134 lines
4.0 KiB
Python
134 lines
4.0 KiB
Python
from profilehooks import profile
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import pygame
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import sys
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import random
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import uuid
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from globals import *
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import mapgen
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from player import *
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from blocks import *
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from enemies import *
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@profile
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def main():
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pygame.init()
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clock = pygame.time.Clock()
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screen = pygame.display.set_mode((screen_width,screen_height))
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pygame.display.set_caption('Arctic Masher')
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bottomBar = pygame.Rect(0, screen_height - bottomBarHeight, screen_width, bottomBarHeight)
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players["1"] = (Player(
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"1",
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5,
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5,
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red,
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[
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(pygame.K_w, "n"),
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(pygame.K_e, "ne"),
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(pygame.K_d, "e"),
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(pygame.K_c, "se"),
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(pygame.K_x, "s"),
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(pygame.K_z, "sw"),
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(pygame.K_a, "w"),
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(pygame.K_q, "nw"),
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(pygame.K_LSHIFT, "p"),
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],
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))
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players["2"] = (Player(
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"2",
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3,
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3,
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green,
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[
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(pygame.K_KP_8, "n"),
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(pygame.K_KP_9, "ne"),
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(pygame.K_KP_6, "e"),
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(pygame.K_KP_3, "se"),
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(pygame.K_KP_2, "s"),
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(pygame.K_KP_1, "sw"),
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(pygame.K_KP_4, "w"),
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(pygame.K_KP_7, "nw"),
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(pygame.K_KP_0, "p"),
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],
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))
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# players["3"] = (Player(
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# "3",
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# 5,
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# 5,
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# red,
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# [
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# (pygame.K_y, "n"),
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# (pygame.K_u, "ne"),
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# (pygame.K_j, "e"),
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# (pygame.K_m, "se"),
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# (pygame.K_n, "s"),
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# (pygame.K_b, "sw"),
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# (pygame.K_g, "w"),
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# (pygame.K_t, "nw"),
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# (pygame.K_h, "p"),
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# ],
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# ))
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mapgen.generateMap()
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sprite_sheet_image = pygame.image.load('assets/penguin.png').convert_alpha()
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def get_image(sheet, x, y, width, height, scale, colour):
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image = pygame.Surface((width, height)).convert_alpha()
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image.blit(sheet, (0, 0), (x, y, width, height))
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image = pygame.transform.scale(image, (width * scale, height * scale))
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image.set_colorkey(colour)
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return image
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frame_0 = get_image(sprite_sheet_image, 0, 0, 32, 32, (tile-2)/32, black)
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frame_1 = get_image(sprite_sheet_image, 0, 32, 32, 32, (tile-2)/32, black)
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frame_4 = get_image(sprite_sheet_image, 32, 0, 32, 32, (tile-2)/32, black)
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game_font = pygame.font.Font("freesansbold.ttf",32)
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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keys = pygame.key.get_pressed()
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for id, player in players.items():
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player.useKeys(keys)
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for id, enemy in enemies.items():
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enemy.runAI()
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# Rendering
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screen.fill(bg_color)
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pygame.draw.rect(screen, bar_color, bottomBar)
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for column in gameMap:
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for spot in column:
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if not spot:
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continue
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elif isinstance(spot, Block):
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pygame.draw.rect(screen, spot.color, spot.sprite)
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elif isinstance(spot, Smart):
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screen.blit(frame_1, ((tile*spot.renderPos[0])+2, (tile*spot.renderPos[1])+2))
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elif isinstance(spot, Enemy):
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screen.blit(frame_4, ((tile*spot.renderPos[0])+2, (tile*spot.renderPos[1])+2))
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elif isinstance(spot, Player):
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screen.blit(frame_0, ((tile*spot.renderPos[0])+2, (tile*spot.renderPos[1])+2))
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scoreSurface = game_font.render(f'player {spot.id} kills: {spot.kills} lives: {spot.lives}', False, black)
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screen.blit(scoreSurface, (500*int(spot.id) - 400, screen_height - bottomBarHeight + 20))
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try:
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spot.renderPos = ((spot.x - spot.renderPos[0])/3 + spot.renderPos[0], (spot.y - spot.renderPos[1])/3 + spot.renderPos[1])
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except:
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pass
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pygame.display.flip()
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clock.tick(60)
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if __name__ == '__main__':
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main()
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