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Game.py
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Game.py
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import os
import sys
import time
import pygame
from Enemy import Enemy
from Graph import Walls, WeightedGrid, dijkstra_search
from Player import Player
from network import Network
from util import load_map_data, TILE_SIZE, SCREEN_WIDTH, SCREEN_HEIGHT, CLOCK, FPS, LIGHT_GREY, GREEN, \
make_vector, spawn_enemy, load_images, get_spawn_location
# TODO: add game over music
# TODO: add code to play in multiple maps
CHARACTER_SPRITEINTERVAL = pygame.USEREVENT + 1
pygame.time.set_timer(CHARACTER_SPRITEINTERVAL, 600)
CHARACTER_MOVE = pygame.USEREVENT + 2
pygame.time.set_timer(CHARACTER_MOVE, 200)
class Game:
def __init__(self, n, p1, p2):
# pygame initialization
pygame.init()
os.environ['SDL_VIDEO_CENTERED'] = '1'
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
# game initialization
self.n = n
self.player_1 = p1
self.player_2 = p2
self.running = True
self.game_over = False
# temporary variables to counter bugs
# TODO: fix the bug
self.target_trigger_temp = False # used for a random bug, in create_map(), the coordinate is fetched twice
# image loading stuff
self.background = pygame.image.load("Assets/background/background.png").convert()
self.player1_img = load_images("Assets/Sprite/flash/*.png")
self.player2_img = load_images("Assets/Sprite/rev_flash/*.png")
self.target_img_front = [pygame.image.load("Assets/Sprite/barry_mom/front1.png").convert(),
pygame.image.load("Assets/Sprite/barry_mom/front3.png").convert()]
self.target_img_back = [pygame.image.load("Assets/Sprite/barry_mom/back1.png").convert(),
pygame.image.load("Assets/Sprite/barry_mom/back2.png").convert()]
self.end_game_images = [pygame.image.load("Assets/background/p1_wins.png").convert(),
pygame.image.load("Assets/background/p2_wins.png").convert(),
pygame.image.load("Assets/background/p1_lost.png").convert(),
pygame.image.load("Assets/background/p2_lost.png").convert()]
# map and wall stuff
self.walls = []
self.map_data = []
self.walls_coordinate_vector = [] # holds the vector2 object of all wall coordinates
self.g = WeightedGrid(SCREEN_WIDTH, SCREEN_HEIGHT)
self.g.walls = self.walls_coordinate_vector
self.create_map()
# barry's mom.
# TODO: optimize code using an array
self.target_img_back_index = 0
self.target_img_front_index = 0
self.target_up = False
self.target_down = True
self.target_upper_limit = self.target_pos.y
self.target_lower_limit = self.target_pos.y + (30 * 2) # barry's mom will walk up to 3 cells downwards
# enemy stuff
enemy_pos = spawn_enemy(self.map_data)
self.goal = make_vector(self.player_1.rect)
self.start = make_vector(enemy_pos)
self.path = dijkstra_search(self.g, self.goal, self.start)
# spawns enemy and it immediately starts to follow player on a different thread
self.enemy = Enemy(enemy_pos, make_vector((self.player_1.rect.x, self.player_1.rect.y)), self.g, self.walls)
# music stuff
pygame.mixer.music.load('Assets/music/flash_theme.wav')
pygame.mixer.music.play(-1)
self.game_loop()
def game_loop(self):
while self.running:
CLOCK.tick(FPS)
self.fetch_data_server()
self.event_handling()
self.check_game_state()
self.check_collision()
self.character_mechanics()
self.display()
pygame.display.update()
