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GameLevels.py
File metadata and controls
830 lines (799 loc) · 32.6 KB
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import pygame, sys, random, pygame.mixer
import cPickle as pickle
from pygame.locals import *
from GameSprites import *
from GameCharacters import *
from GameEnemies import *
from PlayerClasses import *
#Colors R G B
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
AQUA = (0, 255, 255)#CYAN
BLACK = (0, 0, 0)
FUCHSIA = (255, 0, 255)
GRAY = (128, 128, 128)
LIME = (0, 128, 0)
MAROON = (128, 0, 0)
NAVYBLUE = (0, 0, 128)
OLIVE = (128, 128, 0)
PURPLE = (128, 0, 128)
RED = (255, 0, 0)
SILVER = (192, 192, 192)
TEAL = (0, 128, 128)
WHITE = (255, 255, 255)
YELLOW = (255, 255, 0)
ORANGE = (255, 128, 0)
CYAN = (0, 255, 255) #AQUA
INVISIBLE = (255, 255, 255, 255)
pygame.init()
DisplayWidth = 1024
DisplayHeight = 683
DISPLAYSURF = pygame.display.set_mode((DisplayWidth, DisplayHeight))
pygame.display.set_caption("Adventure Game")
FPS = 30
FPSCLOCK = pygame.time.Clock()
#imgs------------
guySwordImgs = ('characters/guySword0.png','characters/guySword1.png','characters/guySword2.png','characters/guySword3.png','characters/guySword4.png','characters/guySword5.png','characters/guySword6.png','characters/guySword7.png','characters/guySword8.png','characters/guySword9.png','characters/guySword10.png','characters/guySword11.png')
mapImg = ('items/map.png',)
coinImgs = ('items/coin0.png','items/coin1.png','items/coin2.png')
guyBroImgs = ('characters/guybro0.png','characters/guybro1.png','characters/guybro2.png','characters/guybro3.png','characters/guybro4.png','characters/guybro5.png','characters/guybro6.png')
guyBroNoWalk = (guyBroImgs[0],guyBroImgs[1],guyBroImgs[2],guyBroImgs[3],guyBroImgs[6])
evilGuyImgs = ('characters/evilGuy0.png','characters/evilGuy1.png','characters/evilGuy2.png','characters/evilGuy3.png','characters/evilGuy4.png','characters/evilGuy5.png')
orangeBroImgs = ('characters/newguy0.png','characters/newguy0.png','characters/newguy0.png','characters/newguy0.png','characters/newguy0.png')
orbImg = 'items/Orb.png'
healthOrbImg = 'items/RedOrb.png'
manaOrbImg = 'items/BlueOrb.png'
#sounds---------
coinSound = 'sounds/coin.wav'
painSound = 'sounds/pain.wav'
#controls---------
controls = {'left':pygame.K_a,'right':pygame.K_d,'up':pygame.K_w,'down':pygame.K_s,'inventory':pygame.K_e,'pause':K_ESCAPE,'interact':pygame.K_q,'attack':pygame.K_SPACE}
#fonts------------
interactionFont = pygame.font.Font(None, 24)
inventoryFont = pygame.font.Font(None, 32)
startFont = pygame.font.Font(None, 32)
startFont.set_underline(True)
#character sprite creations-----------
playerName = 'Ben' #String name for player
player=Player(playerName,700,500,guySwordImgs)#guy creation and starting (x,y) coords
#spriteGroups-----------------
allSprites = pygame.sprite.Group()
all_spriteblit = pygame.sprite.Group()
#mousePoints-------------------------
mousex = 0 #mouse x coordinate value
mousey = 0 #mouse y coordinate value
#interactions----------------------------------------------------------------------
def commonInteraction(x, y, name):
interacting = True
chat0 = '"How are you doing kind sir?"'
chat1 = '"What a nice day!"'
chat2 = '"Im so happy to be alive today!"'
chat3 = '"You look like an adventurer!"'
chat4 = '"I wish I could fly..."'
chat5 = '"What a nice day!"'
chat6 = '"I feel like I need to learn more phrases..."'
chat7 = '"Hello!"'
chat8 = '"I love this area!"'
