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Game.py
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240 lines (183 loc) · 9.38 KB
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import Classes #Imports modules
import pygame
import random
import time
BLACK = ( 0, 0, 0) #Sets Color Presets
WHITE = (255, 255, 255)
BLUE = ( 0, 0, 255)
ALPHA = (255, 0, 255)
FILL = "I Don't Know!" #My Filler Variable
def main():
""" Main Function of the Game """
pygame.init()
size = (1300,700) #Set size of Window
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Crusader Dig") #Title
player = Classes.Player() #Creates Instance of Player and Tunnel System
tunnels = Classes.Tiles()
background = pygame.image.load("Level.png").convert() #Uploads Images
explosion = pygame.image.load("explosion.png").convert()
explosion.set_colorkey(ALPHA)
gameover = pygame.image.load("game over.png").convert_alpha()
youwin = pygame.image.load("you win.png").convert_alpha()
done = False #Set While Variable
clock = pygame.time.Clock()
obdiro = 0b1111 #Preset info to add tunnels
indiro = 0b1111
objlist = pygame.sprite.Group() #Creates lists of entities
obslist = pygame.sprite.Group()
enemylist = pygame.sprite.Group()
deathlist = pygame.sprite.Group()
for obj in range(3): #Creates Entities and Adds them to Lists
objective = Classes.Objective()
objective.rect.x = objective.coord[obj][0]
objective.rect.y = objective.coord[obj][1]
objlist.add(objective)
for obs in range(15):
obstacle = Classes.Obstacle()
obstacle.rect.x = obstacle.coord[obs][0]
obstacle.rect.y = obstacle.coord[obs][1]
obslist.add(obstacle)
for ene in range(2):
enecoord = [[400,400],[800,500]]
enemy = Classes.Enemy1()
enemy.rect.x = enecoord[ene][0]
enemy.rect.y = enecoord[ene][1]
enemylist.add(enemy)
deathlist.add(enemy)
while not done:
""" Main Game Loop """
for event in pygame.event.get():
if event.type == pygame.QUIT: #Restart Game
done = True
if event.type == pygame.KEYDOWN: #Restart Game
if event.key == pygame.K_ESCAPE:
done = True
if event.key == pygame.K_LEFT:
player.easy = True
if player.change == [0,0]:
player.move(0,1,-1)#Moves Player
player.rotatable = True
obdiro = 0b1110 #Tunnel Directions
indiro = 0b1101
player.rotate(FILL,FILL, "Left",FILL, player.imageL, FILL)#Rotates PLayer
if event.key == pygame.K_RIGHT:
player.easy = True
if player.change == [0,0]:
player.move(0,1, 1)
player.rotatable = True
obdiro = 0b1101
indiro = 0b1110
player.rotate(FILL,FILL, "Right",FILL, player.imageR, FILL)
if event.key == pygame.K_UP:
player.easy = False
if player.change == [0,0]:
player.move(1,0,-1)
player.rotatable = True
backgroundcoord = 1
obdiro = 0b1011
indiro = 0b0111
player.rotate(["Left","LeftDown"],["Right","RightDown"],"LeftUp","RightUp", player.imageLU, player.imageRU)
if event.key == pygame.K_DOWN:
player.easy = False
if player.change == [0,0]:
player.move(1,0, 1)
player.rotatable = True
obdiro = 0b0111
indiro = 0b1011
player.rotate(["Right","LeftUp"],["Left","RightUp"],"LeftDown","RightDown", player.imageLD, player.imageRD)
if player.change[0] > 0 or player.change[0] < 0: #Allows Player to move on only one axis at a time
player.change[1] = 0
if player.change[1] > 0 or player.change[1] < 0:
player.change[0] = 0
player.pos[0] += player.change[0] #Move Player
