refactor to hatch
This commit is contained in:
parent
37583a4c5f
commit
00a57bc786
33 changed files with 312 additions and 18 deletions
624
creeper.py
624
creeper.py
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@ -1,624 +0,0 @@
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import random
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from copy import copy
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from itertools import cycle, repeat
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from pathlib import Path
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import pygame
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from more_itertools import flatten
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from game import Game
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class MouseSprite:
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def __init__(self, surf, hotbar):
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self.surf = surf
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self.hotbar = hotbar
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@property
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def mouse_pos(self):
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return [i - 2 for i in pygame.mouse.get_pos()]
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@property
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def rect(self):
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return pygame.Rect(self.mouse_pos, (4, 4))
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def get_nearest_block_pos(self):
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return ([i - (i % 16) for i in pygame.mouse.get_pos()],)
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def draw(self):
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if self.hotbar.selected.type is None:
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pygame.draw.rect(self.surf, (255, 0, 0), self.rect)
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else:
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self.img = pygame.image.load(f"assets/{self.hotbar.selected.type}.png")
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self.surf.blit(
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pygame.transform.scale(self.img, (16, 16)),
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self.get_nearest_block_pos(),
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)
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class TreeSprite:
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def __init__(self, tree, x, y, scale, flip, surf):
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self.image = tree
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self.health = 100
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self.x = x
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self.y = y
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self.scale = scale
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self.flip = flip
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self.surf = surf
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self.leafs = [Leaf(self, self.surf, (x + 25, y + 25)) for i in range(2)]
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self.shaking = 0
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def shake(self):
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if self.shaking == 0:
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self.shaking = 10
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self.shaking_magnitude = random.randint(0, 10)
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self.leafs.extend(
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[
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Leaf(
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self,
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self.surf,
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(
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self.x + 25 + random.randint(-10, 10),
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self.y + 25 + random.randint(-10, 10),
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),
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lifespan=1,
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)
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for i in range(int(self.shaking_magnitude / 2))
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]
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)
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@property
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def rotate(self):
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if self.shaking == 0:
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return 0
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self.shaking -= 1
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return random.randint(-self.shaking_magnitude, self.shaking_magnitude)
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@property
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def rect(self):
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return pygame.Rect(
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self.x,
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self.y,
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self.scale,
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self.scale,
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)
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def draw(self):
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if self.health > 0:
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self.surf.blit(
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pygame.transform.rotate(
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pygame.transform.flip(
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pygame.transform.scale(self.image, (self.scale, self.scale)),
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self.flip,
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False,
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),
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self.rotate,
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),
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(self.x, self.y),
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)
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for leaf in self.leafs:
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leaf.draw()
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class HotBar:
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def __init__(self, game: Game, scale=32, num=10, margin=None):
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if margin is None:
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margin = scale * 0.1
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self.scale = scale
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self.num = num
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self.margin = margin
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self.ui = pygame.Surface(
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(self.scale * self.num, self.scale), pygame.SRCALPHA, 32
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).convert_alpha()
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self.game = game
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self.items = [
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HotBarItem(
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game=self, surf=self.ui, pos=pos, scale=self.scale, margin=self.margin
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)
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for pos in range(num)
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]
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self.items[0].selected = True
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@property
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def selected(self):
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return [bar for bar in self.items if bar.selected][0]
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def next(self, step):
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cur_idx = self.items.index(self.selected)
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next_idx = cur_idx + step
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self.items[cur_idx].selected = False
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if next_idx >= len(self.items):
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self.items[0].selected = True
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elif next_idx < 0:
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self.items[-1].selected = True
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else:
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self.items[next_idx].selected = True
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def draw(self):
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self.ui.fill((50, 50, 50))
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for i, item in enumerate(self.game.inventory):
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self.items[i].type = item
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for hot_bar_item in self.items:
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hot_bar_item.draw()
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y = self.game.screen.get_size()[1] - self.scale - self.margin
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x = (self.game.screen.get_size()[0] - self.scale * self.num) / 2
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self.game.screen.blit(
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self.ui,
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(x, y),
