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439 lines (369 loc) · 16.6 KB
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from os import kill
import pygame
from settings import level_map, screen_height, tile_size, screen_width
from player_class import *
from enemy_class import *
from assets import *
# Cria grupos de sprites
all_bananas = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_snails = pygame.sprite.Group()
all_tiles = pygame.sprite.Group()
invisible_tiles = pygame.sprite.Group()
move_tiles = pygame.sprite.Group()
groups['all_sprites'] = all_sprites
groups['all_bananas'] = all_bananas
groups['all_snails'] = all_snails
groups['all_tiles'] = all_tiles
groups['invisible_tiles'] = invisible_tiles
groups['move_tiles'] = move_tiles
# Classe Level (Inspirado de: https://www.youtube.com/watch?v=YWN8GcmJ-jA&t=1342s)
class Level:
def __init__(self, level_data, surface):
# Em qual superfície será colocado os tiles
self.display_surface = surface
# Chama a função setup_level (criar mapa)
self.setup_level(level_data)
# Lado do player para câmera
self.side_x = screen_width/2
self.zawarudo = 0
self.minx = 0
self.maxx = 11520
self.p = None
def setup_level(self, layout):
'''
Inicializa a configuração do level - cria os grupos de sprites e um if que substitui
as letras do layout criado em setup por criaturas/tiles
'''
# Grupos do level
self.tiles = pygame.sprite.Group()
self.invisible = pygame.sprite.Group()
self.spikes = pygame.sprite.Group()
self.totem = pygame.sprite.Group()
# Grupos do player
self.player = pygame.sprite.GroupSingle()
self.recharge = pygame.sprite.Group()
# Grupos de inimigos
self.snail = pygame.sprite.Group()
self.enemies = pygame.sprite.Group()
# Movimento DO LEVEL
self.world_shift = 0
# Last hit no player
self.last = 0
# Verifica lista para criar o setup do mapa
for linha_index, linha in enumerate(layout): # Linha
for tile_index, tile in enumerate(linha): # Coluna
if tile != ' ':
# Coordenada X do tile no mapa
x = tile_index * tile_size
# Coordenada Y do tile no mapa
y = linha_index * tile_size
# Tile
if tile == 'X':
tile = Tile((x,y), tile_size)
self.tiles.add(tile) # Adiciona ao Grupo Tiles
groups['all_tiles'].add(tile)
# Tile de fundo (embaixo da grama)
if tile == 'F':
tile = Tile_fundo((x,y), tile_size)
self.tiles.add(tile) # Adiciona ao Grupo Tiles
groups['all_tiles'].add(tile)
# Tile para parar o caracol
if tile == 'T':
tile = Tile_t((x,y), tile_size)
self.invisible.add(tile)
groups['invisible_tiles'].add(tile)
if tile == 'V':
tile = Tile_move((x,y), tile_size)
self.tiles.add(tile)
groups['move_tiles'].add(tile)
# Player
elif tile == 'M':
player_sprite = Player((x,y))
self.p = player_sprite
self.player.add(player_sprite)
# Espinho
elif tile == 'E':
espinho = Espinho((x,y), tile_size)
self.spikes.add(espinho)
# Caracol
elif tile == 'C':
snail = Snail((x,y), tile_size)
self.snail.add(snail)
self.enemies.add(snail)
groups["all_snails"].add(snail)
# Recarga Munição
elif tile == 'A':
ammo = Recharge( (x,y), tile_size)
self.recharge.add(ammo)
# Totem final do jogo
elif tile == 'O':
pc = Computer( (x,y), tile_size)
self.totem.add(pc)
def horizontal_collision(self):
'''
Verifica e aplica colisão horizontal do player com tiles e com os inimigos
'''
player = self.player.sprite
player.rect.x += player.direction.x * player.speedx
# Horizontal Collision with tile
tile_hits = pygame.sprite.spritecollide(player, self.tiles, False)
for sprite in tile_hits:
# Checa a colisão do player com um sprite
if sprite.rect.colliderect(player.rect):
if player.direction.x > 0:
# Player indo a direita, colide com lado esquerdo do sprite
player.rect.right = sprite.rect.left
elif player.direction.x < 0:
# Player indo a esquerda, colide com lado direito do sprite
player.rect.left = sprite.rect.right
if player.rect.top > screen_height: # se o player cai nos buracos, ele morre instantãneamente
player.hp -= 3
# Horizontal Collision with enemies
for enemy in self.enemies:
if pygame.sprite.collide_mask(enemy, player):
self.player_hit_time()
# player.gethit_jump()
if player.direction.x > 0:
# Player indo a direita, colide com lado esquerdo do sprite
player.rect.right == enemy.rect.left
elif player.direction.x < 0:
# Player indo a esquerda, colide com lado direito do sprite
player.rect.left == enemy.rect.right
spike_hits = pygame.sprite.spritecollide(player, self.spikes, False)
for spike in spike_hits:
if spike.rect.colliderect(player.rect):
self.player_hit_time()
# Colisão Horizontal
if player.direction.x > 0:
# Player indo a direita, colide com lado esquerdo do sprite
player.rect.right = spike.rect.left
elif player.direction.x < 0:
# Player indo a esquerda, colide com lado direito do sprite
player.rect.left = spike.rect.right
def vertical_collision(self):
'''
Verifica e aplica colisão vertical do player com tiles e com os inimigos
'''
player = self.player.sprite
player.apply_gravity()
# Vert. Collision with Tiles
tile_hits = pygame.sprite.spritecollide(player, self.tiles, False)
for sprite in tile_hits:
# Checa a colisão do player com um sprite
if sprite.rect.colliderect(player.rect):
if player.direction.y > 0:
# Player caindo, colide com o chão
player.rect.bottom = sprite.rect.top
player.direction.y = 0 # Cancela a gravidade (evita uma catástrofe...)
