-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathFrostpyteEngine.py
399 lines (352 loc) · 15.4 KB
/
FrostpyteEngine.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
# -*- coding: utf-8 -*-
#####################################################################################
# ______ _ _ ______ _ #
# | ____| | | | | | ____| (_) #
# | |__ _ __ ___ ___| |_ _ __ _ _| |_ ___ | |__ _ __ __ _ _ _ __ ___ #
# | __| '__/ _ \/ __| __| '_ \| | | | __/ _ \ | __| | '_ \ / _` | | '_ \ / _ \ #
# | | | | | (_) \__ \ |_| |_) | |_| | || __/ | |____| | | | (_| | | | | | __/ #
# |_| |_| \___/|___/\__| .__/ \__, |\__\___| |______|_| |_|\__, |_|_| |_|\___| #
# | | __/ | __/ | #
# |_| |___/ |___/ #
# #
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - #
# Created by : #
# ALESSANDRI Julien #
# HEISS Gauthier #
# #
# Version : Alpha 0.1 - April, 13th 2016 #
# #
#####################################################################################
import pygame
from threading import Thread
from pygame.locals import *
from math import sqrt
from Constantes import *
# Camera
class Camera:
def __init__(self, position_x = 0, position_y = 0):
self.position_x = position_x
self.position_y = position_y
# Graphical Object Class
class GrObject:
def __init__(self, image, position_x, position_y, layer, can_cross = True, must_refresh = True):
self.image = pygame.image.load(image)
self.position_x = position_x
self.position_y = position_y
self.layer = layer
self.must_refresh = must_refresh
self.can_cross = can_cross
# Sprite Class
class Sprite:
def __init__(self, sprite, position_x, position_y, orientation = "down", float_position = 32, speed = 2, refresh_freq = 0.125, refresh_count = 0, move_buffer = [], sprite_height = 64):
self.sprite = sprite
self.position_x = position_x
self.position_y = position_y
self.orientation = orientation
self.float_position = float_position
self.speed = speed
self.refresh_freq = refresh_freq
self.refresh_count = refresh_count
self.move_buffer = move_buffer
sprite_conv = pygame.image.load(sprite + "/up.png").convert()
self.sprite_height = sprite_conv.get_height()
def draw(self):
if (self.float_position >= 32 and self.move_buffer != []):
self.move(self.move_buffer[0])
self.move_buffer.remove(self.move_buffer[0])
if (self.float_position < 32):
if (self.orientation == "down"):
pos_x = self.position_x * 32
pos_y = self.position_y * 32 - 32 + self.float_position - (64 - self.sprite_height)
elif (self.orientation == "up"):
pos_x = self.position_x * 32
pos_y = self.position_y * 32 + 32 - self.float_position - (64 - self.sprite_height)
elif (self.orientation == "left"):
pos_x = self.position_x * 32 + 32 - self.float_position
pos_y = self.position_y * 32 - (64 - self.sprite_height)
elif (self.orientation == "right"):
pos_x = self.position_x * 32 - 32 + self.float_position
pos_y = self.position_y * 32 - (64 - self.sprite_height)
if (self.refresh_count <= 1):
window.blit(pygame.image.load(self.sprite + "/" + self.orientation + ".png"), (pos_x + cam.position_x, pos_y + cam.position_y))
self.refresh_count += self.refresh_freq
elif (self.refresh_count <= 2):
window.blit(pygame.image.load(self.sprite + "/" + self.orientation + "_m1.png"), (pos_x + cam.position_x, pos_y + cam.position_y))
self.refresh_count += self.refresh_freq
elif (self.refresh_count <= 3):
window.blit(pygame.image.load(self.sprite + "/" + self.orientation + ".png"), (pos_x + cam.position_x, pos_y + cam.position_y))
self.refresh_count += self.refresh_freq
elif (self.refresh_count <= 4):
