gap)
self.image = pygame.Surface((self.rect.width, self.rect.height))
def update(self):
self.rect.width = 2*self.player.maxHp
self.barRect = pygame.Rect(self.offset/2, self.offset/2, self.rect.width-self.gap, self.rect.height-self.gap)
self.image = pygame.Surface((self.rect.width, self.rect.height))
self.image.fill((self.bgColor))
self.renderBar()
def renderBar(self):
pygame.draw.rect(self.image, self.hpColor, (self.barRect.x, self.barRect.y, (self.barRect.width)*(self.player.health/self.player.maxHp), self.barRect.height))
# def renderBar(self):
# pygame.draw.rect(self.image, self.hpColor, (1, 1, (self.barRect.width)*(self.player.health/self.player.maxHp), self.barRect.height))
class healthBar2(healthBar):
x = 5
y = winHeight/3
width = 30
height = 100
bgColor = colors.light(colors.black, 100)
offset = 6
gap = offset
def __init__(self, game, player):
super().__init__(game, player)
def update(self):
self.rect.height = 2*self.player.maxHp
self.barRect = pygame.Rect(self.offset/2, self.offset/2, self.rect.width-self.gap, self.rect.height-self.gap)
self.image = pygame.Surface((self.rect.width, self.rect.height))
self.image.fill((self.bgColor))
self.renderBar()
def renderBar(self):
pygame.draw.rect(self.image, self.hpColor, (self.barRect.x, self.barRect.y+(self.barRect.height)*(1 - self.player.health/self.player.maxHp), self.barRect.width, (self.barRect.height)*(self.player.health/self.player.maxHp)))
class coinMeter(consumable):
def __init__(self, game, player, **kwargs):
self.groups = game.sprites, game.overlayer
pygame.sprite.Sprite.__init__(self, self.groups)
## Setup
self.x = 0
self.y = 40
self.width = 50
self.height = 120
self.bgColor = colors.rgba(colors.light(colors.black, 20), 190)
self.coinColor = colors.yellow
self.offset = 5
self.gap = self.offset*2
self.meterImage = pygame.image.load(asset('objects/coinMeter.png'))
self.meterLevel = 0
self.coins = 0
self.coinsPerLevel = 5
self.healthAddPerc = 0.2
for k, v in kwargs.items():
self.__dict__[k] = v
self.player = player
self.image = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
self.rect = pygame.Rect(self.x, self.y, self.width, self.height)
self.barRect = pygame.Rect(self.offset, 7, self.width-self.gap, self.height-self.gap)
def update(self):
self.image.fill((self.bgColor))
self.renderBar()
def renderBar(self):
pygame.draw.rect(self.image, self.coinColor, (self.barRect.x, self.barRect.y+(self.barRect.height)*(1 - self.meterLevel/self.coinsPerLevel), self.barRect.width, (self.barRect.height)*(self.meterLevel/self.coinsPerLevel)))
self.image.blit(self.meterImage, (0, 0))
def addCoin(self):
self.coins += 1
self.meterLevel += 1
if self.meterLevel >= self.coinsPerLevel:
self.meterLevel = 0
self.player.maxHp = round(self.player.maxHp*1.04)
self.player.health += self.player.maxHp*self.healthAddPerc
self.player.health = min(self.player.maxHp, self.player.health)
# print(self.player.maxHp)
class lazer(bullet):
def __init__(self, game, pos, target, angle):
self.limit = 40
self.colAcc = 9 # collision accuracy
self.beamWidth = 5
self.pPos = pos
self.lazers = []
self.angle = angle
self.initTime = pygame.time.get_ticks()
super().__init__(game, pos, target, angle, static=True)
self.render()
def render(self):
x = 0
checkPos = self.pos
checkDir = self.dir*self.colAcc
checkRect = self.rect
while x < self.limit:
x+=1
checkPos += checkDir
checkRect.center = checkPos
