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main.py
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main.py
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import os
import random
import math
import pygame
from os import listdir
from os.path import isfile, join
pygame.init()
pygame.display.set_caption("SuperStar Quest")
WIDTH, HEIGHT = 1300, 1000
FPS = 60
PLAYER_VEL = 7
window = pygame.display.set_mode((WIDTH, HEIGHT))
def flip(sprites):
return [pygame.transform.flip(sprite, True, False) for sprite in sprites]
def load_sprite_sheets(dir1, dir2, width, height, direction=False):
path = join("assets", dir1, dir2)
images = [f for f in listdir(path) if isfile(join(path, f))]
all_sprites = {}
for image in images:
sprite_sheet = pygame.image.load(join(path, image)).convert_alpha()
sprites = []
for i in range(sprite_sheet.get_width() // width):
surface = pygame.Surface((width, height), pygame.SRCALPHA, 32)
rect = pygame.Rect(i * width, 0, width, height)
surface.blit(sprite_sheet, (0, 0), rect)
sprites.append(pygame.transform.scale2x(surface))
if direction:
all_sprites[image.replace(".png", "") + "_right"] = sprites
all_sprites[image.replace(".png", "") + "_left"] = flip(sprites)
else:
all_sprites[image.replace(".png", "")] = sprites
return all_sprites
def get_block(size):
path = join("assets", "Terrain", "Terrain.png")
image = pygame.image.load(path).convert_alpha()
surface = pygame.Surface((size, size), pygame.SRCALPHA, 32)
rect = pygame.Rect(96, 0, size, size)
surface.blit(image, (0, 0), rect)
return pygame.transform.scale2x(surface)
class Player(pygame.sprite.Sprite):
COLOR = (255, 0, 0)
GRAVITY = 1
SPRITES = load_sprite_sheets("MainCharacters", "VirtualGuy", 32, 32, True)
ANIMATION_DELAY = 3
def __init__(self, x, y, width, height):
super().__init__()
self.rect = pygame.Rect(x, y, width, height)
self.x_vel = 0
self.y_vel = 0
self.mask = None
self.direction = "left"
self.animation_count = 0
self.fall_count = 0
self.jump_count = 0
self.hit = False
self.hit_count = 0
def jump(self):
self.y_vel = -self.GRAVITY * 7
self.animation_count = 0
self.jump_count += 1
if self.jump_count == 1:
self.fall_count = 0
def move(self, dx, dy):
self.rect.x += dx
self.rect.y += dy
def make_hit(self):
self.hit = True
def move_left(self, vel):
self.x_vel = -vel
if self.direction != "left":
self.direction = "left"
self.animation_count = 0
def move_right(self, vel):
self.x_vel = vel
if self.direction != "right":
self.direction = "right"
self.animation_count = 0
def loop(self, fps):
self.y_vel += min(1, (self.fall_count / fps) * self.GRAVITY)
self.move(self.x_vel, self.y_vel)
if self.hit:
self.hit_count += 1
if self.hit_count > fps * 2:
self.hit = False
self.hit_count = 0
self.fall_count += 1
self.update_sprite()
def landed(self):
self.fall_count = 0
self.y_vel = 0
self.jump_count = 0
def hit_head(self):
self.count = 0
self.y_vel *= -1
def update_sprite(self):
sprite_sheet = "idle"
if self.hit:
sprite_sheet = "hit"
elif self.y_vel < 0:
if self.jump_count == 1:
sprite_sheet = "jump"
elif self.jump_count == 2:
sprite_sheet = "double_jump"
elif self.y_vel > self.GRAVITY * 2:
sprite_sheet = "fall"
elif self.x_vel != 0:
sprite_sheet = "run"
sprite_sheet_name = sprite_sheet + "_" + self.direction
sprites = self.SPRITES[sprite_sheet_name]
sprite_index = (self.animation_count //
self.ANIMATION_DELAY) % len(sprites)
self.sprite = sprites[sprite_index]
self.animation_count += 1
self.update()
def update(self):
self.rect = self.sprite.get_rect(topleft=(self.rect.x, self.rect.y))
self.mask = pygame.mask.from_surface(self.sprite)
def draw(self, win, offset_x):
win.blit(self.sprite, (self.rect.x - offset_x, self.rect.y))
class Object(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, name=None):
super().__init__()
self.rect = pygame.Rect(x, y, width, height)
