File size: 11,395 Bytes
a3e5f70 | 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 | from settings import *
from game_data import *
from pytmx.util_pygame import load_pygame
from os.path import join
from random import randint
from sprites import Sprite, AnimatedSprite, MonsterPatchSprite, BorderSprite, CollidableSprite, TransitionSprite
from entities import Player, Character
from groups import AllSprites
from dialog import DialogTree
from monster_index import MonsterIndex
from battle import Battle
from timer import Timer
from evolution import Evolution
from support import *
from monster import Monster
class Game:
# general
def __init__(self):
pygame.init()
self.display_surface = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption('Monster Hunter')
self.clock = pygame.time.Clock()
self.encounter_timer = Timer(2000, func = self.monster_encounter)
# player monsters
self.player_monsters = {
0: Monster('Ivieron', 32),
1: Monster('Atrox', 15),
2: Monster('Cindrill', 16),
3: Monster('Atrox', 10),
4: Monster('Sparchu', 11),
5: Monster('Gulfin', 9),
6: Monster('Jacana', 10),
}
for monster in self.player_monsters.values():
monster.xp += randint(0,monster.level * 100)
self.test_monsters = {
0: Monster('Finsta', 15),
1: Monster('Pouch', 13),
2: Monster('Larvea', 12),
}
# groups
self.all_sprites = AllSprites()
self.collision_sprites = pygame.sprite.Group()
self.character_sprites = pygame.sprite.Group()
self.transition_sprites = pygame.sprite.Group()
self.monster_sprites = pygame.sprite.Group()
# transition / tint
self.transition_target = None
self.tint_surf = pygame.Surface((WINDOW_WIDTH, WINDOW_HEIGHT))
self.tint_mode = 'untint'
self.tint_progress = 0
self.tint_direction = -1
self.tint_speed = 600
self.import_assets()
self.setup(self.tmx_maps['world'], 'house')
self.audio['overworld'].play(-1)
# overlays
self.dialog_tree = None
self.monster_index = MonsterIndex(self.player_monsters, self.fonts, self.monster_frames)
self.index_open = False
self.battle = None
self.evolution = None
def import_assets(self):
self.tmx_maps = tmx_importer('..', 'data', 'maps')
self.overworld_frames = {
'water': import_folder('..', 'graphics', 'tilesets', 'water'),
'coast': coast_importer(24, 12, '..', 'graphics', 'tilesets', 'coast'),
'characters': all_character_import('..', 'graphics', 'characters')
}
self.monster_frames = {
'icons': import_folder_dict('..', 'graphics', 'icons'),
'monsters': monster_importer(4,2,'..', 'graphics', 'monsters'),
'ui': import_folder_dict('..', 'graphics', 'ui'),
'attacks': attack_importer('..', 'graphics', 'attacks')
}
self.monster_frames['outlines'] = outline_creator(self.monster_frames['monsters'], 4)
self.fonts = {
'dialog': pygame.font.Font(join('..', 'graphics', 'fonts', 'PixeloidSans.ttf'), 30),
'regular': pygame.font.Font(join('..', 'graphics', 'fonts', 'PixeloidSans.ttf'), 18),
'small': pygame.font.Font(join('..', 'graphics', 'fonts', 'PixeloidSans.ttf'), 14),
'bold': pygame.font.Font(join('..', 'graphics', 'fonts', 'dogicapixelbold.otf'), 20),
}
self.bg_frames = import_folder_dict('..', 'graphics', 'backgrounds')
self.start_animation_frames = import_folder('..', 'graphics', 'other', 'star animation')
self.audio = audio_importer('..', 'audio')
def setup(self, tmx_map, player_start_pos):
# clear the map
for group in (self.all_sprites, self.collision_sprites, self.transition_sprites, self.character_sprites):
group.empty()
# terrain
for layer in ['Terrain', 'Terrain Top']:
for x, y, surf in tmx_map.get_layer_by_name(layer).tiles():
Sprite((x * TILE_SIZE, y * TILE_SIZE), surf, self.all_sprites, WORLD_LAYERS['bg'])
# water
for obj in tmx_map.get_layer_by_name('Water'):
for x in range(int(obj.x), int(obj.x + obj.width), TILE_SIZE):
for y in range(int(obj.y), int(obj.y + obj.height), TILE_SIZE):
AnimatedSprite((x,y), self.overworld_frames['water'], self.all_sprites, WORLD_LAYERS['water'])
# coast
for obj in tmx_map.get_layer_by_name('Coast'):
terrain = obj.properties['terrain']
side = obj.properties['side']
AnimatedSprite((obj.x, obj.y), self.overworld_frames['coast'][terrain][side], self.all_sprites, WORLD_LAYERS['bg'])
# objects
for obj in tmx_map.get_layer_by_name('Objects'):
if obj.name == 'top':
Sprite((obj.x, obj.y), obj.image, self.all_sprites, WORLD_LAYERS['top'])
else:
CollidableSprite((obj.x, obj.y), obj.image, (self.all_sprites, self.collision_sprites))
# transition objects
for obj in tmx_map.get_layer_by_name('Transition'):
TransitionSprite((obj.x, obj.y), (obj.width, obj.height), (obj.properties['target'], obj.properties['pos']), self.transition_sprites)
# collision objects
for obj in tmx_map.get_layer_by_name('Collisions'):
BorderSprite((obj.x, obj.y), pygame.Surface((obj.width, obj.height)), self.collision_sprites)
# grass patches
for obj in tmx_map.get_layer_by_name('Monsters'):
MonsterPatchSprite((obj.x, obj.y), obj.image, (self.all_sprites, self.monster_sprites), obj.properties['biome'], obj.properties['monsters'], obj.properties['level'])
# entities
for obj in tmx_map.get_layer_by_name('Entities'):
if obj.name == 'Player':
if obj.properties['pos'] == player_start_pos:
self.player = Player(
pos = (obj.x, obj.y),
frames = self.overworld_frames['characters']['player'],
groups = self.all_sprites,
facing_direction = obj.properties['direction'],
collision_sprites = self.collision_sprites)