chats = (chat0, chat1, chat2, chat3, chat4, chat5, chat6, chat7, chat8)
randomInt = random.randint(0,4)
chatText = interactionFont.render(chats[randomInt],True,RED,WHITE)
chatTextRect = chatText.get_rect()
nameText = interactionFont.render(name,True,BLUE,WHITE)
nameTextRect = nameText.get_rect()
while interacting:
for event in pygame.event.get():
if (event.type==pygame.QUIT):
pygame.quit()
sys.exit()
if (event.type==pygame.KEYDOWN):
if (event.key==controls['interact']):
interacting = False
if x < DisplayWidth/2:
DISPLAYSURF.blit(chatText, (x,y-10))
DISPLAYSURF.blit(nameText, (x,y-30))
else:
DISPLAYSURF.blit(chatText, (x-(chatTextRect.width-50),y-10))
DISPLAYSURF.blit(nameText, (x-(nameTextRect.width-50),y-30))
FPSCLOCK.tick(FPS)
pygame.display.update()
def forestGuardInteract(x, y, name):
interacting = True
chatLine = 0
chat0 = '"It is too dangerous to enter this forest without a map!"'
chat1 = ('"Wow you have a forest map?"', '"You must be a true adventurer!"')
nameText = interactionFont.render(name,True,BLUE,WHITE)
nameTextRect = nameText.get_rect()
while interacting:
for event in pygame.event.get():
if (event.type==pygame.QUIT):
pygame.quit()
sys.exit()
if (event.type==pygame.KEYDOWN):
if (event.key==controls['interact']):
if chatLine == 1:
interacting = False
else:
chatLine = 1
if player.searchInventory('forest map') == False:
chatText = interactionFont.render(chat0,True,RED,WHITE)
chatTextRect = chatText.get_rect()
chatLine = 1
else:
chatText = interactionFont.render(chat1[chatLine],True,RED,WHITE)
chatTextRect = chatText.get_rect()
if x < DisplayWidth/2:
DISPLAYSURF.blit(chatText, (x,y-10))
DISPLAYSURF.blit(nameText, (x,y-30))
else:
DISPLAYSURF.blit(chatText, (x-(chatTextRect.width-50),y-10))
DISPLAYSURF.blit(nameText, (x-(nameTextRect.width-50),y-30))
FPSCLOCK.tick(FPS)
pygame.display.update()
#levels--------------------------------------------------------------------------------------
projectiles = pygame.sprite.Group()
fallingObjs = pygame.sprite.Group()
#forestFront Objects--------
forestFrontItems = pygame.sprite.Group()
coin = SpinningItem('567a',200, 500, {'coin':1}, coinImgs, coinSound)
coin1 = SpinningItem('968b',220, 600, {'coin':1}, coinImgs, coinSound, 4)
forestFrontItems.add(coin, coin1)
forestFrontChars = pygame.sprite.Group()
guardbro = MovChar('Tim the Guard',700,450,(guyBroImgs[0],guyBroImgs[4],guyBroImgs[5],guyBroImgs[6]),forestGuardInteract,(300,450))
Bobbro = MovChar('Bob',100,580,orangeBroImgs,commonInteraction,(520,380))
normalGuy = Char('Dead Meat',500,470,orangeBroImgs,commonInteraction)
pauseBro = MovChar_Pauses('Ding Dong',600,600,guyBroImgs,commonInteraction,(890,520),2,100)
forestFrontChars.add(guardbro,Bobbro,normalGuy,pauseBro,)
forestFrontEnemies = pygame.sprite.Group()
forestFrontWalls = pygame.sprite.Group()
forestwall=Wall('e',0,480,DisplayWidth,1)
wall1=Wall('f',0,DisplayHeight+5,DisplayWidth,1)
forestFrontWalls.add(forestwall, wall1)
allSprites.add(forestFrontWalls,forestFrontItems,forestFrontChars,forestFrontEnemies)
def forestFront():
background=pygame.image.load("backgrounds/forest.jpg").convert()
moveX,moveY=0,0
player.setLocation(forestFront)
#Sprites
projectiles.empty()
fallingObjs.empty()
all_spriteblit.empty()
all_spriteblit.add(player,forestFrontItems,forestFrontChars,forestFrontEnemies)
if player.searchInventory('forest map'):