window.blit(pygame.image.load(self.sprite + "/" + self.orientation + "_m2.png"), (pos_x + cam.position_x, pos_y + cam.position_y))
self.refresh_count += self.refresh_freq
else:
self.refresh_count = 0
self.float_position += 1 * self.speed
else:
window.blit(pygame.image.load(self.sprite + "/" + self.orientation + ".png"), (self.position_x * 32 + cam.position_x, self.position_y * 32 - (64 - self.sprite_height) + cam.position_y))
def move(self, direction):
can_go = True
if (direction == "right"):
for obj in getObjects(self.position_x + 1, self.position_y):
if (obj.can_cross == False):
can_go = False
if (self.float_position >= 32):
self.orientation = "right"
if (can_go == True):
self.float_position = 0
self.position_x += 1
elif (direction == "left"):
for obj in getObjects(self.position_x - 1, self.position_y):
if (obj.can_cross == False):
can_go = False
if (self.float_position >= 32):
self.orientation = "left"
if (can_go == True):
self.float_position = 0
self.position_x -= 1
elif (direction == "up"):
for obj in getObjects(self.position_x, self.position_y - 1):
if (obj.can_cross == False):
can_go = False
if (self.float_position >= 32):
self.orientation = "up"
if (can_go == True):
self.float_position = 0
self.position_y -= 1
elif (direction == "down"):
for obj in getObjects(self.position_x, self.position_y + 1):
if (obj.can_cross == False):
can_go = False
if (self.float_position >= 32):
self.orientation = "down"
if (can_go == True):
self.float_position = 0
self.position_y += 1
# Tileset Class
class Tileset:
def __init__(self, image, rect_x1, rect_y1, rect_x2, rect_y2, layer = 0, can_cross = True):
self.image = image + "/image.png"
self.rect_x1 = rect_x1
self.rect_y1 = rect_y1
self.rect_x2 = rect_x2
self.rect_y2 = rect_y2
self.layer = layer
self.can_cross = can_cross
# Player class
class Player:
def __init__(self, name, sprite, position_x, position_y, orientation = "down", float_position = 32, speed = 2, refresh_freq = 0.125, refresh_count = 0, sprite_height = 64):
self.name = name
self.sprite = sprite
self.position_x = position_x
self.position_y = position_y
self.orientation = orientation
self.float_position = float_position
self.speed = speed
self.refresh_freq = refresh_freq
self.refresh_count = refresh_count
self.sprite_height = sprite_height
# Drawing function
def drawObject(grobj):
objects_list[grobj.layer].append(grobj)
# Sprite drawing function
def drawSprite(spr):
sprites_list.append(spr)
# Terrain drawing function
def drawTileset(tiles):
for xi in range(tiles.rect_x1, tiles.rect_x2):
for yi in range (tiles.rect_y1, tiles.rect_y2):
objects_list[tiles.layer].append(GrObject(tiles.image, xi, yi, tiles.layer, tiles.can_cross, True))
# Get distance function
def getDistance(spr1, spr2):
x1 = spr1.position_x
y1 = spr1.position_y
x2 = spr2.position_x
y2 = spr2.position_y
return sqrt((x2 - x1)**2 + (y2 - y1)**2)
# Get objects function
def getObjects(x, y):
templist = []
for lay in range(0, len(objects_list) - 1):
for obj in objects_list[lay]:
if (obj.position_x == x and obj.position_y == y):
templist.append(obj)
return templist
# Initial function
def init(x, y, player, title, icon, frame_rate):
global window
global objects_list
objects_list = [[], [], [], [], []]
global sprites_list
sprites_list = []
global MainPlayer
MainPlayer = player
global FPS
FPS = frame_rate
global cam
cam = Camera()
pygame.init()
window = pygame.display.set_mode((x, y))
pygame.display.set_caption(title)
pygame.display.set_icon(pygame.image.load(icon))
pygame.key.set_repeat(1,1)
pygame.display.flip()
sprite_conv = pygame.image.load(MainPlayer.sprite + "/up.png").convert()
