-
Notifications
You must be signed in to change notification settings - Fork 39
/
Copy pathmain.py
205 lines (170 loc) · 6.62 KB
/
main.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
import pygame
import sys
import random
from player import Player
from enemy import FlyingEye, Goblin, Mushroom, Skeleton, EvilWizard, BigFlyingEye, DashingGoblin, TeleportingMushroom
from weapon import WeaponManager
# Initialize Pygame
pygame.init()
# Screen Dimensions
TILE_SIZE = 16
GRID_SIZE = 44
MAP_WIDTH = TILE_SIZE * GRID_SIZE
MAP_HEIGHT = TILE_SIZE * GRID_SIZE
# Colors
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
# Load tile and map resources
DESERT_TILE = pygame.image.load('Sprites/Sprites_Environment/desert_tile.png') # Replace 'desert_tile.png' with your desert tile image
DESERT_TILE = pygame.transform.scale(DESERT_TILE, (TILE_SIZE, TILE_SIZE)) # Resize tile to 16x16
# Set up display
screen = pygame.display.set_mode((MAP_WIDTH, MAP_HEIGHT))
pygame.display.set_caption("SwarmShot by IIITA")
# Clock for controlling frame rate
clock = pygame.time.Clock()
# Load Player
player = Player(MAP_WIDTH // 2, MAP_HEIGHT // 2)
weapon_manager = WeaponManager()
# Define Enemy Wave Data
waves = [
# Introduction waves
{
'enemies': [(FlyingEye, 8, 1.5),(DashingGoblin, 6, 2)],
'message': "Wave 1: Scout Flying Eyes Approaching!"
},
{
'enemies': [(BigFlyingEye, 2, 1.5),(Goblin, 4, 2)],
'message': "Wave 2: Mini-Boss!"
},
{
'enemies': [(FlyingEye, 8, 1.5), (Goblin, 5, 2), (TeleportingMushroom, 3, 1)],
'message': "Wave 3: Combined Forces!"
},
# Mid-game challenge
{
'enemies': [(Skeleton, 10, 1.5), (FlyingEye, 15, 1), (TeleportingMushroom, 4, 1)],
'message': "Wave 4: Skeletons Join the Fray!"
},
{
'enemies': [(Mushroom, 5, 2), (Goblin, 12, 1), (FlyingEye, 10, 1.2), (TeleportingMushroom, 6, 1)],
'message': "Wave 5: Unrelenting Onslaught!"
},
# Final wave
{
'enemies': [(EvilWizard, 2, 3), (Mushroom, 10, 1), (Goblin, 10, 1.5), (Skeleton, 20, 0.8), (TeleportingMushroom, 8, 1)],
'message': "Wave 6: FINAL WAVE: Ultimate Challenge!"
}
]
class WaveManager:
def __init__(self):
self.wave_index = 0
self.enemies = []
self.spawn_timer = 0
self.wave_message = ""
self.message_timer = 0
self.time_between_waves = 5 # Time in seconds between waves
self.wave_completed = False
self.wave_cooldown = 0
def start_wave(self):
if self.wave_index >= len(waves):
return False # No more waves
wave_data = waves[self.wave_index]
self.enemies = []
self.wave_message = wave_data['message']
self.message_timer = pygame.time.get_ticks()
self.wave_completed = False
# Spawn enemies
for enemy_type, count, spawn_rate in wave_data['enemies']:
for _ in range(count):
x = random.randint(0, GRID_SIZE - 1) * TILE_SIZE
y = random.randint(0, GRID_SIZE - 1) * TILE_SIZE
enemy = enemy_type(x, y)
self.enemies.append(enemy)
enemy.spawn_rate = spawn_rate
return True
def update(self):
# Clean up dead enemies that have completed their death animation
self.enemies = [enemy for enemy in self.enemies
if not (enemy.is_dead and enemy.death_animation_completed)]
# Check if wave is complete
if len(self.enemies) == 0 and not self.wave_completed:
self.wave_completed = True
self.wave_cooldown = pygame.time.get_ticks()
# Start next wave after cooldown
if self.wave_completed:
if pygame.time.get_ticks() - self.wave_cooldown > self.time_between_waves * 1000:
self.wave_index += 1
if not self.start_wave(): # Returns False if no more waves
print("Game Completed!")
return
# Handle enemy spawning
for enemy in self.enemies:
if enemy.spawn_rate:
enemy.update(player)
def draw(self, surface):
# Draw all enemies
for enemy in self.enemies:
enemy.draw(surface)
# Initialize Wave Manager
wave_manager = WaveManager()
# Function to render a basic map
def render_map():
for y in range(GRID_SIZE):
for x in range(GRID_SIZE):
screen.blit(DESERT_TILE, (x * TILE_SIZE, y * TILE_SIZE))
# Function to draw the health bar
def draw_health_bar(surface, x, y, health, max_health):
bar_width = 200
bar_height = 20
fill = (health / max_health) * bar_width
border_rect = pygame.Rect(x, y, bar_width, bar_height)
fill_rect = pygame.Rect(x, y, fill, bar_height)
pygame.draw.rect(surface, GREEN, fill_rect)
pygame.draw.rect(surface, RED, border_rect, 2)
# Main game loop
def main():
wave_manager.start_wave() # Start the first wave
player_health = player.health
max_health = 100
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Handle player movement
keys = pygame.key.get_pressed()
player.update(keys)
# Update wave manager
wave_manager.update()
# Check for health reduction here (after collision)
player_health = player.health # Update player health after enemies hit
# Render everything
screen.fill(WHITE) # Optional fallback color
render_map()
# Update weapons
weapon_manager.update(player.x, player.y, wave_manager.enemies)
player.draw(screen)
# Draw weapons
weapon_manager.draw(screen)
wave_manager.draw(screen) # Draw the enemies
# Display wave message
if pygame.time.get_ticks() - wave_manager.message_timer < 2000:
font = pygame.font.Font(None, 36)
text = font.render(wave_manager.wave_message, True, WHITE)
screen.blit(text, (MAP_WIDTH // 2 - text.get_width() // 2, MAP_HEIGHT // 2 - text.get_height() // 2))
# Draw health bardd
draw_health_bar(screen, 10, 10, player_health, max_health)
# Check player health and display game over if health is 0
if player_health <= 0:
font = pygame.font.Font(None, 72)
game_over_text = font.render("Game Over", True, RED)
screen.blit(game_over_text, (MAP_WIDTH // 2 - game_over_text.get_width() // 2, MAP_HEIGHT // 2 - game_over_text.get_height() // 2))
pygame.display.flip()
pygame.time.wait(3000)
pygame.quit()
sys.exit()
pygame.display.flip()
clock.tick(60) # 60 FPS
if __name__ == "__main__":
main()