player.can_jump = True
player.can_move = True
elif player.direction.y < 0:
# Player pulando, colide com o fundo do sprite
player.rect.top = sprite.rect.bottom
player.direction.y = 0 # Macaco não fica preso no teto
# Colisão com inimigo
e_hits = pygame.sprite.spritecollide(player, self.enemies, False)
for enemy in e_hits:
if pygame.sprite.collide_mask(enemy, player):
self.player_hit_time()
# player.gethit_jump()
if player.direction.y > 0:
# Player caindo, colide com o chão
player.direction.y = 0 # Cancela a gravidade (evita uma catástrofe...)
player.can_jump = True
player.can_move = True
elif player.direction.y < 0:
# Player pulando, colide com o fundo do sprite
player.direction.y = 0 # Macaco não fica preso no teto
if player.hp != 3:
enemy.kill()
# Colisão com espinhos
spike_hits = pygame.sprite.spritecollide(player, self.spikes, False)
for spike in spike_hits:
if spike.rect.colliderect(player.rect):
self.player_hit_time()
if player.direction.y > 0:
# Player caindo, colide com o chão
player.rect.bottom = spike.rect.top
player.direction.y = 0 # Cancela a gravidade (evita uma catástrofe...)
player.can_jump = True
player.can_move = True
elif player.direction.y < 0:
# Player pulando, colide com o fundo do sprite
player.rect.top = spike.rect.bottom
player.direction.y = 0 # Macaco não fica preso no teto
def last_hit(self):
'''
Verifica quando foi o último hit
'''
self.last = pygame.time.get_ticks()
def player_hit_time(self): # Colisão com hit ao player
'''
Verifica se ja é possivel tomar dano e, se sim, remove um de vida
'''
player = self.player.sprite
player.last_hit = pygame.time.get_ticks()
player.was_hit = True
# Verifica se pode tomar hit
self.hit_ticks = 1000
now = pygame.time.get_ticks()
