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299 lines (248 loc) · 7.92 KB
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"""
from main import *
a = Orcs....
"""
import random
import os
import sys
import csv
from pprint import pprint
import pygame
from pygame.locals import *
pygame.init()
pygame.display.set_caption('EzPyThonGame')
pygame.display.set_icon(pygame.image.load('resources/character.png'))
print("Wczytac mape?")
map_size_x = 10
map_size_y = 10
generate_world = input("T/N ")
if generate_world == "T" or generate_world == "t":
generate_world = 0
world_file = "maps/" + input("Podaj nazwe swiata (Wcisnij ENTER, aby wczytac ostatni swiat) ") + ".csv"
if world_file == "maps/.csv":
world_file = "maps/last_world.csv"
print("Wczytuje" + world_file)
else:
generate_world = 1
"""
on each game start ask user about size of the map
"""
print("Startuje generator mapy. ")
map_size_x = int(input("Podaj szerokosc mapy: "))
map_size_y = int(input("Podaj wysokosc mapy: "))
world_file = "maps/last_world.csv"
class WorldObjects(object):
#Name-ID
TileTypes = {
'GROUND' : 0,
'WATER' : 1,
'FOREST' : 2,
'FIRE' : 3,
'VOID' : 4}
class Map(object):
"""
Map generator on start and object
Show map by Map.grid
"""
#Random terrain - YEA
def rand_tile():
rtile = random.randint(0,100)
# below code was just for full random
#rtile = random.choice(list(WorldObjects.TileTypes.values()))
if rtile == 0:
rtile = WorldObjects.TileTypes['VOID']
elif rtile > 0 and rtile <= 40:
rtile = WorldObjects.TileTypes['GROUND']
elif rtile > 40 and rtile <= 65:
rtile = WorldObjects.TileTypes['WATER']
elif rtile > 65 and rtile <= 90:
rtile = WorldObjects.TileTypes['FOREST']
elif rtile > 90 and rtile <= 100:
rtile = WorldObjects.TileTypes['FIRE']
else:
rtile = WorldObjects.TileTypes['VOID']
return rtile
#tiles for world
tiles = []
if generate_world == 0:
with open(world_file) as f:
reader = csv.reader(f,quotechar=' ')
for r in reader:
tiles.append([int(cell) for cell in r])
global map_size_x
global map_size_y
map_size_x = len(tiles[0])
map_size_y = len(tiles)
else:
for _ in range(map_size_y):
tmp = []
for i in range(map_size_x):
tmp.append(rand_tile())
tiles.append(tmp)
#Grid for creatures
grid = []
for _ in range(map_size_y):
tmp = []
for i in range(map_size_x):
tmp.append(None)
grid.append(tmp)
def save_world():
with open(world_file, "w") as output:
writer = csv.writer(output, lineterminator='\n')
writer.writerows(Map.tiles)
class Creature(object):
"""
Base creaqture class.
"""
def __init__(self, hp=0, mp=0, pos_x=0, pos_y=0, base_attack=2):
self.hp = hp
self.mp = mp
self._base_attack = base_attack
self.pos_x = pos_x
self.pos_y = pos_y
self.alive = True
def move(self, x,y):
"""
Because of the list as map, first index is for height (y - number of list - row number) and second is for width (x - number on list - column number) position on map.
"""
if (self.pos_x+x > map_size_x-1 or self.pos_x+x < 0) or (self.pos_y+y > map_size_y-1 or self.pos_y+y < 0):
print("Nie mozesz wyjsc poza mape! Tracisz kolejke")
elif Map.grid[self.pos_y + y][self.pos_x + x] != None: #check if new position is empty
print("Ktos juz tam jest, tracisz kolejke")
else:
self.pos_x += x
self.pos_y += y
Map.grid[self.pos_y][self.pos_x] = self
Map.grid[self.pos_y - y][self.pos_x - x] = None
def random_move(self):
"""
Randomly select 1 of 4 world direction, then call move() method to move
"""
direction = random.randint(1,4)
if direction == 1:
self.move(0,1)
elif direction == 2:
self.move(1,0)
elif direction == 3:
self.move(0,-1)
elif direction == 4:
self.move(-1,0)
@property
def attack(self):
"""
Effective attack power of creature
"""
return self._base_attack
def hit(self, target):
"""
Hit the target with all you got!
"""
target.hp -= self.attack
self.try_to_kill(target)
def try_to_kill(self, target):
"""
Mr. Target, plz die now...
