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main_game.py
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import pygame as pg
import pyganim
from Amazing_Maze import Walls, Player, change_hero
from tiledtmxloader import tmxreader, helperspygame
from Amazing_Maze import image_parser
WIN_WIDTH = 950
WIN_HEIGHT = 600
DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
WALL_WIDTH = 32
WALL_HEIGHT = 32
FILE_DIR = 'Levels'
test_lvl = image_parser.pars('Levels/level.png')
for i in range(len(test_lvl[0])):
if test_lvl[0][i] == ' ':
startx = i
if test_lvl[-1][i] == ' ':
finishx = i
def main_menu():
pg.init()
global screen, time, font
font = pg.font.Font(None, 80)
play = font.render('Играть', 1, (255, 255, 255))
play_rect = play.get_rect(centerx=WIN_WIDTH/2, y=100)
change_character = font.render('Выбрать игрока', 1, (255, 255, 255))
change_character_rect = change_character.get_rect(centerx=WIN_WIDTH/2, y=200)
exit = font.render('Выход', 1, (255, 255, 255))
exit_rect = exit.get_rect(centerx=WIN_WIDTH/2, y=300)
screen = pg.display.set_mode(DISPLAY)
pg.display.set_caption('AMAZING MAZE')
time = pg.time.Clock()
background = pg.transform.scale(pg.image.load('Sprites/Background/main_menu.png'), (WIN_WIDTH, WIN_HEIGHT))
screen.blit(background, (0, 0))
screen.blit(play, play_rect)
screen.blit(change_character, change_character_rect)
screen.blit(exit, exit_rect)
pg.display.update()
running = True
choose = False
play_v = False
while running:
screen.blit(background, (0, 0))
for event in pg.event.get():
if event.type == pg.QUIT:
exit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_g:
main()
if event.type == pg.MOUSEMOTION:
if play_rect.collidepoint(event.pos):
play = font.render('Играть', 1, (255, 0, 0))
screen.blit(play, play_rect)
elif not play_rect.collidepoint(event.pos):
play = font.render('Играть', 1, (255, 255, 255))
screen.blit(play, play_rect)
if change_character_rect.collidepoint(event.pos):
change_character = font.render('Выбрать игрока', 1, (255, 0, 0))
screen.blit(change_character, change_character_rect)
elif not change_character_rect.collidepoint(event.pos):
change_character = font.render('Выбрать игрока', 1, (255, 255, 255))
screen.blit(change_character, change_character_rect)
if exit_rect.collidepoint(event.pos):
exit = font.render('Выход', 1, (255, 0, 0))
screen.blit(exit, exit_rect)
elif not exit_rect.collidepoint(event.pos):
exit = font.render('Выход', 1, (255, 255, 255))
screen.blit(exit, exit_rect)
if event.type == pg.MOUSEBUTTONDOWN:
if event.button == 1:
if play_rect.collidepoint(event.pos):
play_v = True
running = False
if exit_rect.collidepoint(event.pos):
exit()
if change_character_rect.collidepoint(event.pos):
choose = True
running = False
screen.blit(play, play_rect)
screen.blit(change_character, change_character_rect)
screen.blit(exit, exit_rect)
pg.display.update()
time.tick(60)
if choose:
change_hero.choose()
if play_v:
main()
class Camera(object):
def __init__(self, camera_func, width, height):
self.camera_func = camera_func
self.state = pg.Rect(0, 0, width, height)
def apply(self, target):
return target.rect.move(self.state.topleft)
def update(self, target):
self.state = self.camera_func(self.state, target.rect)
def camera_configure(camera, target_rect):
l, t, _, _ = target_rect
_, _, w, h = camera
l, t = -l+WIN_WIDTH / 2, -t + WIN_HEIGHT / 2
l = min(0, l)
l = max(-(camera.width-WIN_WIDTH), l)
t = max(-(camera.height-WIN_HEIGHT), t)
t = min(0, t)
return pg.Rect(l, t, w, h)
def finish_game():
finish1 = font.render('Поздравляю,', 1, (255, 255, 255))
finish2 = font.render('Вы выиграли!', 1, (255, 255, 255))
finish3 = font.render('Держите ваш подарок', 1, (255, 255, 255))
finish_rect1 = finish1.get_rect(centerx=WIN_WIDTH/2, centery=WIN_HEIGHT/2-160)
finish_rect2 = finish2.get_rect(centerx=WIN_WIDTH / 2, centery=WIN_HEIGHT / 2 - 80)
finish_rect3 = finish3.get_rect(centerx=WIN_WIDTH / 2, centery=WIN_HEIGHT / 2)
background = pg.transform.scale(pg.image.load('Sprites/Background/main_menu.png'), (WIN_WIDTH, WIN_HEIGHT))
screen.blit(background, (0, 0))
screen.blit(finish1, finish_rect1)
screen.blit(finish2, finish_rect2)
screen.blit(finish3, finish_rect3)
def main():
config = open('config.txt')
name = config.read()
config.close()
walls = []
road = pg.sprite.Group()
#anim_object = pg.sprite.Group()
entities = pg.sprite.Group()
hero = Player.Hero(32*startx, 0, name)
gift = Walls.Gift(32*finishx, len(test_lvl)*32-32)
left, right, up, down = False, False, False, False
x, y = 0, 0
for row in test_lvl:
for col in row:
if col == ' ':
rd = Walls.Road(x, y, test_lvl)
road.add(rd)
entities.add(rd)
screen.blit(rd.image, (x, y))
if col == '*':
ww = Walls.WoodWall(x, y)
entities.add(ww)
walls.append(ww)
#anim_object.add(aw)
x += WALL_WIDTH
x = 0
y += WALL_HEIGHT
entities.add(hero)
entities.add(gift)
total_level_width = len(test_lvl[0])*WALL_WIDTH
total_level_height = len(test_lvl)*WALL_HEIGHT
camera = Camera(camera_configure, total_level_width, total_level_height)
while 1:
for e in pg.event.get():
if e.type == pg.QUIT:
exit()
if e.type == pg.KEYDOWN:
if e.key == pg.K_f:
coor = hero.rect.topleft
if e.key == pg.K_r:
hero.rect.topleft = coor
if e.key == pg.K_LEFT:
left = True
if e.key == pg.K_RIGHT:
right = True
if e.key == pg.K_UP:
up = True
if e.key == pg.K_DOWN:
down = True
if e.key == pg.K_y:
main()
break
if e.key == pg.K_n:
main_menu()
break
if e.type == pg.KEYUP:
if e.key == pg.K_LEFT:
left = False
if e.key == pg.K_RIGHT:
right = False
if e.key == pg.K_UP:
up = False
if e.key == pg.K_DOWN:
down = False
hero.update(left, right, up, down, walls)
camera.update(hero)
for e in entities:
screen.blit(e.image, camera.apply(e))
#anim_object.update()
if gift.rect.colliderect(hero.rect):
finish_game()
pg.display.update()
time.tick(60)
if __name__ == '__main__':
main_menu()