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)
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class HotBarItem:
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def __init__(self, game: Game, surf, pos=0, scale=24, margin=4):
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self.ui = surf
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self.game = game
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self.scale = scale
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self.margin = margin
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self.surf = pygame.Surface(
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(self.scale - self.margin * 2, self.scale - self.margin * 2)
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).convert_alpha()
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self.pos = pos
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self.selected = False
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self.surf.fill((0, 0, 0))
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self.type = None
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def draw(self):
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self.surf.fill((0, 0, 0, 60))
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if self.selected:
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self.surf.fill((185, 185, 205, 60))
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if self.type:
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self.img = pygame.image.load(f"assets/{self.type}.png")
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self.ui.blit(
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pygame.transform.scale(
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self.img,
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(self.scale - self.margin * 2, self.scale - self.margin * 2),
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),
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(self.pos * self.scale + self.margin, self.margin),
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)
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font = pygame.font.SysFont(None, self.scale)
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qty = str(self.game.game.inventory[self.type])
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img = font.render(qty, True, (255, 255, 255))
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self.ui.blit(
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pygame.transform.scale(img, (self.scale * 0.6, self.scale * 0.6)),
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(self.pos * self.scale + self.margin, self.margin),
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)
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self.ui.blit(
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self.surf.convert_alpha(),
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(self.pos * self.scale + self.margin, self.margin),
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)
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class Menu:
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def __init__(
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self,
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game: Game,
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title: str = "menu",
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scale: int = 32,
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margin: int = 16,
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alpha=225,
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):
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self.game = game
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self.is_open = False
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self.title = title
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self.scale = scale
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self.margin = margin
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self.alpha = alpha
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def draw(self):
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if self.is_open:
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self.surf = pygame.Surface(self.game.screen.get_size()).convert_alpha()
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self.surf.fill((0, 0, 0, self.alpha))
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font = pygame.font.SysFont(None, self.scale)
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img = font.render(self.title, True, (255, 255, 255))
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self.surf.blit(
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img,
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(10, 10)
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# (100 * self.scale + self.margin, self.margin),
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)
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self._draw()
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self.game.screen.blit(self.surf, (0, 0))
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def _draw(self):
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...
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class DebugMenu(Menu):
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def __init__(self, game):
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super().__init__(title="Debug Menu", game=game, alpha=0)
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self.font = pygame.font.SysFont(None, 20)
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def _draw(self):
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self.surf.blit(
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self.font.render(
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f"(x, y): ({self.game.x}, {self.game.y})", True, (255, 255, 255)
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),
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(10, 35),
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)
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self.surf.blit(
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self.font.render(
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f"mouse_pos: {pygame.mouse.get_pos()}", True, (255, 255, 255)
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),
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(10, 50),
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)
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self.surf.blit(
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self.font.render(
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f"nearest block pos: {self.game.mouse_box.get_nearest_block_pos()}",
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True,
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(255, 255, 255),
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),
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(10, 65),
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)
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self.surf.blit(
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self.font.render(
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f"walking sound: {self.game.walking_sound_is_playing}",
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True,
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(255, 255, 255),
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),
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(10, 80),
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)
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class LightSource:
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def __init__(self, game: Game, surf, img, center):
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self.surf = surf
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self.game = game
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self.img = img
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self.center = center
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self.sx, self.sy = center
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self.spot = pygame.image.load("assets/spotlight.png")
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class Leaf:
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def __init__(self, game: Game, surf, center, lifespan=None):
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self.surf = surf
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self.game = game
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self.center = center
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self.sx, self.sy = center
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self.img = pygame.transform.scale(
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pygame.image.load("assets/leaf.png"), (4, 4)
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).convert_alpha()
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self.lifespan = lifespan
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self.r = random.randint(0, 360)
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self.x, self.y = [int(i) + random.randint(-8, 8) for i in self.center]
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self.restart()
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def restart(self):
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if self.lifespan is not None:
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self.lifespan -= 1
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if self.lifespan is None or self.lifespan > 0:
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self.r = random.randint(0, 360)
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self.x, self.y = [int(i) + random.randint(-8, 8) for i in self.center]
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def draw(self):