forestFrontWalls.remove(forestwall)
guardTalk = False
else:
guardTalk = True
forestFrontWalls.add(forestwall)
while True:#maingameloop
moveX, moveY = eventLoop(moveX, moveY,forestFrontWalls,forestFrontItems,forestFrontChars,forestFrontEnemies)
createOrbs()
if player.get_x() > DisplayWidth-90:
player.newRect(10, player.get_y(), player.get_width(), player.get_height())
space()
if player.get_x() < 5:
player.newRect(DisplayWidth-100, player.get_y(), player.get_width(), player.get_height())
forest()
if player.get_y() <= 485 and guardTalk == True:
guardbro.interact()
guardTalk = False
moveX = 0
moveY = 0
if player.get_y() <= 400:
house2D()
updateSprites(moveX,moveY,forestFrontWalls,forestFrontItems,forestFrontChars,forestFrontEnemies)
DISPLAYSURF.blit(background, (0,0))
updateScreenText()
SpriteBlit(all_spriteblit)
projectiles.draw(DISPLAYSURF)
fallingObjs.draw(DISPLAYSURF)
FPSCLOCK.tick(FPS)
pygame.display.update()
#forest Objects--------
forestItems = pygame.sprite.Group()
coin = SpinningItem('124g',200, 600, {'coin':1}, coinImgs, coinSound)
coin1 = SpinningItem('968h',250, 600, {'coin':1}, coinImgs, coinSound)
coin2 = SpinningItem('345i',300, 600, {'coin':1}, coinImgs, coinSound, 4)
coin3 = SpinningItem('038j',350, 600, {'coin':1}, coinImgs, coinSound)
coin4 = SpinningItem('194k',400, 600, {'coin':1}, coinImgs, coinSound)
forestItems.add(coin, coin1, coin2, coin3, coin4)
forestChars = pygame.sprite.Group()
pauseBro = MovChar_Pauses('Din Din',600,480,guyBroImgs,commonInteraction,(130,535))
guybro1 = Char('Steve',130,500,guyBroNoWalk,commonInteraction, True)
forestChars.add(pauseBro,guybro1)
forestEnemies = pygame.sprite.Group()
forestWalls = pygame.sprite.Group()
wall=Wall('123m',0,480,DisplayWidth,1)
wall1=Wall('643n',0,DisplayHeight+5,DisplayWidth,1)
forestWalls.add(wall, wall1)
allSprites.add(forestItems,forestChars,forestWalls,forestEnemies)
def forest():
background=pygame.image.load("backgrounds/forest1.jpg").convert()
moveX,moveY=0,0
player.setLocation(forest)
#Sprites
projectiles.empty()
fallingObjs.empty()
all_spriteblit.empty()
all_spriteblit.add(player,forestItems,forestChars,forestEnemies)
while True:#maingameloop
moveX, moveY = eventLoop(moveX, moveY,forestWalls,forestItems,forestChars,forestEnemies)
createOrbs()
if player.get_x() > DisplayWidth-90:
player.newRect(10, player.get_y(), player.get_width(), player.get_height())
forestFront()
if player.get_x() < 5:
player.newRect(DisplayWidth-100, player.get_y(), player.get_width(), player.get_height())
space()
updateSprites(moveX, moveY, forestWalls, forestItems, forestChars, forestEnemies)
DISPLAYSURF.blit(background, (0,0))
updateScreenText()
SpriteBlit(all_spriteblit)
projectiles.draw(DISPLAYSURF)
fallingObjs.draw(DISPLAYSURF)
FPSCLOCK.tick(FPS)
pygame.display.update()
#space Objects--------
spaceItems = pygame.sprite.Group()
coin = SpinningItem('037o',400, 600, {'coin':1}, coinImgs, coinSound, 2)
coin1 = SpinningItem('739p',200,500, {'coin':1}, coinImgs, coinSound, 4)
mapitem = SpinningItem('819q',600,550, {'forest map':1}, mapImg)
spaceItems.add(coin, coin1, mapitem)
spaceChars = pygame.sprite.Group()
#guybro = WalkingCharacter('JOJO',(300,300),(500,420),guyBroImgs,commonInteraction,(60,130),1,2,True)
#spaceChars.add(guybro)
spaceEnemies = pygame.sprite.Group()
enemybro1 = PlayerChaser('BadGUY',600,555,evilGuyImgs)
enemybro2 = PlayerChaser('BadGurl',543,444,evilGuyImgs,30)
