import pygame # ty: ignore[unresolved-import] import sys import random import math import os from scripts.entities import Enemy, Player from scripts.utils import load_image from scripts.utils import load_images from scripts.tilemap import Tilemap from scripts.clouds import Clouds from scripts.animation import Animation from scripts.particle import Particle from scripts.spark import Spark SCREEN_WIDTH = 640 SCREEN_HEIGHT = 480 class Game: def __init__(self): pygame.init() pygame.display.set_caption("Jump and run spiel") self.screen: pygame.Surface = pygame.display.set_mode( (SCREEN_WIDTH, SCREEN_HEIGHT) ) self.display: pygame.Surface = pygame.Surface( (self.screen.get_width() // 2, self.screen.get_height() // 2), pygame.SRCALPHA, ) self.display_2: pygame.Surface = pygame.Surface( (self.screen.get_width() // 2, self.screen.get_height() // 2) ) self.clock: pygame.time.Clock = pygame.time.Clock() self.running: bool = True self.collision_area: pygame.Rect = pygame.Rect(50, 50, 300, 50) self.movement: list[bool] = [False, False] self.assets: dict = { # Andere Dinge "background": load_image(path="background.png"), "decor": load_images(path="tiles/decor"), "grass": load_images(path="tiles/grass"), "large_decor": load_images(path="tiles/large_decor"), "stone": load_images(path="tiles/stone"), "clouds": load_images(path="clouds"), # Spieler "player/idle": Animation( load_images(path="entities/player/idle"), image_duration=6 ), "player/run": Animation( load_images(path="entities/player/run"), image_duration=4 ), "player/jump": Animation(load_images(path="entities/player/jump")), "player/slide": Animation(load_images(path="entities/player/slide")), "player/wall_slide": Animation( load_images(path="entities/player/wall_slide") ), "enemy/idle": Animation( load_images(path="entities/enemy/idle"), image_duration=6 ), "enemy/run": Animation( load_images(path="entities/enemy/run"), image_duration=4 ), "particles/leaf": Animation( load_images(path="particles/leaf"), image_duration=20, loop=False ), "particles/boost": Animation( load_images(path="particles/boost"), image_duration=20, loop=False ), "particles/particle": Animation( load_images(path="particles/particle"), image_duration=6, loop=False ), "gun": load_image(path="gun.png"), "projectile": load_image(path="projectile.png"), } self.sfx = { "jump": pygame.mixer.Sound("data/sfx/jump.wav"), "dash": pygame.mixer.Sound("data/sfx/dash.wav"), "hit": pygame.mixer.Sound("data/sfx/hit.wav"), "shoot": pygame.mixer.Sound("data/sfx/shoot.wav"), "ambience": pygame.mixer.Sound("data/sfx/ambience.wav"), } self.sfx["ambience"].set_volume(0.2) self.sfx["shoot"].set_volume(0.4) self.sfx["hit"].set_volume(0.8) self.sfx["dash"].set_volume(0.3) self.sfx["jump"].set_volume(0.7) self.player: Player = Player(game=self, pos=(50, 50), size=(8, 15)) self.tilemap: Tilemap = Tilemap(game=self, tile_size=16) self.level: int | str = "jays_map" self.load_level(map_id=self.level) self.screenshake = 0 self.clouds: Clouds = Clouds(cloud_images=self.assets["clouds"], count=16) self.isJumping: bool = False # self.boost: bool = False def load_level(self, map_id: str | int): try: self.tilemap.load(path="data/maps/" + str(object=map_id) + ".json") except FileNotFoundError: pass self.leaf_spawners: list[pygame.Rect] = [] self.enemies: list[Enemy] = [] for tree in self.tilemap.extract(id_pairs=[("large_decor", 2)], keep=True): self.leaf_spawners.append( pygame.Rect(4 + tree["pos"][0], 4 + tree["pos"][1], 23, 13) ) for spawner in self.tilemap.extract( id_pairs=[("spawners", 0), ("spawners", 1)] ): if spawner["variant"] == 0: self.player.pos = spawner["pos"] self.player.air_time = 0 else: self.enemies.append(Enemy(game=self, pos=spawner["pos"], size=(8, 15))) self.particles: list[Particle] = [] self.projectiles: list = [] self.sparks: list[Spark] = [] self.dead: int = 0 self.scroll: list[float] = [0, 0] self.transition: int = -30 def run(self) -> None: pygame.mixer.music.load("data/music.wav") pygame.mixer.music.set_volume(0.5) pygame.mixer.music.play(loops=-1) self.sfx["ambience"].play(loops=-1) while self.running: self.display.fill((0, 0, 0, 0)) self.display_2.blit(self.assets["background"], (0, 0)) if self.dead: self.dead += 1 self.screenshake = max(16, self.screenshake) if self.dead > 40: self.load_level(map_id=self.level) self.screenshake = max(0, self.screenshake - 1) if not len(self.enemies): self.transition += 1 if self.transition > 30: self.level = min(self.level + 1, len(os.listdir("data/maps")) - 