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6766f5aadb
...
825cc81d9e
3 changed files with 18 additions and 56 deletions
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@ -1,4 +1,4 @@
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import pygame # ty: ignore[unresolved-import]
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import pygame
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import sys
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from scripts.tilemap import Tilemap
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66
game.py
66
game.py
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@ -2,7 +2,6 @@ import pygame # ty: ignore[unresolved-import]
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import sys
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import random
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import math
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import os
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from scripts.entities import Enemy, Player
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from scripts.utils import load_image
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from scripts.utils import load_images
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@ -70,17 +69,16 @@ class Game:
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"particles/particle": Animation(
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load_images(path="particles/particle"), image_duration=6, loop=False
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),
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"gun": load_image(path="gun.png"),
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"projectile": load_image(path="projectile.png"),
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"gun": load_image("gun.png"),
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"projectile": load_image("projectile.png"),
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}
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self.player: Player = Player(game=self, pos=(50, 50), size=(8, 15))
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self.tilemap: Tilemap = Tilemap(game=self, tile_size=16)
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self.level: int = 0
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self.level: int | str = 0
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self.load_level(map_id=self.level)
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self.screenshake = 0
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self.load_level(self.level)
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self.clouds: Clouds = Clouds(cloud_images=self.assets["clouds"], count=16)
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self.isJumping: bool = False
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@ -88,53 +86,37 @@ class Game:
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def load_level(self, map_id: str | int):
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try:
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self.tilemap.load(path="data/maps/" + str(object=map_id) + ".json")
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self.tilemap.load(path="data/maps/" + str(map_id) + ".json")
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except FileNotFoundError:
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pass
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self.leaf_spawners: list[pygame.Rect] = []
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self.enemies: list[Enemy] = []
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for tree in self.tilemap.extract(id_pairs=[("large_decor", 2)], keep=True):
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for tree in self.tilemap.extract([("large_decor", 2)], keep=True):
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self.leaf_spawners.append(
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pygame.Rect(4 + tree["pos"][0], 4 + tree["pos"][1], 23, 13)
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)
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for spawner in self.tilemap.extract(id_pairs=[("spawners", 0), ("spawners", 1)]):
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for spawner in self.tilemap.extract([("spawners", 0), ("spawners", 1)]):
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if spawner["variant"] == 0:
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self.player.pos = spawner["pos"]
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self.player.air_time = 0
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else:
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self.enemies.append(Enemy(game=self, pos=spawner["pos"], size=(8, 15)))
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self.enemies.append(Enemy(self, spawner["pos"], (8, 15)))
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self.particles: list[Particle] = []
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self.projectiles: list = []
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self.sparks: list[Spark] = []
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self.dead: int = 0
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self.scroll: list[float] = [0, 0]
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self.transition: int = -30
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def run(self) -> None:
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while self.running:
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self.display.blit(self.assets["background"], (0, 0))
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if self.dead:
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self.dead += 1
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self.screenshake = max(16, self.screenshake)
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if self.dead > 40:
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self.load_level(map_id=self.level)
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self.screenshake = max(0, self.screenshake - 1)
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if not len(self.enemies):
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self.transition += 1
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if self.transition > 30:
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self.level = min(self.level + 1, len(os.listdir("data/maps")) - 1)
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self.load_level(self.level)
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if self.transition < 0:
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self.transition += 1
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self.scroll[0] += (
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self.player.rect().centerx
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@ -150,7 +132,7 @@ class Game:
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for rect in self.leaf_spawners:
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if random.random() * 49999 < rect.width * rect.height:
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pos: tuple = (
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pos = (
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rect.x + random.random() * rect.width,
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rect.y + random.random() * rect.height,
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)
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@ -160,7 +142,7 @@ class Game:
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"leaf",
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pos,
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velocity=[-0.1, 0.3],
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frame=random.randint(a=0, b=20),
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frame=random.randint(0, 20),
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)
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)
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@ -168,15 +150,15 @@ class Game:
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self.clouds.render(surface=self.display, offset=render_scroll)
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self.tilemap.render(surface=self.display, offset=render_scroll)
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for enemy in self.enemies.copy():
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kill = enemy.update(self.tilemap, movement=(0, 0))
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enemy.render(surface=self.display, offset=render_scroll)
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kill = enemy.update(self.tilemap, (0, 0))
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enemy.render(self.display, offset=render_scroll)
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if kill:
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self.enemies.remove(enemy)
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if not self.dead:
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self.player.update(
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self.tilemap, movement=(self.movement[1] - self.movement[0], 0)
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self.tilemap, (self.movement[1] - self.movement[0], 0)
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)
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self.player.render(surface=self.display, offset=render_scroll)
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self.player.render(self.display, offset=render_scroll)
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# [[x, y], direction, timer]
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for projectile in self.projectiles.copy():
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@ -190,7 +172,7 @@ class Game:
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projectile[0][1] - img.get_height() / 2 - render_scroll[1],
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),
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)
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if self.tilemap.solid_check(pos=projectile[0]):
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if self.tilemap.solid_check(projectile[0]):
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self.projectiles.remove(projectile)
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for _ in range(4):
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self.sparks.append(
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@ -285,23 +267,9 @@ class Game:
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if event.key == pygame.K_m:
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self.boost = False
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if self.transition:
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transition_surface = pygame.Surface(self.display.get_size())
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pygame.draw.circle(
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transition_surface,
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(255, 255, 255),
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(self.display.get_width() // 2, self.display.get_height() // 2),
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(30 - abs(self.transition)) * 8,
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self.screen.blit(
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pygame.transform.scale(self.display, self.screen.get_size()), (0, 0)
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)
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transition_surface.set_colorkey((255, 255, 255))
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self.display.blit(transition_surface, (0, 0))
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screenshake_offset = (
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random.random() * self.screenshake - self.screenshake / 2,
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random.random() * self.screenshake - self.screenshake / 2,
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)
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self.screen.blit(pygame.transform.scale(self.display, self.screen.get_size()), screenshake_offset)
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pygame.display.update()
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self.clock.tick(60)
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@ -170,7 +170,6 @@ class Enemy(PhysicsEntity):
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if abs(self.game.player.dashing) >= 50:
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if self.rect().colliderect(self.game.player.rect()):
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self.game.screenshake = max(16, self.game.screenshake)
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for _ in range(30):
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angle = random.random() * math.pi * 2
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speed = random.random() * 5
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@ -214,11 +213,6 @@ class Player(PhysicsEntity):
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self.air_time += 1
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if self.air_time > 120:
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if not self.game.dead:
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self.game.screenshake = max(16, self.game.screenshake)
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self.game.dead += 1
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if self.collisions.bottom:
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self.air_time = 0
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self.jumps = 1
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