player.pos[1] += player.change[1]
if player.pos[1] < 200: #Set limits at edges of screen
player.pos[1] = 200
if player.pos[1] > 600:
player.pos[1] = 600
if player.pos[0] < 0:
player.pos[0] = 0
if player.pos[0] > 1200:
player.pos[0] = 1200
if player.queue > 0:
player.queue -= 1
else:
player.change = [0,0]
player.rect.x = player.pos[0] #Sets Collision Box
player.rect.y = player.pos[1]
if player.change == [0,0]: #Adds tunnels
player.tunnelpos[0] = player.pos[0]//100
player.tunnelpos[1] = player.pos[1]//100 -2
if not player.tunnelpos[1] == 0:
tunnels.addtunnel(player.tunnelpos[0], player.tunnelpos[1],obdiro)
else:
if not player.cachetunnel[1] == 0:
tunnels.addtunnel(player.cachetunnel[0],player.cachetunnel[1],indiro)
player.cachetunnel = player.tunnelpos
for obstacle in obslist: #Checks if Player collides with obstacle
if player.rect.colliderect(obstacle.rect):
player.pos[0] -= player.change[0] #Bounces Back Player
player.pos[1] -= player.change[1]
player.change[:] = [0, 0]
if player.change == [0,0]: #Delete and record collisions with objectives
objcollide = pygame.sprite.spritecollide(player,objlist,True)
for objective in objcollide:
player.inventory +=1
for enemy in enemylist: #Access each enemy
if enemy.change == [0, 0]:
enemy.change[:] = random.choice([(-1, 0), (1, 0), (0, 1), (0, -1)])#Randomly choose direction
if (enemy.rect.y + enemy.rect.x) % 100 == 0:
x = enemy.rect.x // 100
y = enemy.rect.y // 100 - 2
tile = tunnels.tilemap[y][x]
if random.random() > 0.66:
enemy.change[:] = [0, 0]
elif y == 0:
enemy.change[:] = [0, 1]
elif tile & 0b1000 and enemy.change[1] == -1: #Check for tunnel
enemy.change[1] = 0
elif tile & 0b0100 and enemy.change[1] == 1:
enemy.change[1] = 0
elif tile & 0b0010 and enemy.change[0] == -1:
enemy.change[0] = 0
elif tile & 0b0001 and enemy.change[0] == 1:
enemy.change[0] = 0
x, y = enemy.change
if enemy.rect.y + y >= 600 or enemy.rect.y + y <= 0 or enemy.rect.x + x >= 1200 or enemy.rect.x + x <= 0: #Enemy can't leave screen
enemy.change[:] = [0, 0]
else:
enemy.rect.y += y * 2 #Move Enemy
enemy.rect.x += x * 2
if enemy.change[0] == 1: #Rotate Enemy
enemy.image = enemy.imager
if enemy.change[0] == -1:
enemy.image = enemy.imagel
enemy.image.set_colorkey(ALPHA)
backgroundcoord = [0,0] #Draw the Background
screen.blit(background,backgroundcoord)
for row in range(13): #Draw Tunnels
for column in range(12):
screen.blit(tunnels.texture[tunnels.tilemap[row][column]],(column*100,row*100+200))
objlist.draw(screen) #Draw Objectives
obslist.draw(screen) #Draw Obstacles
enemylist.draw(screen) #Draw Enemies
player.Image.set_colorkey(ALPHA)
screen.blit(player.Image,player.pos) #Draw Player
deathcollide = pygame.sprite.spritecollide(player,deathlist,False) #Check for collisions between Player and Enemies
for death in deathcollide:
deathtime = 30
if deathtime > 0: #Draw Death Animation
player.die()
screen.blit(explosion,player.pos)
deathtime -=1
player.life = 0
if player.life == 0: #If dead
screen.blit(gameover, [0,0]) #Draw Game Over
if player.inventory == 3: #If all objectives obtained
screen.blit(youwin, [0,0]) #Draw You Win!
pygame.display.flip() #Update Screen
clock.tick(60) #Set Framerate
main() #run game
if __name__ == "__main__": #Run game when opened
main()