1) self.load_level(self.level) if self.transition < 0: self.transition += 1 self.scroll[0] += ( self.player.rect().centerx - self.display.get_width() / 2 - self.scroll[0] ) / 30 self.scroll[1] += ( self.player.rect().centery - self.display.get_height() / 2 - self.scroll[1] ) / 30 render_scroll: tuple[int, int] = (int(self.scroll[0]), int(self.scroll[1])) for rect in self.leaf_spawners: if random.random() * 49999 < rect.width * rect.height: pos: tuple = ( rect.x + random.random() * rect.width, rect.y + random.random() * rect.height, ) self.particles.append( Particle( self, "leaf", pos, velocity=[-0.1, 0.3], frame=random.randint(a=0, b=20), ) ) self.clouds.update() self.clouds.render(surface=self.display_2, offset=render_scroll) self.tilemap.render(surface=self.display, offset=render_scroll) for enemy in self.enemies.copy(): kill = enemy.update(self.tilemap, movement=(0, 0)) enemy.render(surface=self.display, offset=render_scroll) if kill: self.enemies.remove(enemy) if not self.dead: self.player.update( self.tilemap, movement=(self.movement[1] - self.movement[0], 0) ) self.player.render(surface=self.display, offset=render_scroll) # [[x, y], direction, timer] for projectile in self.projectiles.copy(): projectile[0][0] += projectile[1] projectile[2] += 1 img = self.assets["projectile"] self.display.blit( img, ( projectile[0][0] - img.get_width() / 2 - render_scroll[0], projectile[0][1] - img.get_height() / 2 - render_scroll[1], ), ) if self.tilemap.solid_check(pos=projectile[0]): self.projectiles.remove(projectile) for _ in range(4): self.sparks.append( Spark( projectile[0], random.random() - 0.5 + (math.pi if projectile[1] > 0 else 0), 2 + random.random(), ) ) elif projectile[2] > 360: self.projectiles.remove(projectile) elif abs(self.player.dashing) < 50: if self.player.rect().collidepoint(projectile[0]): self.projectiles.remove(projectile) self.dead += 1 for _ in range(30): angle = random.random() * math.pi * 2 speed = random.random() * 5 self.sparks.append( Spark( self.player.rect().center, angle, 2 + random.random(), ) ) self.particles.append( Particle( self, "particle", self.player.rect().center, velocity=[ math.cos(angle + math.pi) * speed * 0.5, math.sin(angle + math.pi) * speed * 0.5, ], frame=random.randint(0, 7), ) ) for spark in self.sparks.copy(): kill = spark.update() spark.render(self.display, offset=render_scroll) if kill: self.sparks.remove(spark) display_mask = pygame.mask.from_surface(self.display) display_sillhouette = display_mask.to_surface(setcolor=(0, 0, 0, 180), unsetcolor=(0, 0, 0, 0)) for offset in [(-1, 0), (1, 0), (0, -1), (0, 1)]: self.display_2.blit(display_sillhouette, offset) # self.player.boost(self.boost) # print(int(self.player.pos[0])) # print(int(self.player.pos[1])) # print(self.tilemap.tiles_around(self.player.pos)) for particle in self.particles.copy(): kill: bool = particle.update() particle.render(self.display, offset=render_scroll) if particle.type == "leaf": particle.pos[0] += math.sin(particle.animation.frame * 0.035) * 0.3 if kill: self.particles.remove(particle) for event in pygame.event.get(): if event.type == pygame.QUIT: self.running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: self.running = False if event.key == pygame.K_a: self.movement[0] = True if event.key == pygame.K_d: self.movement[1] = True if ( event.key == pygame.K_SPACE or event.key == pygame.K_w ): # and not self.isJumping self.player.jump() if event.key == pygame.K_m: # self.boost = True self.player.boost() if ( event.key == pygame.K_x or event.key == pygame.K_LSHIFT or event.key == pygame.K_RSHIFT ): self.player.dash() if event.type == pygame.KEYUP: if event.key == pygame.K_a: self.movement[0] = False if event.key == pygame.K_d: self.movement[1] = False if event.key == pygame.K_m: self.boost = False if self.transition: transition_surface = pygame.Surface(self.display.get_size()) pygame.draw.circle( transition_surface, (255, 255, 255), (self.display.get_width() // 2, self.display.get_height() // 2), (30 - abs(self.transition)) * 8, ) transition_surface.set_colorkey((255, 255, 255)) self.display.blit(transition_surface, (0, 0)) self.display_2.blit(self.display, (0, 0)) screenshake_offset = ( random.random() * self.screenshake - self.screenshake / 2, random.random() * self.screenshake - self.screenshake / 2, ) self.screen.blit( pygame.transform.scale(self.display_2, self.screen.get_size()), screenshake_offset, ) pygame.display.update() self.clock.tick(60) pygame.quit() sys.exit() game = Game() game.run()