enemybro3 = PlayerChaser('BadG0l',543,474,evilGuyImgs,8,25,painSound)
enemybro4 = Enemy('Danger Dolan',500,500,(evilGuyImgs[0],evilGuyImgs[5],evilGuyImgs[1],evilGuyImgs[4]))
spaceEnemies.add(enemybro1,enemybro2,enemybro3,enemybro4)
spaceWalls = pygame.sprite.Group()
wall=Wall('378s',0,300,DisplayWidth,10)
spaceWalls.add(wall)
allSprites.add(spaceWalls,spaceItems,spaceChars,spaceEnemies)
def space():
background=pygame.image.load("backgrounds/Space.jpg").convert()
moveX,moveY=0,0
player.setLocation(space)
#Sprites
projectiles.empty()
fallingObjs.empty()
all_spriteblit.empty()
if len(spaceEnemies) == 0:
enemybro6 = PlayerChaser('Bad88rl',543,424,evilGuyImgs)
spaceEnemies.add(enemybro6)
allSprites.add(spaceEnemies)
all_spriteblit.add(player,spaceItems,spaceChars,spaceEnemies)
while True:#maingameloop
moveX, moveY = eventLoop(moveX,moveY,spaceWalls,spaceItems,spaceChars,spaceEnemies)
createOrbs()
if player.get_x() > DisplayWidth-90:
player.newRect(10, 600, player.get_width(), player.get_height())
forest()
if player.get_x() < 5:
player.newRect(DisplayWidth-100, 600, player.get_width(), player.get_height())
forestFront()
updateSprites(moveX, moveY, spaceWalls, spaceItems, spaceChars, spaceEnemies)
DISPLAYSURF.blit(background, (0,0))
updateScreenText()
SpriteBlit(all_spriteblit)
projectiles.draw(DISPLAYSURF)
fallingObjs.draw(DISPLAYSURF)
fillRed()
FPSCLOCK.tick(FPS)
pygame.display.update()
#house Objects--------
houseItems = pygame.sprite.Group()
houseChars = pygame.sprite.Group()
houseEnemies = pygame.sprite.Group()
houseWalls = pygame.sprite.Group()
wall=Wall('378s',0,600,DisplayWidth,20)
houseWalls.add(wall)
allSprites.add(houseWalls,houseItems,houseChars,houseEnemies)
def house2D():
background=pygame.image.load("backgrounds/Space.jpg").convert()
moveX,moveY=0,0
gravity = 9.8
player.setLocation(house2D)
#Sprites
projectiles.empty()
fallingObjs.empty()
all_spriteblit.empty()
all_spriteblit.add(player)
while True:#maingameloop
moveX, moveY = eventLoop2D(moveX,moveY,gravity,houseWalls,houseItems,houseChars,houseEnemies)
createOrbs()
if player.get_x() > DisplayWidth-90:
player.newRect(10, 600, player.get_width(), player.get_height())
forest()
if player.get_x() < 5:
player.newRect(DisplayWidth-100, 600, player.get_width(), player.get_height())
forestFront()
updateSprites2D(moveX, moveY, spaceWalls, spaceItems, spaceChars, spaceEnemies)
DISPLAYSURF.blit(background, (0,0))
updateScreenText()
SpriteBlit(all_spriteblit)
projectiles.draw(DISPLAYSURF)
fallingObjs.draw(DISPLAYSURF)
fillRed()
FPSCLOCK.tick(FPS)
pygame.display.update()
#menus--------------------------------------------------------------------------------------
scroll = pygame.image.load("backgrounds/scroll.png").convert_alpha()
scroll = pygame.transform.scale(scroll, (844, 543))#scroll (width, height)
scrollX = 90#90 default
scrollY = 70#70 default
def inventoryMenu():
'''displays inventory menus'''
playerInv = player.get_inventory()
invKeys = []
if playerInv == {}:
emptyInvMenu()
else:
for key in playerInv.keys():
invKeys.append(key)
if len(invKeys) <= 8:
smallInvMenu(playerInv, invKeys)
else:
#invMenu(playerInv, invKeys)
print 'not implemented'
def emptyInvMenu():
EmptyText = inventoryFont.render('Inventory is Empty... Go find some stuff!!', True, BLACK)
HeaderText = inventoryFont.render('--Inventory--', True, BLACK)