# checks collision between player and enemy or barry's mom.
# player1.mode = 1 : player 1
# player1.mode = 2 : player 2
def check_collision(self):
# used for debugging. uncomment this
# self.player_1.victory = True
if self.player_1.mode == 1:
if self.player_1.rect.colliderect(self.target_pos): # if player 1 collides with barry's mom game over
# game over
print("terminating condition")
self.player_1.victory = True
if self.player_1.rect.colliderect(self.enemy.rect): # if player 1 collides with wraith, he slows down
# slow down player's velocity if hit by enemy
self.player_1.velocity = 1
else:
self.player_1.velocity = 2
elif self.player_1.mode == 2: # player 2 collides with barry's mom then game over
if self.player_1.rect.colliderect(self.target_pos):
self.player_1.victory = True # player 2 wins
def display(self):
if not (self.player_1.victory or self.player_2.victory):
self.render_world()
self.render_characters()
else: # IF GAME OVER
self.player_1.game_over = True
if self.player_1.mode == 1 and self.player_1.victory: # if player 1 wins
# if player 1 wins
self.screen.blit(self.end_game_images[0], (0, 0))
# print("player 1 wins")
if self.player_1.mode == 2 and not self.player_1.victory: # then player 2 lost
# print("player 2 lost")
self.screen.blit(self.end_game_images[3], (0, 0))
if self.player_1.mode == 2 and self.player_1.victory: # if player 2 wins
# if player 2 wins
self.screen.blit(self.end_game_images[1], (0, 0))
# print("player 2 wins")
if self.player_1.mode == 1 and not self.player_1.victory: # then player 1 lost
# if player 1 lost
self.screen.blit(self.end_game_images[2], (0, 0))
# print("player 1 lost")
pygame.display.update()
def draw_grid(self):
for x in range(0, SCREEN_WIDTH, TILE_SIZE):
# print(x)
pygame.draw.line(self.screen, LIGHT_GREY, (x, 0), (x, SCREEN_HEIGHT))
for y in range(0, SCREEN_HEIGHT, TILE_SIZE):
pygame.draw.line(self.screen, LIGHT_GREY, (0, y), (SCREEN_WIDTH, y))
def event_handling(self):
self.mpos = pygame.mouse.get_pos()
# print("mouse: ", self.mpos)
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
sys.exit()
if event.type == CHARACTER_SPRITEINTERVAL:
# change sprite index: barry's mom
if self.target_down:
self.target_img_front_index += 1
if self.target_img_front_index > 1:
self.target_img_front_index = 0
elif self.target_up:
self.target_img_back_index += 1
if self.target_img_back_index > 1:
self.target_img_back_index = 0
if event.type == CHARACTER_MOVE:
vel = 1
if self.target_up:
self.target_pos.y -= vel
if self.target_pos.y <= self.target_upper_limit:
self.target_down = True
self.target_up = False
if self.target_down:
self.target_pos.y += vel
if self.target_pos.y >= self.target_lower_limit:
self.target_down = False
self.target_up = True
# iterates through text file given and detects game objects
# + - | are walls
# x, y are players
# @ end target
def create_map(self):
map_data = load_map_data(self.map_data)
x = y = 0
for row in map_data:
for col in row:
if col == "+" or col == "-" or col == "|":
self.walls.append(Walls(x, y))
vec = pygame.Vector2()
vec.xy = x, y
self.walls_coordinate_vector.append(vec) # adds all coordinates of wall objects in map
elif col == "@" and not self.target_trigger_temp:
# print("mom: ", x, y)
self.target_trigger_temp = True
self.target_pos = pygame.Rect(x, y, 50, 50)
x += TILE_SIZE
y += TILE_SIZE
x = 0
def fetch_data_server(self):
self.player_2 = self.n.send_and_receive(self.player_1)
def character_mechanics(self):
player_current_pos = self.player_1.player_movement(self.walls)
self.enemy.update_player_pos(player_current_pos)
# if it's player 1, then fetch position of enemy and player
if self.player_1.mode == 1:
self.enemy.goal = player_current_pos
self.player_1.enemy_pos = self.enemy.get_pos() # returns tuple
# if player 2, then fetch position of player 1 and enemy to player 2
elif self.player_1.mode == 2:
self.player_1.enemy_goal = (self.player_2.rect.x, self.player_2.rect.y)
self.player_1.enemy_pos = self.player_2.enemy_pos
def render_characters(self):
# render player
if self.player_1.mode == 1:
self.player_1.render(self.screen, self.player1_img[self.player_1.sprite_index])
self.player_2.render(self.screen, self.player2_img[self.player_2.sprite_index])
else:
self.player_1.render(self.screen, self.player2_img[self.player_1.sprite_index])
self.player_2.render(self.screen, self.player1_img[self.player_2.sprite_index])
# render enemy
if self.player_1.mode == 1:
self.enemy.render_enemy(self.screen, self.player_1.enemy_pos)
else:
self.enemy.render_enemy(self.screen, self.player_2.enemy_pos)
# render target
if self.target_down:
# print("down: ", self.target_img_front_index)
self.target_img_front[self.target_img_front_index].set_colorkey((255, 255, 255))
self.screen.blit(self.target_img_front[self.target_img_front_index], (self.target_pos.x, self.target_pos.y))
elif self.target_up:
# print("up: ", self.target_img_back_index)
self.target_img_back[self.target_img_back_index].set_colorkey((255, 255, 255))
self.screen.blit(self.target_img_back[self.target_img_back_index], (self.target_pos.x, self.target_pos.y))
def render_world(self):
self.screen.blit(self.background, (0, 0))
# self.draw_grid()
self.g.draw(self.screen)
def check_game_state(self):
if self.player_1.game_over:
time.sleep(6)
print("exiting game. Hope you had fun!")
sys.exit(0)
pass
# m = Game()