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game.py
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import copy
import pygame
from pygame.font import Font
from pygame.joystick import Joystick
from pygame.surface import Surface
from explosion import ExplosionHandler
from inputstate import InputState
from level import Level
from player import Player
from res.dims import dims
from res.string import strings
frame = 0
class Game:
def __init__(self):
pygame.init()
pygame.joystick.init()
self.input_state: InputState = InputState()
self.running: bool = False
self.window_surface: Surface = pygame.display.set_mode(
(dims['window_width'], dims['window_height']))
self.base_font: Font = None
self.player = Player()
self.level = Level()
self.level_base = Level()
self.level_num: int = 0
self.transition_frame: int = -1
self.explosion_handler = ExplosionHandler()
self.backgrounds: 'list[Surface]' = [pygame.image.load(f'src/res/{name}.png').convert() for name in
['StoryBackground', 'DayBackground', 'EveningBackground',
'NightBackground', 'TheEnd']]
self.grenade_sprite = pygame.image.load('src/res/Grenade.png').convert_alpha()
self.joysticks = []
for i in range(pygame.joystick.get_count()):
j = Joystick(i)
j.init()
self.joysticks.append(j)
self.start_level(0)
def run(self) -> None:
self.base_font = Font(None, dims['default_font_size'])
pygame.display.set_caption(strings['window_title'])
clock = pygame.time.Clock()
self.running = True
while self.running:
dt = clock.tick(dims['fps']) / 1000
self.handle_events(dt)
if self.input_state.quit:
self.stop()
self.update(dt)
self.draw(dt)
pygame.quit()
def stop(self) -> None:
self.running = False
def update(self, dt: float) -> None:
if self.level_num == 0 and self.input_state.jump:
self.start_level(1)
if not self.player.alive:
self.start_level()
if self.level.blocks is not None:
self.player.update(dt, self.level.blocks)
self.explosion_handler.update(dt, self.level.blocks)
if self.player.has_won and self.level_num < 10:
self.start_transition()
self.start_level(self.level_num + 1)
def start_level(self, level_num: int = None) -> None:
if level_num is not None:
self.level_num = level_num
self.level_base.read(f'src/res/levels/level_{max(self.level_num, 1)}.txt')
self.level.copy_from(self.level_base)
self.explosion_handler.clear()
self.player.grenade_count = self.level.bombs
self.player.rect.x, self.player.rect.y = self.level.start * 120
self.player.reset()
def handle_events(self, dt: float) -> None:
for event in pygame.event.get():
try:
{
pygame.QUIT: self.stop,
pygame.KEYDOWN: lambda: self.input_state.handle_input_event(event),
pygame.KEYUP: lambda: self.input_state.handle_input_event(event),
pygame.JOYBUTTONUP: lambda: self.input_state.handle_joystick_button_event(event),
pygame.JOYBUTTONDOWN: lambda: self.input_state.handle_joystick_button_event(event),
pygame.JOYHATMOTION: lambda: self.input_state.handle_joystick_hat_event(event),
# pygame.JOYAXISMOTION: lambda: self.input_state.handle_joystick_axis_event(event),
}[event.type]()
except KeyError:
pass
self.input_state.flush()
if self.transition_frame != -1 and self.input_state.jump.pos_edge:
self.transition_frame = -1
elif not self.level_num == 0:
if self.input_state.restart.pos_edge:
self.start_level()
self.player.handle_movement(self.input_state, dt, self.explosion_handler)
def get_background_image(self, level_num: int) -> Surface:
# return self.backgrounds[level_num]
background = self.backgrounds[0]
if 1 <= level_num <= 3:
background = self.backgrounds[1]
elif 4 <= level_num <= 6:
background = self.backgrounds[2]
elif 7 <= level_num <= 9:
background = self.backgrounds[3]
elif level_num == 10:
background = self.backgrounds[4]
return background
def start_transition(self) -> None:
self.transition_frame = 0
def draw(self, dt: float) -> None:
if self.transition_frame == -1:
self.window_surface.blit(self.get_background_image(self.level_num), (0, 0))
if not self.level_num == 0:
self.level.draw(self.window_surface)
for i in range(self.player.grenade_count):
self.window_surface.blit(self.grenade_sprite, (i * (self.grenade_sprite.get_rect().width + 15), 0))
self.player.draw(self.window_surface)
self.explosion_handler.draw(self.window_surface)
else:
if self.transition_frame >= 150:
self.transition_frame = -1
else:
self.transition_frame += 1
self.window_surface.fill((52, 89, 153))
text = self.base_font.render(f'Level {self.level_num - 1} Complete!', True, (255, 255, 255))
self.window_surface.blit(text, (dims['window_width'] - self.transition_frame*20, dims['window_height']/2 - text.get_height() / 2))
pygame.display.flip()