MainPlayer.sprite_height = sprite_conv.get_height()
# Main function/class
class MainRun(Thread):
def __init__(self):
Thread.__init__(self)
def run(self):
keep = 1
global spriteTopBuffer
spriteTopBuffer = []
global debug_draw_position_refresh
debug_draw_position_refresh = True
while keep: # Main while
pygame.time.Clock().tick(FPS)
can_go = True
#----------------#
# EVENTS #
#----------------#
for event in pygame.event.get():
if event.type == QUIT:
keep = 0
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
keep = 0
elif event.key == K_RIGHT:
for obj in getObjects(MainPlayer.position_x + 1, MainPlayer.position_y):
if (obj.can_cross == False):
can_go = False
if (MainPlayer.float_position >= 32):
MainPlayer.orientation = "right"
if (can_go == True):
MainPlayer.float_position = 0
MainPlayer.position_x += 1
debug_draw_position_refresh = True
elif event.key == K_LEFT:
for obj in getObjects(MainPlayer.position_x - 1, MainPlayer.position_y):
if (obj.can_cross == False):
can_go = False
if (MainPlayer.float_position >= 32):
MainPlayer.orientation = "left"
if (can_go == True):
MainPlayer.float_position = 0
MainPlayer.position_x -= 1
debug_draw_position_refresh = True
elif event.key == K_UP:
for obj in getObjects(MainPlayer.position_x, MainPlayer.position_y - 1):
if (obj.can_cross == False):
can_go = False
if (MainPlayer.float_position >= 32):
MainPlayer.orientation = "up"
if (can_go == True):
MainPlayer.float_position = 0
MainPlayer.position_y -= 1
debug_draw_position_refresh = True
elif event.key == K_DOWN:
for obj in getObjects(MainPlayer.position_x, MainPlayer.position_y + 1):
if (obj.can_cross == False):
can_go = False
if (MainPlayer.float_position >= 32):
MainPlayer.orientation = "down"
if (can_go == True):
MainPlayer.float_position = 0
MainPlayer.position_y += 1
debug_draw_position_refresh = True
#----------------#
# OBJECTS #
#----------------#
#window.fill((0,0,0)) # Clear Screen
# First layers
for lay in range(0, len(objects_list) - 2):
for obj in objects_list[lay]:
if (obj.must_refresh == True):
window.blit(obj.image, (obj.position_x * 32 + cam.position_x, obj.position_y * 32 + cam.position_y))
obj.must_refresh = False
elif (getDistance(obj, MainPlayer) < 16): #and MainPlayer.float_position <= 32):
window.blit(obj.image, (obj.position_x * 32 + cam.position_x, obj.position_y * 32 + cam.position_y))
else:
for spri in sprites_list:
if (getDistance(spri, obj) < 3): #and spri.float_position <= 32):
window.blit(obj.image, (obj.position_x * 32 + cam.position_x, obj.position_y * 32 + cam.position_y))
if (debug_draw_position == True and debug_draw_position_refresh == True):
if (obj.position_x + cam.position_x <= 5 or obj.position_y + cam.position_y <= 1):
window.blit(obj.image, (obj.position_x * 32 + cam.position_x, obj.position_y * 32 + cam.position_y))
# Sprites
for spr in sprites_list:
if not(getDistance(spr, MainPlayer) <= 2 and spr.position_y > MainPlayer.position_y):
spr.draw()
else:
spriteTopBuffer.append(spr)
# Main player
if (MainPlayer.float_position < 32):
if (MainPlayer.orientation == "down"):
pos_x = MainPlayer.position_x * 32
pos_y = MainPlayer.position_y * 32 - 32 + MainPlayer.float_position - (64 - MainPlayer.sprite_height)
cam.position_y -= MainPlayer.speed
elif (MainPlayer.orientation == "up"):
pos_x = MainPlayer.position_x * 32
pos_y = MainPlayer.position_y * 32 + 32 - MainPlayer.float_position - (64 - MainPlayer.sprite_height)
cam.position_y += MainPlayer.speed
elif (MainPlayer.orientation == "left"):
pos_x = MainPlayer.position_x * 32 + 32 - MainPlayer.float_position
pos_y = MainPlayer.position_y * 32 - (64 - MainPlayer.sprite_height)
