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main.py
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import os
import sys
from pygame.math import Vector2 as vector
import json
from pytmx.util_pygame import load_pygame
from overlay import Overlay
import pygame
from tile import Tile,CollisionTile,MovingPlatform
from player import Player
from bullet import Bullet,FireAnimation
from enemy import Enemy
class AllSprites(pygame.sprite.Group):
def __init__(self,settings):
super().__init__()
self.display_surface=pygame.display.get_surface()
self.offset=vector()
self.settings=settings
# sky
self.fg_sky=pygame.image.load(os.path.join('graphics','sky','fg_sky.png')).convert_alpha()
self.bg_sky=pygame.image.load(os.path.join('graphics','sky','bg_sky.png')).convert_alpha()
tmx_map=load_pygame(os.path.join('data','map.tmx'))
self.padding=self.settings['window_width']/2
self.sky_width=self.bg_sky.get_width()
map_width=tmx_map.tilewidth*tmx_map.width+2*self.padding
self.sky_num=int(map_width//self.sky_width)
def custom_draw(self,player):
self.offset.x=player.rect.centerx-self.settings['window_width']/2
self.offset.y=player.rect.centery-self.settings['window_height']/2
for x in range(self.sky_num):
xpos=-self.padding+x*self.sky_width
self.display_surface.blit(self.bg_sky,(xpos-self.offset.x/2.5,800-self.offset.y/2.5))
self.display_surface.blit(self.fg_sky,(xpos-self.offset.x/2,800-self.offset.y/2))
for sprite in sorted(self.sprites(),key=lambda sprite:sprite.z):
self.display_surface.blit(sprite.image,sprite.rect.topleft-self.offset)
class Game:
def __init__(self):
pygame.init()
f=open('settings.json')
self.settings=json.load(f)
del f
self.display_surface=pygame.display.set_mode((self.settings['window_width'],self.settings['window_height']))
pygame.display.set_caption('Contra')
self.clock=pygame.time.Clock()
# groups
self.all_sprites=AllSprites(self.settings)
self.collision_sprites=pygame.sprite.Group()
self.platform_sprites=pygame.sprite.Group()
self.bullet_sprites=pygame.sprite.Group()
self.vulnerable_sprites=pygame.sprite.Group()
# bullet surface
self.bullet_surface=pygame.image.load(os.path.join('graphics','bullet.png')).convert_alpha()
self.bullet_animations=[
pygame.image.load(os.path.join('graphics','fire','0.png')).convert_alpha(),
pygame.image.load(os.path.join('graphics','fire','1.png')).convert_alpha()
]
self.setup()
self.overlay=Overlay(self.player)
# music
self.music=pygame.mixer.Sound(os.path.join('audio','music.wav'))
def setup(self):
map_tmx=load_pygame(os.path.join('data','map.tmx'))
# tiles
for x,y,surface in map_tmx.get_layer_by_name('Level').tiles():
CollisionTile((x*64,y*64), surface, [self.all_sprites,self.collision_sprites])
# layers
for _ in ['BG','BG Detail','FG Detail Bottom','FG Detail Top']:
for x,y,surface in map_tmx.get_layer_by_name(_).tiles():
Tile((x*64,y*64),surface,self.all_sprites,self.settings['layers'][_])
# entities
for obj in map_tmx.get_layer_by_name('Entities'):
if obj.name=='Player':
self.player=Player(
(obj.x,obj.y),
[self.all_sprites,self.vulnerable_sprites],
'graphics\\player',
self.collision_sprites,
self.shoot
)
if obj.name=='Enemy':
Enemy(
(obj.x,obj.y),
[self.all_sprites,self.vulnerable_sprites],
'graphics\\enemies'
,self.shoot,self.player,
self.collision_sprites
)
self.platform_border_rects=[]
# platforms
for obj in map_tmx.get_layer_by_name('Platforms'):
if obj.name=='Platform':
MovingPlatform((obj.x,obj.y), obj.image,[self.all_sprites,self.collision_sprites,self.platform_sprites])
else:
border_rect=pygame.Rect(obj.x,obj.y,obj.width,obj.height)
self.platform_border_rects.append(border_rect)
def bullet_collisions(self):
# obstacle
for obstacle in self.collision_sprites.sprites():
pygame.sprite.spritecollide(obstacle,self.bullet_sprites,True)
# entity
for sprite in self.vulnerable_sprites.sprites():
if pygame.sprite.spritecollide(sprite, self.bullet_sprites,True,pygame.sprite.collide_mask):
sprite.damage()
def shoot(self,position,direction,entity):
Bullet(position, self.bullet_surface, direction,[self.all_sprites,self.bullet_sprites],self.settings)
FireAnimation(position, direction, self.bullet_animations, self.all_sprites,self.settings,entity)
def platform_collisions(self):
for platform in self.platform_sprites.sprites():
for border in self.platform_border_rects:
if platform.rect.colliderect(border):
if platform.direction.y<0:
platform.rect.top=border.bottom
platform.position.y=platform.rect.centery
platform.direction.y=1
else:
platform.rect.bottom=border.top
platform.position.y=platform.rect.centery
platform.direction.y=-1
if platform.rect.colliderect(self.player.rect) and self.player.rect.centery>platform.rect.centery:
platform.rect.bottom=self.player.rect.top
platform.position.y=platform.rect.centery
platform.direction.y=-1
def run(self):
self.music.play(loops=-1)
while True:
dt=self.clock.tick(60)/1000
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
sys.exit()
# update sprites
self.platform_collisions()
self.all_sprites.update(dt)
self.bullet_collisions()
# draw sprites
self.display_surface.fill((249,131,103))
self.all_sprites.custom_draw(self.player)
self.overlay.display()
# update display
pygame.display.update()
if __name__=='__main__':
game=Game()
game.run()