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self.surf.blit(
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pygame.transform.rotate(self.img, self.r), (int(self.x), int(self.y))
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)
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if self.y < self.sy + 40:
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self.y += random.randint(0, 5) / 4
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self.x += random.randint(-15, 5) / 10
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self.r += random.randint(-10, 10)
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elif self.y < self.sy + 45:
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self.y += random.randint(-2, 5) / 10
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self.x += random.randint(-18, 2) / 10
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self.r += random.randint(-10, 25)
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else:
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self.restart()
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if self.x > self.sx + 100:
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self.restart()
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class Bee:
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def __init__(self):
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self.bee = pygame.image.load("assets/bee/idle/1.png")
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self.x = 0
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self.y = 0
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def draw(self, screen, x, y):
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self.x += random.randint(-2, 2)
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self.y += random.randint(-2, 2)
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screen.blit(
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self.bee,
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(
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x + self.x - self.bee.get_size()[0] / 2,
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y + self.y - self.bee.get_size()[1] / 2,
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),
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)
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class Creeper(Game):
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def __init__(self):
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super().__init__()
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self.inventory = {}
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self.day_len = 1000 * 60
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self.background = pygame.Surface(self.screen.get_size())
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self.foreground = pygame.Surface(self.screen.get_size())
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self.build = pygame.Surface(self.screen.get_size())
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self.darkness = pygame.Surface(self.screen.get_size()).convert_alpha()
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self.axe_sound = pygame.mixer.Sound("assets/sounds/axe.mp3")
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self.walking_sound = pygame.mixer.Sound("assets/sounds/walking.mp3")
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self.walking_sound_is_playing = False
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self.background.fill((0, 255, 247))
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self.x, self.y = [i / 2 for i in self.screen.get_size()]
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self.spot = pygame.image.load("assets/spotlight.png")
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self.light_power = 1.1
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self.leaf = pygame.transform.scale(
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pygame.image.load("assets/leaf.png"), (4, 4)
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).convert_alpha()
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self.creepers = cycle(
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flatten(
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[
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repeat(pygame.image.load(img), 5)
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for img in Path("assets/stev/idle/").glob("*.png")
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]
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)
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)
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self.tree_imgs = [
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pygame.image.load(img) for img in Path("assets/oak_trees/").glob("*.png")
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]
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# self.creeper = pygame.image.load("assets/creeper/idle/1.png")
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self.creeper = next(self.creepers)
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self.bee = Bee()
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x = 0
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self.hotbar = HotBar(game=self)
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self.leafs = []
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self.trees = []
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x_range = [
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self.screen.get_size()[0] * 0.1,
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self.screen.get_size()[0] * 0.9,
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]
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y_range = [
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self.screen.get_size()[1] * 0.35,
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self.screen.get_size()[1] * 0.5,
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]
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for i in range(10):
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x = random.randint(*x_range)
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y = random.randint(*y_range)
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scale = random.randint(42, 86)
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self.trees.append(
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TreeSprite(
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tree=random.choice(self.tree_imgs),
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x=x,
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y=y,
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scale=scale,
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flip=random.randint(0, 1),
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surf=self.background,
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)
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)
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self.mouse_box = MouseSprite(self.screen, hotbar=self.hotbar)
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self.joysticks = {}
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self.hotbar_back_debounce = 1
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self.hotbar_forward_debounce = 1
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self.inventory_open_debounce = 1
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self.debug_open_debounce = 1
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self.main_open_debounce = 1
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self.inventory_menu = Menu(self, title="inventory")
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self.debug_menu = DebugMenu(self)
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self.debug_menu.is_open = True
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self.main_menu = Menu(self, title="main menu")
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def attack(self):
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collisions = self.mouse_box.rect.collidedictall(
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{tree: tree.rect for tree in self.trees}
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)
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if not collisions:
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return False
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for collision in collisions:
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tree = collision[0]
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tree.health -= 10
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tree.hit = True
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tree.shake()
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self.axe_sound.play()
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return True
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def place_block(self):
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if self.hotbar.selected.type is None:
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return False
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def process_deaths(self):
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for i, tree in enumerate(copy(self.trees)):
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if tree.health <= 0:
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self.inventory["log"] = self.inventory.get("log", 0) + 10
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try:
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del self.trees[i]
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except IndexError:
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# get this one on the next pass
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# killing two items in the same frame will error
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...