xcoord = 212
ycoord = 150
Open = True
while Open:
for event in pygame.event.get():
if (event.type==pygame.QUIT):
pygame.quit()
sys.exit()
if (event.type==pygame.KEYDOWN):
if (event.key==controls['inventory']):
Open = False
DISPLAYSURF.blit(scroll, (scrollX,scrollY))
DISPLAYSURF.blit(HeaderText, (xcoord,ycoord))
DISPLAYSURF.blit(EmptyText, (xcoord,ycoord+50))
FPSCLOCK.tick(FPS)
pygame.display.update()
def smallInvMenu(playerInv, invKeys):
HeaderText = inventoryFont.render('--Inventory--', True, BLACK)
xcoord = 212
ycoord = 150
Open = True
selectNum = 0
while Open:
ycoord = 150
for event in pygame.event.get():
if (event.type==pygame.QUIT):
pygame.quit()
sys.exit()
if (event.type==pygame.KEYDOWN):
if (event.key==controls['inventory']):
Open = False
if (event.key==controls['up']):
if selectNum > 0:
selectNum -= 1
else:
selectNum = len(invKeys)-1
if (event.key==controls['down']):
if selectNum < len(invKeys)-1:
selectNum += 1
else:
selectNum = 0
DISPLAYSURF.blit(scroll, (scrollX,scrollY))
DISPLAYSURF.blit(HeaderText, (xcoord,ycoord))
ycoord += 50
for key in invKeys:
if invKeys[selectNum] == key:
itemtext = startFont.render(key + '---' + str(playerInv[key]), True, BLACK)
else:
itemtext = inventoryFont.render(key + '---' + str(playerInv[key]), True, BLACK)
DISPLAYSURF.blit(itemtext, (xcoord,ycoord))
ycoord += 40
FPSCLOCK.tick(FPS)
pygame.display.update()
def invMenu(playerInv, invKeys):
HeaderText = inventoryFont.render('--Inventory--', True, BLACK)
uparrow = inventoryFont.render('^', True, BLACK)
downarrow = inventoryFont.render('v', True, BLACK)
xcoord = 212
ycoord = 150
Open = True
selectNum = 0
selectrange = (0,8)
while Open:
ycoord = 150
for event in pygame.event.get():
if (event.type==pygame.QUIT):
pygame.quit()
sys.exit()
if (event.type==pygame.KEYDOWN):
if (event.key==controls['inventory']):
Open = False
if (event.key==controls['up']):
if selectNum > selectrange[0]:
selectNum -= 1
else:
if selectrange[0] > 0:
selectNum -= 1
selectrange = (selectrange[0]-1,selectrange[1]-1)
else:
selectNum = len(invKeys)-1
selectrange = (len(invKeys)-8,len(invKeys))
if (event.key==controls['down']):
if selectNum < selectrange[1]:
selectNum += 1
else:
if selectrange[1] < len(invKeys)-1:
selectNum += 1
selectrange = (selectrange[0]+1,selectrange[1]+1)
else:
selectrange = (0,8)
selectNum = 0
DISPLAYSURF.blit(scroll, (scrollX,scrollY))
DISPLAYSURF.blit(HeaderText, (xcoord,ycoord))
ycoord += 25
if selectrange[0] > 0:
DISPLAYSURF.blit(uparrow, (xcoord,ycoord))
ycoord += 25
for keyNum in range(selectrange[0],selectrange[1]):
key = invKeys[keyNum]
if invKeys[selectNum] == key:
itemtext = startFont.render(key + '---' + str(playerInv[key]), True, BLACK)
else:
itemtext = inventoryFont.render(key + '---' + str(playerInv[key]), True, BLACK)
DISPLAYSURF.blit(itemtext, (xcoord,ycoord))
ycoord += 40
if selectrange[1] < len(invKeys):
DISPLAYSURF.blit(downarrow, (xcoord,ycoord))
print invKeys
FPSCLOCK.tick(FPS)
pygame.display.update()
def StartMenu():
background=pygame.image.load("backgrounds/forest.jpg").convert()
New = True
xcoord = 212
Toptext = inventoryFont.render('The Game - use arrow keys and space bar', True, BLACK)
loadingFail = False
while True:
ycoord = 150
DISPLAYSURF.blit(background, (0,0))
DISPLAYSURF.blit(scroll, (scrollX,scrollY))
for event in pygame.event.get():
if (event.type==pygame.QUIT):
pygame.quit()