else:
Character(
pos = (obj.x, obj.y),
frames = self.overworld_frames['characters'][obj.properties['graphic']],
groups = (self.all_sprites, self.collision_sprites, self.character_sprites),
facing_direction = obj.properties['direction'],
character_data = TRAINER_DATA[obj.properties['character_id']],
player = self.player,
create_dialog = self.create_dialog,
collision_sprites = self.collision_sprites,
radius = obj.properties['radius'],
nurse = obj.properties['character_id'] == 'Nurse',
notice_sound = self.audio['notice'])
# dialog system
def input(self):
if not self.dialog_tree and not self.battle:
keys = pygame.key.get_just_pressed()
if keys[pygame.K_SPACE]:
for character in self.character_sprites:
if check_connections(100, self.player, character):
self.player.block()
character.change_facing_direction(self.player.rect.center)
self.create_dialog(character)
character.can_rotate = False
if keys[pygame.K_RETURN]:
self.index_open = not self.index_open
self.player.blocked = not self.player.blocked
def create_dialog(self, character):
if not self.dialog_tree:
self.dialog_tree = DialogTree(character, self.player, self.all_sprites, self.fonts['dialog'], self.end_dialog)
def end_dialog(self, character):
self.dialog_tree = None
if character.nurse:
for monster in self.player_monsters.values():
monster.health = monster.get_stat('max_health')
monster.energy = monster.get_stat('max_energy')
self.player.unblock()
elif not character.character_data['defeated']:
self.audio['overworld'].stop()
self.audio['battle'].play(-1)
self.transition_target = Battle(
player_monsters = self.player_monsters,
opponent_monsters = character.monsters,
monster_frames = self.monster_frames,
bg_surf = self.bg_frames[character.character_data['biome']],
fonts = self.fonts,
end_battle = self.end_battle,
character = character,
sounds = self.audio)
self.tint_mode = 'tint'
else:
self.player.unblock()
self.check_evolution()
# transition system
def transition_check(self):
sprites = [sprite for sprite in self.transition_sprites if sprite.rect.colliderect(self.player.hitbox)]
if sprites:
self.player.block()
self.transition_target = sprites[0].target
self.tint_mode = 'tint'
def tint_screen(self, dt):
if self.tint_mode == 'untint':
self.tint_progress -= self.tint_speed * dt
if self.tint_mode == 'tint':
self.tint_progress += self.tint_speed * dt
if self.tint_progress >= 255:
if type(self.transition_target) == Battle:
self.battle = self.transition_target
elif self.transition_target == 'level':
self.battle = None
else:
self.setup(self.tmx_maps[self.transition_target[0]], self.transition_target[1])
self.tint_mode = 'untint'
self.transition_target = None
self.tint_progress = max(0, min(self.tint_progress, 255))
self.tint_surf.set_alpha(self.tint_progress)
self.display_surface.blit(self.tint_surf, (0,0))
def end_battle(self, character):
self.audio['battle'].stop()
self.transition_target = 'level'
self.tint_mode = 'tint'
if character:
character.character_data['defeated'] = True
self.create_dialog(character)
elif not self.evolution:
self.player.unblock()
self.check_evolution()
def check_evolution(self):
for index, monster in self.player_monsters.items():
if monster.evolution:
if monster.level == monster.evolution[1]:
self.audio['evolution'].play()
self.player.block()
self.evolution = Evolution(self.monster_frames['monsters'], monster.name, monster.evolution[0], self.fonts['bold'], self.end_evolution, self.start_animation_frames)
self.player_monsters[index] = Monster(monster.evolution[0], monster.level)
if not self.evolution:
self.audio['overworld'].play(-1)
def end_evolution(self):
self.evolution = None
self.player.unblock()
self.audio['evolution'].stop()
self.audio['overworld'].play(-1)
# monster encounters
def check_monster(self):
if [sprite for sprite in self.monster_sprites if sprite.rect.colliderect(self.player.hitbox)] and not self.battle and self.player.direction:
if not self.encounter_timer.active:
self.encounter_timer.activate()
def monster_encounter(self):
sprites = [sprite for sprite in self.monster_sprites if sprite.rect.colliderect(self.player.hitbox)]
if sprites and self.player.direction:
self.encounter_timer.duration = randint(800, 2500)
self.player.block()
self.audio['overworld'].stop()
self.audio['battle'].play(-1)
self.transition_target = Battle(
player_monsters = self.player_monsters,
opponent_monsters = {index:Monster(monster, sprites[0].level + randint(-3,3)) for index, monster in enumerate(sprites[0].monsters)},
monster_frames = self.monster_frames,
bg_surf = self.bg_frames[sprites[0].biome],
fonts = self.fonts,
end_battle = self.end_battle,
character = None,
sounds = self.audio)
self.tint_mode = 'tint'
def run(self):
while True:
dt = self.clock.tick() / 1000
self.display_surface.fill('black')
# event loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
# update
self.encounter_timer.update()
self.input()
self.transition_check()
self.all_sprites.update(dt)
self.check_monster()
# drawing
self.all_sprites.draw(self.player)
# overlays
if self.dialog_tree: self.dialog_tree.update()
if self.index_open: self.monster_index.update(dt)
if self.battle: self.battle.update(dt)
if self.evolution: self.evolution.update(dt)
self.tint_screen(dt)
pygame.display.update()
if __name__ == '__main__':
game = Game()
game.run() |