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def normal_keys(self):
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keys = self.keys
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if keys[pygame.K_a]:
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self.x -= 10
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if keys[pygame.K_d]:
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self.x += 10
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if keys[pygame.K_w]:
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self.y -= 10
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if keys[pygame.K_d]:
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self.y += 10
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if keys[pygame.K_k]:
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self.hotbar.next(1)
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if keys[pygame.K_j]:
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self.hotbar.next(-1)
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for event in self.events:
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if event.type == pygame.MOUSEWHEEL:
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self.hotbar.next(event.y)
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if event.type == pygame.MOUSEBUTTONDOWN:
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if pygame.mouse.get_pressed()[0]:
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did_attack = self.attack()
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if pygame.mouse.get_pressed()[2]:
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did_place = self.place_block()
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if event.type == pygame.JOYDEVICEADDED:
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# This event will be generated when the program starts for every
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# joystick, filling up the list without needing to create them manually.
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joy = pygame.joystick.Joystick(event.device_index)
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self.joysticks[joy.get_instance_id()] = joy
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if event.type == pygame.JOYDEVICEREMOVED:
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del self.joysticks[event.instance_id]
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for joystick in self.joysticks.values():
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if joystick.get_button(4) and self.hotbar_back_debounce:
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self.hotbar.next(-1)
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self.hotbar_back_debounce = 0
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elif not joystick.get_button(4):
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self.hotbar_back_debounce = 1
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if joystick.get_button(5) and self.hotbar_forward_debounce:
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self.hotbar.next(1)
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self.hotbar_forward_debounce = 0
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elif not joystick.get_button(5):
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self.hotbar_forward_debounce = 1
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if (
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keys[pygame.K_e] or joystick.get_button(2)
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) and self.inventory_open_debounce:
|
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self.inventory_menu.is_open = not self.inventory_menu.is_open
|
||||
self.inventory_open_debounce = 0
|
||||
elif not (keys[pygame.K_e] or joystick.get_button(2)):
|
||||
self.inventory_open_debounce = 1
|
||||
|
||||
if (
|
||||
keys[pygame.K_ESCAPE] or joystick.get_button(9)
|
||||
) and self.main_open_debounce:
|
||||
self.main_menu.is_open = not self.main_menu.is_open
|
||||
