py_yugi_clone/game.py

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import pygame
import numpy as np
from scripts.tiles import Tilemap
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from scripts.entities import Entity, Partner, GroupEntities
from scripts.utils import load_image, load_images, to_isometric_pixel, Button, change_status, to_cartesian, TILE_DICT
from scripts.camera import Camera, CameraPlayerLess
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# SETTINGS
WIDTH = 1280
HEIGHT = 720
TITLE = 'YuGiOh Tag Force Clone'
RENDER_SCALE = 2
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class Game:
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
self.display = pygame.Surface((WIDTH//RENDER_SCALE, HEIGHT//RENDER_SCALE))
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pygame.display.set_caption(TITLE)
self.clock = pygame.time.Clock()
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def iso_render(self):
self.display.fill('white')
self.tilemap.render(self.display, offset = self.camera.scroll)
self.entities.render(self.display, offset = self.camera.scroll)
#self.player.render(self.display, offset = self.camera.scroll)
#self.partner.render(self.display, offset = self.camera.scroll)
self.screen.blit(pygame.transform.scale(self.display,self.screen.get_size()), (0,0))
pygame.display.update()
def iso_game(self):
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self.player = Entity(self, 'player', (64., 64.), (28, 42))
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self.partner = Partner(self, (80.,80.), (28,42))
self.entities = GroupEntities(self, [self.player, self.partner])
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self.assets = {
'player' : load_image('entities/player.png'),
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'partner': load_image('entities/partner.png'),
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#'grass' : load_images('tiles/grass/'),
#'stone' : load_images('tiles/stone/')
'iso' : load_images('tiles/iso/')
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}
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self.tilemap = Tilemap(self, (64,32), 'map_2.csv')
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self.camera = Camera(self)
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while self.status == 'iso_game':
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delta = np.array([0.0,0.0])
for event in pygame.event.get():
if event.type == pygame.QUIT:
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self.status = 'quit'
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keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
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delta += np.array([-5,5])
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if keys[pygame.K_RIGHT]:
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delta += np.array([5,-5])
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if keys[pygame.K_UP]:
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delta += np.array([-5,-5])
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if keys[pygame.K_DOWN]:
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delta += np.array([5,5])
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self.camera.update()
self.player.update(self.tilemap, delta)
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self.partner.update()
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self.iso_render()
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self.clock.tick(60)
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def menu(self):
buttons = [
Button(self,[100,100],[300,90],'Start Isometric',(lambda: change_status(self,'iso_game'))),
Button(self,[100,200],[300,90],'Level Editor',(lambda: change_status(self,'level_editor'))),
Button(self,[100,300],[300,90],'Quit',(lambda: change_status(self,'quit')))
]
while self.status == 'menu':
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.status = 'quit'
self.screen.fill('gray')
for button in buttons:
button.process()
pygame.display.update()
self.clock.tick(60)
def level_editor(self):
self.assets = {
'iso' : load_images('tiles/iso/')
}
self.tilemap = Tilemap(self, (64,32),'map_2.csv')
self.camera = CameraPlayerLess(self)
self.tile_list = list(self.assets)
self.tile_sel = 0
while self.status == 'level_editor':
click, r_click = False, False
scrollup,scrolldown = False, False
delta = np.array([0.0,0.0])
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.status = 'quit'
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 4:
scrollup = True
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 5:
scrolldown = True
keys = pygame.key.get_pressed()
mouse_butt = pygame.mouse.get_pressed(num_buttons = 5)
if keys[pygame.K_LEFT]:
delta += np.array([-5,0])
if keys[pygame.K_RIGHT]:
delta += np.array([5,0])
if keys[pygame.K_UP]:
delta += np.array([0,-5])
if keys[pygame.K_DOWN]:
delta += np.array([0,5])
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if keys[pygame.K_o]:
self.tilemap.save('map_2.csv')
if keys[pygame.K_l]:
self.tilemap.load_map('map_2.csv')
if mouse_butt[0]: #on left click
click = True
if mouse_butt[2]: #on right click
r_click = True
if scrollup: #on scroll up(maybe)
self.tile_sel = ((self.tile_sel - 1) % len(TILE_DICT))
if scrolldown: #on scroll down(maybe)
self.tile_sel = ((self.tile_sel + 1) % len(TILE_DICT))
mpos = np.array(pygame.mouse.get_pos()) / RENDER_SCALE
pos = np.array(to_cartesian(mpos + self.camera.scroll,self.tilemap.tile_size),dtype=int)
if click and np.all(pos >= 0):
self.tilemap.add_tile(pos, {'type' : TILE_DICT[self.tile_sel][0], 'variant' : TILE_DICT[self.tile_sel][1], 'walkable': TILE_DICT[self.tile_sel][2]})
if r_click and np.all(pos >= 0):
self.tilemap.add_tile(pos, {'type' : TILE_DICT[0][0], 'variant' : TILE_DICT[0][1], 'walkable': TILE_DICT[0][2]})
current_tile_img = self.assets[TILE_DICT[self.tile_sel][0]][TILE_DICT[self.tile_sel][1]].copy()
current_tile_img.set_alpha(100)
self.camera.update(delta)
self.display.fill('white')
self.tilemap.render(self.display, offset = self.camera.scroll)
self.display.blit(current_tile_img, to_isometric_pixel(pos)*self.tilemap.tile_size-self.camera.scroll)
self.screen.blit(pygame.transform.scale(self.display,self.screen.get_size()), (0,0))
pygame.display.update()
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self.clock.tick(60)
def run(self):
self.status = 'menu'
while self.status != 'quit':
if self.status == 'menu':
self.menu()
if self.status == 'iso_game':
self.iso_game()
if self.status == 'level_editor':
self.level_editor()
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pygame.quit()
Game().run()