# Verifica quantos ticks se passaram desde o último hit.
elapsed_ticks = now - self.last
if elapsed_ticks >= self.hit_ticks:
self.last_hit()
player.live.sprites()[-1].kill()
player.hp -= 1
player.dmg_score = True
def cam_shift(self):
self.zawarudo -= self.world_shift
pass
def cam_scroll(self):
player = self.player.sprite
# Pega a posição do player e para onde vai
self.direction_x = player.direction.x
if self.direction_x > 0:
self.side_x = player.rect.x + player.player_w
elif self.direction_x < 0:
self.side_x = player.rect.x
# Movimento da Camera
if self.side_x >= screen_width * 3/4 and self.direction_x > 0 and self.zawarudo < self.maxx - screen_width: #indo a direita
self.world_shift = -8
player.speedx = 0
elif self.side_x <= screen_width/4 and self.direction_x < 0 and self.zawarudo > self.minx: #indo a esquerda
self.world_shift = 8
player.speedx = 0
else:
self.world_shift = 0
player.speedx = 6
def destroy(self):
'''
Deleta o level - usado no reset para um level não sobrescrever outro
'''
for s in self.tiles.sprites():
s.kill()
for s in self.invisible.sprites():
s.kill()
for s in self.spikes.sprites():
s.kill()
for s in self.totem.sprites():
s.kill()
for s in self.player.sprites():
s.kill()
for s in self.recharge.sprites():
s.kill()
for s in self.snail.sprites():
s.kill()
for s in self.enemies.sprites():
s.kill()
for s in all_sprites.sprites():
s.kill()
for s in groups["all_snails"]:
s.kill()
for s in groups["all_sprites"]:
s.kill()
for s in groups["all_bananas"]:
s.kill()
for s in groups["all_tiles"]:
s.kill()
def run(self):
'''
Da update e draw em todos sprites configurados em setup_level()
'''
# Level Tiles
self.tiles.update(self.world_shift)
self.tiles.draw(self.display_surface)
self.invisible.update(self.world_shift)
self.invisible.draw(self.display_surface)
self.spikes.update(self.world_shift)
self.spikes.draw(self.display_surface)
self.recharge.update(self.world_shift)
self.recharge.draw(self.display_surface)
self.totem.update(self.world_shift)
self.totem.draw(self.display_surface)
# Inimigos
self.snail.update(self.world_shift)
self.snail.draw(self.display_surface)
# Player
self.player.update()
self.horizontal_collision()
self.player.draw(self.display_surface)
self.vertical_collision()
self.cam_scroll()
self.cam_shift()
# ==============================================================================================================================================================================
# Classe Tile (Tijolo/ Bloco do Chão)
class Tile(pygame.sprite.Sprite):
def __init__(self, position, size):
super().__init__()
self.image = assets["tile_grama"] # tiles
self.image = pygame.transform.scale(self.image, (size,size))
self.rect = self.image.get_rect(topleft = position)
self.mask = pygame.mask.from_surface(self.image)
def update(self, x_shift): # Quando player chegar a uma parte do level, o level mexe para o lado (pygame é assim "press F")
self.rect.x += x_shift
class Tile_fundo(pygame.sprite.Sprite):
def __init__(self, position, size):
super().__init__()
self.image = assets['tile_fundo'] # tiles
self.image = pygame.transform.scale(self.image, (size,size))
self.rect = self.image.get_rect(topleft = position)
self.mask = pygame.mask.from_surface(self.image)
def update(self, x_shift):
self.rect.x += x_shift
class Tile_t(pygame.sprite.Sprite):
def __init__(self, position, size):
super().__init__()
self.image = assets['tile_inv'] # tiles
self.image = pygame.transform.scale(self.image, (size,size))
self.rect = self.image.get_rect(topleft = position)
self.mask = pygame.mask.from_surface(self.image)
def update(self, x_shift):
self.rect.x += x_shift
class Tile_move(pygame.sprite.Sprite):
def __init__(self, position, size):
super().__init__()
self.image = assets['tile_grama'].convert_alpha() # tiles
self.image = pygame.transform.scale(self.image, (size,size))
self.rect = self.image.get_rect(topleft = position)
self.mask = pygame.mask.from_surface(self.image)
self.speedx = -4
def tile_moviment(self):
'''
Programa o movimento do tile: ele se move até bater em um tile (geralmente, o invisível)
'''
collision_tile_inv = pygame.sprite.groupcollide(groups['move_tiles'], groups['invisible_tiles'], False, False)
for move_tile, tiles in collision_tile_inv.items():
bloco = tiles[0]
# Caracol indo para direita
if bloco.rect.right > move_tile.rect.right > bloco.rect.left:
move_tile.rect.right = bloco.rect.left
move_tile.speedx = -move_tile.speedx
# Caracol indo para esquerda
elif bloco.rect.left < move_tile.rect.left < bloco.rect.right:
move_tile.rect.left = bloco.rect.right
move_tile.speedx = -move_tile.speedx
def update(self, x_shift): # Quando player chegar a uma parte do level, o level mexe para o lado (pygame é assim "press F")
self.rect.x += x_shift + self.speedx
self.tile_moviment()
# ==============================================================================================================================================================================
# Classe Recarga Munição
class Recharge(pygame.sprite.Sprite):
def __init__(self, position, size):
super().__init__()
self.image = assets['municao']
self.image = pygame.transform.scale(self.image, (size, size))
self.rect = self.image.get_rect(topleft = position)
def update(self, x_shift): # Quando player chegar a uma parte do level, o level mexe para o lado
self.rect.x += x_shift
# ==============================================================================================================================================================================
# Classe do totem de finalização (nota na Delta)
class Computer(pygame.sprite.Sprite):
def __init__(self, position, size):
super().__init__()
self.image = assets['computer']
self.image = pygame.transform.scale(self.image, (size, size))
self.rect = self.image.get_rect(topleft = position)
self.mask = pygame.mask.from_surface(self.image)
def update(self, x_shift):
self.rect.x += x_shift