self.main_open_debounce = 0
|
||||
elif not (keys[pygame.K_ESCAPE] or joystick.get_button(9)):
|
||||
self.main_open_debounce = 1
|
||||
|
||||
if keys[pygame.K_F3] and self.debug_open_debounce:
|
||||
self.debug_menu.is_open = not self.debug_menu.is_open
|
||||
self.debug_open_debounce = 0
|
||||
elif not keys[pygame.K_F3]:
|
||||
self.debug_open_debounce = 1
|
||||
|
||||
hats = joystick.get_numhats()
|
||||
for i in range(hats):
|
||||
hat = joystick.get_hat(i)
|
||||
if hat[0] == 1:
|
||||
self.x += 10
|
||||
if hat[0] == -1:
|
||||
self.x -= 10
|
||||
if hat[1] == -1:
|
||||
self.y += 10
|
||||
if hat[1] == 1:
|
||||
self.y -= 10
|
||||
|
||||
if abs(joystick.get_axis(0)) > 0.2:
|
||||
self.x += joystick.get_axis(0) * 10
|
||||
if abs(joystick.get_axis(1)) > 0.2:
|
||||
self.y += joystick.get_axis(1) * 10
|
||||
|
||||
def inventory_keys(self):
|
||||
keys = self.keys
|
||||
for joystick in self.joysticks.values():
|
||||
if (
|
||||
keys[pygame.K_e] or joystick.get_button(2)
|
||||
) and self.inventory_open_debounce:
|
||||
self.inventory_menu.is_open = not self.inventory_menu.is_open
|
||||
self.inventory_open_debounce = 0
|
||||
elif not (keys[pygame.K_e] or joystick.get_button(2)):
|
||||
self.inventory_open_debounce = 1
|
||||
|
||||
def main_keys(self):
|
||||
keys = self.keys
|
||||
for joystick in self.joysticks.values():
|
||||
if (
|
||||
keys[pygame.K_ESCAPE] or joystick.get_button(9)
|
||||
) and self.main_open_debounce:
|
||||
self.main_menu.is_open = not self.main_menu.is_open
|
||||
self.main_open_debounce = 0
|
||||
elif not (keys[pygame.K_ESCAPE] or joystick.get_button(9)):
|
||||
self.main_open_debounce = 1
|
||||
|
||||
def make_sound(self):
|
||||
if not hasattr(self, "last_x"):
|
||||
self.last_x = self.x
|
||||
if not hasattr(self, "last_y"):
|
||||
self.last_y = self.y
|
||||
if (
|
||||
self.last_x == self.x and self.last_y == self.y
|
||||
) and self.walking_sound_is_playing:
|
||||
self.walking_sound.stop()
|
||||
self.walking_sound_is_playing = False
|
||||
|
||||
if (
|
||||
self.last_x != self.x or self.last_y != self.y
|
||||
) and not self.walking_sound_is_playing:
|
||||
self.walking_sound.play()
|
||||
self.walking_sound_is_playing = True
|
||||
if self.last_x != self.x or self.last_y != self.y:
|
||||
|
||||
self.creeper = next(self.creepers)
|
||||
self.last_x = self.x
|
||||
self.last_y = self.y
|
||||
|
||||
def game(self):
|
||||
self.screen.blit(self.background, (0, 0))
|
||||
self.background.fill((0, 255, 247))
|
||||
self.process_deaths()
|
||||
for tree in self.trees:
|
||||
tree.draw()
|
||||
|
||||
self.screen.blit(
|
||||
self.creeper,
|
||||
(
|
||||
self.x - self.creeper.get_size()[0] / 2,
|
||||
self.y - self.creeper.get_size()[1] / 2,
|
||||
),
|
||||
)
|
||||
self.bee.draw(self.screen, self.x, self.y)
|
||||
for leaf in self.leafs:
|
||||
leaf.draw()
|
||||
|
||||
light_level = pygame.time.get_ticks() % self.day_len
|
||||
light_level = abs(light_level * (255 * 2 / self.day_len) - 255)
|
||||
|
||||
self.darkness.fill((light_level, light_level, light_level))
|
||||
if self.light_power < 500:
|
||||
self.light_power = min(self.light_power**1.1, 500)
|
||||
self.darkness.blit(
|
||||
pygame.transform.smoothscale(
|
||||
self.spot, [self.light_power, self.light_power]
|
||||
),
|
||||
(self.x - self.light_power / 2, self.y - self.light_power / 2),
|
||||
)
|
||||
self.screen.blit(
|
||||
self.darkness,
|
||||
(0, 0),
|
||||
special_flags=pygame.BLEND_RGBA_MULT,
|
||||
)
|
||||
|
||||
self.hotbar.draw()
|
||||
self.debug_menu.draw()
|
||||
self.inventory_menu.draw()
|
||||
self.main_menu.draw()
|
||||
|
||||
self.mouse_box = MouseSprite(self.screen, hotbar=self.hotbar)
|
||||
|
||||
self.mouse_box.draw()
|
||||
|
||||
self.make_sound()
|
||||
|
||||
if self.inventory_menu.is_open:
|
||||
self.inventory_keys()
|
||||
elif self.main_menu.is_open:
|
||||
self.main_keys()
|
||||
else:
|
||||
self.normal_keys()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
creeper = Creeper()
|
||||
creeper.run()
|
||||
Loading…
Add table
Add a link
Reference in a new issue