self.image = pygame.Surface((width, height), pygame.SRCALPHA)
self.width = width
self.height = height
self.name = name
def draw(self, win, offset_x):
win.blit(self.image, (self.rect.x - offset_x, self.rect.y))
class Block(Object):
def __init__(self, x, y, size):
super().__init__(x, y, size, size)
block = get_block(size)
self.image.blit(block, (0, 0))
self.mask = pygame.mask.from_surface(self.image)
class Fire(Object):
ANIMATION_DELAY = 3
def __init__(self, x, y, width, height):
super().__init__(x, y, width, height, "fire")
self.fire = load_sprite_sheets("Traps", "Fire", width, height)
self.image = self.fire["off"][0]
self.mask = pygame.mask.from_surface(self.image)
self.animation_count = 0
self.animation_name = "off"
def on(self):
self.animation_name = "on"
def off(self):
self.animation_name = "off"
def loop(self):
sprites = self.fire[self.animation_name]
sprite_index = (self.animation_count //
self.ANIMATION_DELAY) % len(sprites)
self.image = sprites[sprite_index]
self.animation_count += 1
self.rect = self.image.get_rect(topleft=(self.rect.x, self.rect.y))
self.mask = pygame.mask.from_surface(self.image)
if self.animation_count // self.ANIMATION_DELAY > len(sprites):
self.animation_count = 0
def get_background(name):
image = pygame.image.load(join("assets", "Background", name))
_, _, width, height = image.get_rect()
tiles = []
for i in range(WIDTH // width + 1):
for j in range(HEIGHT // height + 1):
pos = (i * width, j * height)
tiles.append(pos)
return tiles, image
def draw(window, background, bg_image, player, objects, offset_x):
for tile in background:
window.blit(bg_image, tile)
for obj in objects:
obj.draw(window, offset_x)
player.draw(window, offset_x)
pygame.display.update()
def handle_vertical_collision(player, objects, dy):
collided_objects = []
for obj in objects:
if pygame.sprite.collide_mask(player, obj):
if dy > 0:
player.rect.bottom = obj.rect.top
player.landed()
elif dy < 0:
player.rect.top = obj.rect.bottom
player.hit_head()
collided_objects.append(obj)
return collided_objects
def collide(player, objects, dx):
player.move(dx, 0)
player.update()
collided_object = None
for obj in objects:
if pygame.sprite.collide_mask(player, obj):
collided_object = obj
break
player.move(-dx, 0)
player.update()
return collided_object
def handle_move(player, objects):
keys = pygame.key.get_pressed()
player.x_vel = 0
collide_left = collide(player, objects, -PLAYER_VEL * 2)
collide_right = collide(player, objects, PLAYER_VEL * 2)
if keys[pygame.K_LEFT] and not collide_left:
player.move_left(PLAYER_VEL)
if keys[pygame.K_RIGHT] and not collide_right:
player.move_right(PLAYER_VEL)
vertical_collide = handle_vertical_collision(player, objects, player.y_vel)
to_check = [collide_left, collide_right, *vertical_collide]
for obj in to_check:
if obj and obj.name == "fire":
player.make_hit()
def main(window):
clock = pygame.time.Clock()
background, bg_image = get_background("Blue.png")
block_size = 96
player = Player(100, 100, 50, 50)
fire = Fire(100, HEIGHT - block_size - 64, 16, 32)
fire.on()
floor = [Block(i * block_size, HEIGHT - block_size, block_size)
for i in range(-WIDTH // block_size, (WIDTH * 2) // block_size)]
objects = [*floor, Block(0, HEIGHT - block_size * 2, block_size),
Block(block_size * 3, HEIGHT - block_size * 4, block_size), fire]
offset_x = 0
scroll_area_width = 200
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
break
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and player.jump_count < 2:
player.jump()
player.loop(FPS)
fire.loop()
handle_move(player, objects)
draw(window, background, bg_image, player, objects, offset_x)
if ((player.rect.right - offset_x >= WIDTH - scroll_area_width) and player.x_vel > 0) or (
(player.rect.left - offset_x <= scroll_area_width) and player.x_vel < 0):
offset_x += player.x_vel
pygame.quit()
quit()
if __name__ == "__main__":
main(window)