"""
if target.hp <= 0:
target.die()
def die(self):
print("AAAAAAAaaarghhh!!!")
self.alive = False
Map.grid[self.pos_x][self.pos_y] = None #When target die - it's removed from the map
class Orcs(Creature):
def __init__(self, pos_x, pos_y, hp=20):
Creature.__init__(self)
self.pos_x = pos_x
self.pos_y = pos_y
self.hp = hp
Map.grid[self.pos_x][self.pos_y] = self
@property
def attack(self):
return self._base_attack * 4
def die(self):
self.alive = False
Map.grid[self.pos_x][self.pos_y] = None #When target die - it's removed from the map
print("For Sauron")
class WaterOrcs(Orcs):
water_protection = True
def __init__(self, pos_x, pos_y, hp=20):
Orcs.__init__(self)
self.pos_x = pos_x
self.pos_y = pos_y
self.hp = hp
def die(self):
print("BulBul")
if not self.water_protection:
self.alive = False
class ForestOrcs(Orcs):
forest_protection = True
pass
class Graphics(object):
#color names to hex
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
#how big is one Tile. Maximum monitor height or width minus 20% for windows bars
max_per_h = pygame.display.Info().current_h * 0.8
TileSize = int(round(max_per_h / map_size_y))
#TileSize = 48
#and patching those colors to tile type
textures = {
#Tile name : scaling to size of Tile, file, Size
WorldObjects.TileTypes['GROUND'] : pygame.transform.scale(pygame.image.load('resources/ground.png'),(TileSize, TileSize)),
WorldObjects.TileTypes['WATER'] : pygame.transform.scale(pygame.image.load('resources/water.png'),(TileSize, TileSize)),
WorldObjects.TileTypes['FOREST'] : pygame.transform.scale(pygame.image.load('resources/forest.png'),(TileSize, TileSize)),
WorldObjects.TileTypes['FIRE'] : pygame.transform.scale(pygame.image.load('resources/fire.png'),(TileSize, TileSize)),
WorldObjects.TileTypes['VOID'] : pygame.transform.scale(pygame.image.load('resources/void.png'),(TileSize, TileSize))
}
class Character(Orcs):
def __init__(self, pos_x, pos_y, hp=100):
#self.texture = pygame.image.load('resources/character.png').convert_alpha()
self.texture = pygame.transform.scale(pygame.image.load('resources/character.png').convert_alpha(),(Graphics.TileSize, Graphics.TileSize))
Creature.__init__(self)
self.pos_x = pos_x
self.pos_y = pos_y
self.hp = hp
Map.grid[self.pos_x][self.pos_y] = self
DISPLAYARENA = pygame.display.set_mode((map_size_x*Graphics.TileSize, map_size_y*Graphics.TileSize))
Player = Character(0,0)
while Player.alive == True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if (event.key == K_ESCAPE) or (event.key == K_q):
Map.save_world()
pygame.quit()
sys.exit()
elif (event.key == K_RIGHT):
Player.move(1,0)
elif (event.key == K_LEFT):
Player.move(-1,0)
elif (event.key == K_DOWN):
Player.move(0,1)
elif (event.key == K_UP):
Player.move(0,-1)
elif (event.key == K_0):
Map.tiles[Player.pos_y][Player.pos_x] = WorldObjects.TileTypes['VOID']
elif (event.key == K_1):
Map.tiles[Player.pos_y][Player.pos_x] = WorldObjects.TileTypes['GROUND']
elif (event.key == K_2):
Map.tiles[Player.pos_y][Player.pos_x] = WorldObjects.TileTypes['WATER']
elif (event.key == K_3):
Map.tiles[Player.pos_y][Player.pos_x] = WorldObjects.TileTypes['FOREST']
elif (event.key == K_4):
Map.tiles[Player.pos_y][Player.pos_x] = WorldObjects.TileTypes['FIRE']
else:
pass
for row in range(map_size_y):
#loop through each column in the row
for column in range(map_size_x):
#draw the resource at that position in the tilemap, using the correct colour
#pygame.draw.rect(DISPLAYARENA, Graphics.colors[Map.tiles[row][column]], (column*Graphics.TileSize,row*Graphics.TileSize,Graphics.TileSize,Graphics.TileSize))
DISPLAYARENA.blit(Graphics.textures[Map.tiles[row][column]], (column*Graphics.TileSize, row*Graphics.TileSize))
DISPLAYARENA.blit(Player.texture,(Player.pos_x*Graphics.TileSize,Player.pos_y*Graphics.TileSize))
pygame.display.update()