sys.exit()
if (event.type==pygame.KEYDOWN):
if (event.key==controls['up']):
New = True
if (event.key==controls['down']):
New = False
if (event.key==K_SPACE):
if New == True:
newGameStartLocation()
else:
try:
importGame()
except:
loadingFail = True
New = True
print('Save files not found. Make sure the save files are saved as c:\GuyGameSpriteSave and c:\GuyGamePlayerSave')
if New == True:
Newtext = startFont.render('New Game!', True, BLACK)
Loadtext = inventoryFont.render('Load Game!', True, BLACK)
else:
Newtext = inventoryFont.render('New Game!', True, BLACK)
Loadtext = startFont.render('Load Game!', True, BLACK)
if loadingFail:
Loadtext = inventoryFont.render('Save files not found. Try a new game.', True, BLACK)
New = True
DISPLAYSURF.blit(Toptext, (xcoord,ycoord))
ycoord += 50
DISPLAYSURF.blit(Newtext, (xcoord,ycoord))
ycoord += 50
DISPLAYSURF.blit(Loadtext, (xcoord,ycoord))
FPSCLOCK.tick(FPS)
pygame.display.update()
def pauseMenu():
inScreen = True
xcoord = 212
selection = 0
PauseHeadText = inventoryFont.render('Paused -- Press escape to return to game', True, BLACK)
menuTexts = ['Save Game', 'Load Game', 'Exit Game']
while inScreen:
ycoord = 150
for event in pygame.event.get():
if (event.type==pygame.QUIT):
pygame.quit()
sys.exit()
if (event.type==pygame.KEYDOWN):
if (event.key==controls['up']):
if selection <= 0:
selection = 2
else:
selection -= 1
if (event.key==controls['down']):
if selection >= 2:
selection = 0
else:
selection += 1
if (event.key==K_SPACE):
inScreen = False
if (event.key==controls['pause']):
return
DISPLAYSURF.blit(scroll, (scrollX,scrollY))
DISPLAYSURF.blit(PauseHeadText, (xcoord,ycoord))
ycoord += 50
for text in menuTexts:
if menuTexts.index(text) == selection:
YesText = startFont.render(text, True, BLACK)
DISPLAYSURF.blit(YesText, (xcoord,ycoord))
ycoord += 50
else:
NoText = inventoryFont.render(text, True, BLACK)
DISPLAYSURF.blit(NoText, (xcoord,ycoord))
ycoord += 50
FPSCLOCK.tick(FPS)
pygame.display.update()
if selection == 0:
saveMenu()
elif selection == 1:
shittyLoadMssg()
else:
pygame.quit()
sys.exit()
def shittyLoadMssg():
LoadDecide = True
LoadText = inventoryFont.render("restart game and choose 'load game' at start screen", True, BLACK)
LoadText2 = inventoryFont.render("Press esc to return to game", True, BLACK)
while LoadDecide:
for event in pygame.event.get():
if (event.type==pygame.QUIT):
pygame.quit()
sys.exit()
if (event.type==pygame.KEYDOWN):
if (event.key==controls['pause']):
return
DISPLAYSURF.blit(scroll, (scrollX,scrollY))
DISPLAYSURF.blit(LoadText, (170,150))
DISPLAYSURF.blit(LoadText2, (170,200))
FPSCLOCK.tick(FPS)
pygame.display.update()
def saveMenu():
inScreen = True
save = False
xcoord = 212
SaveGameHeadText = inventoryFont.render('Save the game?', True, BLACK)
while inScreen:
ycoord = 150
for event in pygame.event.get():
if (event.type==pygame.QUIT):
pygame.quit()
sys.exit()
if (event.type==pygame.KEYDOWN):
if (event.key==controls['up']):
save = True
if (event.key==controls['down']):
save = False
if (event.key==K_SPACE):
inScreen = False
if save == True:
Yestext = startFont.render('Yes!', True, BLACK)
Notext = inventoryFont.render('No!', True, BLACK)
else:
Yestext = inventoryFont.render('Yes!', True, BLACK)
Notext = startFont.render('No!', True, BLACK)
DISPLAYSURF.blit(scroll, (scrollX,scrollY))
DISPLAYSURF.blit(SaveGameHeadText, (xcoord,ycoord))