cam.position_x += MainPlayer.speed
elif (MainPlayer.orientation == "right"):
pos_x = MainPlayer.position_x * 32 - 32 + MainPlayer.float_position
pos_y = MainPlayer.position_y * 32 - (64 - MainPlayer.sprite_height)
cam.position_x -= MainPlayer.speed
"""
if ((frame_size * pos_x) - cam.position_x > frame_size * nbr_frame_x):
cam.position_x += 1
if ((frame_size * pos_x) + cam.position_x > frame_size * nbr_frame_x):
cam.position_x -= 1
if ((frame_size * pos_y) - cam.position_y > frame_size * nbr_frame_y):
cam.position_y += 1
if ((frame_size * pos_y) + cam.position_y > frame_size * nbr_frame_y):
cam.position_y -= 1
"""
if (MainPlayer.refresh_count <= 1):
window.blit(pygame.image.load(MainPlayer.sprite + "/" + MainPlayer.orientation + ".png"), (pos_x + cam.position_x, pos_y + cam.position_y))
MainPlayer.refresh_count += MainPlayer.refresh_freq
elif (MainPlayer.refresh_count <= 2):
window.blit(pygame.image.load(MainPlayer.sprite + "/" + MainPlayer.orientation + "_m1.png"), (pos_x + cam.position_x, pos_y + cam.position_y))
MainPlayer.refresh_count += MainPlayer.refresh_freq
elif (MainPlayer.refresh_count <= 3):
window.blit(pygame.image.load(MainPlayer.sprite + "/" + MainPlayer.orientation + ".png"), (pos_x + cam.position_x, pos_y + cam.position_y))
MainPlayer.refresh_count += MainPlayer.refresh_freq
elif (MainPlayer.refresh_count <= 4):
window.blit(pygame.image.load(MainPlayer.sprite + "/" + MainPlayer.orientation + "_m2.png"), (pos_x + cam.position_x, pos_y + cam.position_y))
MainPlayer.refresh_count += MainPlayer.refresh_freq
else:
MainPlayer.refresh_count = 0
MainPlayer.float_position += 1 * MainPlayer.speed
else:
window.blit(pygame.image.load(MainPlayer.sprite + "/" + MainPlayer.orientation + ".png"), (MainPlayer.position_x * 32 + cam.position_x, MainPlayer.position_y * 32 - (64 - MainPlayer.sprite_height) + cam.position_y))
# Top sprite
for spri in spriteTopBuffer:
spri.draw()
spriteTopBuffer.remove(spri)
# Last layer (on top)
for obj in objects_list[len(objects_list) - 1]:
window.blit(obj.image, (obj.position_x * 32 + cam.position_x, obj.position_y * 32 + cam.position_y))
# Debug
if (debug_draw_hitbox == True):
for x in range(MainPlayer.position_x * frame_size, (MainPlayer.position_x + 1) * frame_size + 1, 4):
pygame.draw.line(window, (255, 0, 0), (x + cam.position_x, MainPlayer.position_y * frame_size + cam.position_y), (x + cam.position_x, (MainPlayer.position_y + 1) * frame_size + cam.position_y), 1)
for y in range(MainPlayer.position_y * frame_size, (MainPlayer.position_y + 1) * frame_size + 1, 4):
pygame.draw.line(window, (255, 0, 0), (MainPlayer.position_x * frame_size + cam.position_x, y + cam.position_y), ((MainPlayer.position_x + 1) * frame_size + cam.position_x, y + cam.position_y), 1)
if (debug_draw_frame == True):
for x in range(0, nbr_frame_x * frame_size, frame_size):
pygame.draw.line(window, (255, 255, 255), (x, 0), (x, nbr_frame_y * frame_size), 1)
for y in range(0, nbr_frame_y * frame_size, frame_size):
pygame.draw.line(window, (255, 255, 255), (0, y), (nbr_frame_x * frame_size, y), 1)
if (debug_draw_position == True): #and debug_draw_position_refresh == True):
myfont = pygame.font.SysFont("Arial", 12)
debug_to_draw = "PX:" + str(MainPlayer.position_x) + " PY:" + str(MainPlayer.position_y) + " CX:" + str(cam.position_x) + " CY:" + str(cam.position_y)
label = myfont.render(debug_to_draw, 1, (255,255,255))
pygame.draw.rect(window, (0,0,0), pygame.Rect(0, 0, len(debug_to_draw) * 6 + 2, 15))
window.blit(label, (1, 1))
debug_draw_position_refresh = False
pygame.display.flip()