self.lazers.append(bullet(self.game, checkPos, checkPos, self.angle, static=True, image=pygame.image.load(asset('objects/lazer.png'))))
if self.checkCol(checkRect):
break
self.finalPoint = checkPos
self.pos = self.finalPoint
self.rect = (self.pos.x, self.pos.y, self.beamWidth, self.beamWidth)
def checkCol(self, rect):
returnVal = False
for obj in self.game.colliders:
if rect.colliderect(obj.rect):
returnVal = True
return returnVal
def update(self):
super().update()
if pygame.time.get_ticks() - self.initTime >= 200:
for l in self.lazers:
l.kill()
self.kill()
class lazer2(pygame.sprite.Sprite):
def __init__(self, game, pos, target, angle, **kwargs):
self.groups = game.sprites, game.layer2,# game.pBullets
self.game = game
pygame.sprite.Sprite.__init__(self, self.groups)
for k, v in kwargs.items():
self.__dict__[k] = v
self.pos = pygame.Vector2(pos)
self.dir = pygame.Vector2(target).normalize()
#self.dir = self.dir.rotate(self.offset)
self.angle = angle
self.image = pygame.Surface((800, 20), pygame.SRCALPHA)
self.rect = pygame.Rect(0, 0, self.image.get_width(), self.image.get_height())
self.beamLen = 800
self.rect.topleft = self.pos
self.initT = pygame.time.get_ticks()
self.duration = 240
self.render()
def render(self):
acc = 10 # The smaller the accuracy, the more precise the collision detection
start = pygame.Vector2(self.pos)
dist = 0
for x in range(0, self.rect.width, acc):
start += self.dir*acc
rect = pygame.Rect(start.x, start.y, 30, 30)
dist += acc
self.checkSprCol(rect)
if self.checkCol(rect):
break
pygame.draw.line(self.image, (0, 0, 128), (0, self.rect.height/2), (dist, self.rect.height/2), 5)
self.rotImg()
def update(self):
if pygame.time.get_ticks() - self.initT >= self.duration:
self.kill()
def checkCol(self, rect):
for obj in self.game.colliders:
if rect.colliderect(obj.rect):
return True
return False
def checkSprCol(self, rect):
for obj in self.game.enemies:
if rect.colliderect(obj.rect):
obj.health -= self.game.player.gun.damage
if obj.health <= 0:
self.game.points += obj.points
def rotImg(self):
self.image = pygame.transform.rotate(self.image, self.angle)
self.rect = self.image.get_rect(center = self.image.get_rect(center = self.rect.center).center)
vec1 = pygame.Vector2(1, 0)
vec1 = vec1.rotate(-self.angle)*(self.beamLen/2)
self.rect.topleft += vec1
self.rect.x -= self.beamLen/2
class tp1(teleporter):
def __init__(self, game, pos, target):
super().__init__(game, asset('objects/teleporter1.png'), pos, target)
class gunConsumable(consumable):
def __init__(self, game, pos, gun, **kwargs):
self.gun = gun
super().__init__(game, pos, **kwargs)
class massFireGunConsumable(gunConsumable):
def __init__(self, game, pos):
gun = massFireGun
image = pygame.image.load(asset('objects/gun.png'))
super().__init__(game, pos, gun, image = image)
class tripleGunConsumable(gunConsumable):
def __init__(self, game, pos):
gun = tripleGun
image = pygame.image.load(asset('objects/gun.png'))
super().__init__(game, pos, gun, image = image)
class lazerGunConsumable(gunConsumable):
def __init__(self, game, pos):
gun = lazerGun
image = pygame.image.load(asset('objects/lazgun.png'))
super().__init__(game, pos, gun, image = image)
class hpPack1(consumable):
def __init__(self, game, pos):
self.value = 15
image = pygame.image.load(asset('objects/decryptor.png'))
super().__init__(game, pos, image = image)
def bitCoin(game, pos):
return coin(game, pos, asset('objects/bitCoin.png'))
def key1(game, pos):
return key(game, pos, asset('objects/decryptor.png'))