ycoord += 50
DISPLAYSURF.blit(Yestext, (xcoord,ycoord))
ycoord += 50
DISPLAYSURF.blit(Notext, (xcoord,ycoord))
FPSCLOCK.tick(FPS)
pygame.display.update()
if save == True:
saveGame()
#other functions-----------------------------------------------------
def eventLoop(moveX, moveY,walls,items,chars,enemies):
for event in pygame.event.get():
if (event.type==pygame.QUIT):
pygame.quit()
sys.exit()
if (event.type==pygame.KEYDOWN):
if (event.key==controls['left']):
moveX = -6
if (event.key==controls['right']):
moveX = 6
if (event.key==controls['up']):
moveY = -5
if (event.key==controls['down']):
moveY = 5
if (event.key==controls['inventory']):
moveX=0
moveY=0
inventoryMenu()
if (event.key==controls['pause']):
moveX=0
moveY=0
pauseMenu()
if event.key==controls['interact'] and player.get_interactionnear() == True:
moveX=0
moveY=0
player.playerInteract()
if event.key==controls['attack']:
player.swordAttack(chars,enemies)
if event.type==pygame.KEYUP:
if (event.key==controls['left']):
moveX=0
if (event.key==controls['right']):
moveX=0
if (event.key==controls['up']):
moveY=0
if (event.key==controls['down']):
moveY=0
if event.type == MOUSEMOTION:
mousex, mousey = event.pos
if event.type == MOUSEBUTTONDOWN:
mousex, mousey = event.pos
mouseButtons = pygame.mouse.get_pressed()
mouseEvent(mousex, mousey, mouseButtons, enemies)
return moveX, moveY
def eventLoop2D(moveX,moveY,gravity,walls,items,chars,enemies):
for event in pygame.event.get():
if (event.type==pygame.QUIT):
pygame.quit()
sys.exit()
if (event.type==pygame.KEYDOWN):
if (event.key==controls['left']):
moveX = -6
if (event.key==controls['right']):
moveX = 6
#if (event.key==controls['up']):
# moveY = -5
#if (event.key==controls['down']):
# moveY = 5
if (event.key==controls['inventory']):
moveX=0
moveY=0
inventoryMenu()
if (event.key==controls['pause']):
moveX=0
moveY=0
pauseMenu()
if event.key==controls['interact'] and player.get_interactionnear() == True:
moveX=0
moveY=0
player.playerInteract()
if event.key==controls['attack']:
player.swordAttack(chars,enemies)
if event.type==pygame.KEYUP:
if (event.key==controls['left']):
moveX=0
if (event.key==controls['right']):
moveX=0
if (event.key==controls['up']):
moveY=0
if (event.key==controls['down']):
moveY=0
if event.type == MOUSEMOTION:
mousex, mousey = event.pos
if event.type == MOUSEBUTTONDOWN:
mousex, mousey = event.pos
mouseButtons = pygame.mouse.get_pressed()
mouseEvent(mousex, mousey, mouseButtons, enemies)
moveY = gravity
return moveX, moveY
def mouseEvent(mousex, mousey, mouseButtons, enemies):
if mouseButtons[0] == 1:
for obj in fallingObjs:
if mousex in range(obj.get_x(), obj.get_width()+obj.get_x()) and mousey in range(obj.get_y(), obj.get_height()+obj.get_y()):
obj.click(player) ##need better way to use orbs
if mouseButtons[2] == 1:
player.fireBallAttack(mousex, mousey, projectiles)
def fillRed():
if player.get_red():
s = pygame.Surface((DisplayWidth,DisplayHeight), pygame.SRCALPHA) # per-pixel alpha
s.fill((200,0,0,50)) # notice the alpha value in the color
DISPLAYSURF.blit(s, (0,0))
def createOrbs():
randFloat = random.random()
if randFloat<= 0.01:
randFloat = random.random()
randX = random.randint(30,DisplayWidth-50)
if randFloat <= 0.8:
orb = randomOrb(randX,0,orbImg,random.randint(1,4),DisplayHeight-200,1)
fallingObjs.add(orb)
elif randFloat <= 0.9:
orb = healthOrb(randX,0,healthOrbImg,random.randint(1,4),DisplayHeight-200,10)
fallingObjs.add(orb)
else:
orb = manaOrb(randX,0,manaOrbImg,random.randint(1,4),DisplayHeight-200,10)
fallingObjs.add(orb)
def updateScreenText():
if player.get_interactionnear() == True:
interactNearText = interactionFont.render('Interact with %s' %(player.interactList[0].get_name()),True,RED)
DISPLAYSURF.blit(interactNearText,(5, 5))
healthNum = player.get_health()
manaNum = player.get_mana()
healthText = interactionFont.render('Health: %s' %(healthNum),True,RED)
DISPLAYSURF.blit(healthText,(DisplayWidth-100, 5))
manaText = interactionFont.render('Mana: %s' %(manaNum),True,BLUE)
DISPLAYSURF.blit(manaText,(DisplayWidth-100, 29))
def updateSprites(moveX, moveY, Walls, Items, Chars, Enemies, DivideNum=800.0):
'''updates all sprites including player'''
for sprite in fallingObjs:
sprite.update()
for sprite in projectiles:
sprite.update(Enemies)
for sprite in all_spriteblit:
if sprite.get_name() == playerName:
sprite.update(moveX, moveY, Walls, Items, Chars, Enemies)
else:
sprite.update()
ScaleNum = 1.0-((DisplayHeight-sprite.get_bottom())/DivideNum)#DivideNum is Float that changes view of screen
sprite.scaleSprite(ScaleNum)
def updateSprites2D(moveX, moveY, Walls, Items, Chars, Enemies):
'''updates all sprites including player'''
for sprite in fallingObjs:
sprite.update()
for sprite in projectiles:
sprite.update(Enemies)
for sprite in all_spriteblit:
if sprite.get_name() == playerName:
sprite.update(moveX, moveY, Walls, Items, Chars, Enemies)
else:
sprite.update()
def SpriteBlit(spriteGroup):
'''blits all sprites to screen in order of lowest rect.bottom to highest rect.bottom (uses layers)
spriteGroup: all sprites on level to be blitted to screen'''
FinalLayerBlit = pygame.sprite.LayeredUpdates()
bottoms = []
layerNum = 0
for sprite in spriteGroup:
bottoms.append(sprite.get_bottom())
bottoms = sorted(bottoms, key=int)
for bottom in bottoms:
for sprite in spriteGroup:
if sprite.get_bottom() == bottom:
FinalLayerBlit.add(sprite, layer=layerNum)
layerNum += 1
##print FinalLayerBlit.wsprites()
FinalLayerBlit.draw(DISPLAYSURF)
FinalLayerBlit.empty()
def importGame():
allNames = loadAllNames(r'c:\GuyGameSpriteSave')
for sprite in allSprites:
if sprite.get_name() not in allNames:
sprite.kill()
playerTraits = importPlayer(r'c:\GuyGamePlayerSave')
player.newRect(playerTraits[0],playerTraits[1],player.get_width(),player.get_height())
player.newInventory(playerTraits[2])
player.setHealth(playerTraits[4])
player.setMana(playerTraits[5])
player.setLocation(playerTraits[3])
player.get_location()()
def saveGame():
allNames = []
for sprite in allSprites:
allNames.append(sprite.get_name())
playerTraits = (player.get_x(),player.get_y(),player.get_inventory(),player.get_location(),player.get_health(),player.get_mana())
saveobject(playerTraits, r'c:\GuyGamePlayerSave')
saveobject(allNames, r'c:\GuyGameSpriteSave')
def saveobject(obj, filename):
with open(filename, 'wb') as output:
pickle.dump(obj, output, pickle.HIGHEST_PROTOCOL)
def importPlayer(filename):
with open(filename, 'rb') as input:
playerTraits = pickle.load(input)
#print player
return playerTraits
def loadAllNames(filename):
with open(filename, 'rb') as input:
allNames = pickle.load(input)
return allNames
#start location----------------
newGameStartLocation = forestFront
#start game-----------------
StartMenu()