zhangcongyu_branch
parent
5ef3d96bc6
commit
5969c3c7ca
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__author__ = 'marble_xu'
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from . import tool
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from . import constants as c
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from .state import mainmenu, screen, level
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def main():
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game = tool.Control()
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state_dict = {c.MAIN_MENU: mainmenu.Menu(),
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c.GAME_VICTORY: screen.GameVictoryScreen(),
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c.GAME_LOSE: screen.GameLoseScreen(),
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c.LEVEL: level.Level()}
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game.setup_states(state_dict, c.MAIN_MENU)
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game.main()
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__author__ = 'marble_xu'
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import os
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import json
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import pygame as pg
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from .. import tool
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from .. import constants as c
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from ..component import map, plant, zombie, menubar
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class Level(tool.State):
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def __init__(self):
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tool.State.__init__(self)
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def startup(self, current_time, persist):
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self.game_info = persist
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self.persist = self.game_info
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self.game_info[c.CURRENT_TIME] = current_time
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self.map_y_len = c.GRID_Y_LEN
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self.map = map.Map(c.GRID_X_LEN, self.map_y_len)
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self.loadMap()
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self.setupBackground()
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self.initState()
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def loadMap(self):
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map_file = 'level_' + str(self.game_info[c.LEVEL_NUM]) + '.json'
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file_path = os.path.join('source', 'data', 'map', map_file)
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f = open(file_path)
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self.map_data = json.load(f)
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f.close()
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def setupBackground(self):
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img_index = self.map_data[c.BACKGROUND_TYPE]
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self.background_type = img_index
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self.background = tool.GFX[c.BACKGROUND_NAME][img_index]
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self.bg_rect = self.background.get_rect()
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self.level = pg.Surface((self.bg_rect.w, self.bg_rect.h)).convert()
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self.viewport = tool.SCREEN.get_rect(bottom=self.bg_rect.bottom)
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self.viewport.x += c.BACKGROUND_OFFSET_X
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def setupGroups(self):
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self.sun_group = pg.sprite.Group()
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self.head_group = pg.sprite.Group()
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self.plant_groups = []
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self.zombie_groups = []
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self.hypno_zombie_groups = [] #zombies who are hypno after eating hypnoshroom
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self.bullet_groups = []
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for i in range(self.map_y_len):
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self.plant_groups.append(pg.sprite.Group())
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self.zombie_groups.append(pg.sprite.Group())
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self.hypno_zombie_groups.append(pg.sprite.Group())
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self.bullet_groups.append(pg.sprite.Group())
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def setupZombies(self):
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def takeTime(element):
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return element[0]
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self.zombie_list = []
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for data in self.map_data[c.ZOMBIE_LIST]:
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self.zombie_list.append((data['time'], data['name'], data['map_y']))
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self.zombie_start_time = 0
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self.zombie_list.sort(key=takeTime)
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def setupCars(self):
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self.cars = []
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for i in range(self.map_y_len):
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_, y = self.map.getMapGridPos(0, i)
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self.cars.append(plant.Car(-25, y+20, i))
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def update(self, surface, current_time, mouse_pos, mouse_click):
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self.current_time = self.game_info[c.CURRENT_TIME] = current_time
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if self.state == c.CHOOSE:
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self.choose(mouse_pos, mouse_click)
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elif self.state == c.PLAY:
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self.play(mouse_pos, mouse_click)
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self.draw(surface)
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def initBowlingMap(self):
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print('initBowlingMap')
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for x in range(3, self.map.width):
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for y in range(self.map.height):
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self.map.setMapGridType(x, y, c.MAP_EXIST)
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def initState(self):
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if c.CHOOSEBAR_TYPE in self.map_data:
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self.bar_type = self.map_data[c.CHOOSEBAR_TYPE]
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else:
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self.bar_type = c.CHOOSEBAR_STATIC
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if self.bar_type == c.CHOOSEBAR_STATIC:
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self.initChoose()
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else:
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card_pool = menubar.getCardPool(self.map_data[c.CARD_POOL])
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self.initPlay(card_pool)
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if self.bar_type == c.CHOSSEBAR_BOWLING:
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self.initBowlingMap()
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def initChoose(self):
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self.state = c.CHOOSE
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self.panel = menubar.Panel(menubar.all_card_list, self.map_data[c.INIT_SUN_NAME])
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def choose(self, mouse_pos, mouse_click):
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if mouse_pos and mouse_click[0]:
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self.panel.checkCardClick(mouse_pos)
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if self.panel.checkStartButtonClick(mouse_pos):
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self.initPlay(self.panel.getSelectedCards())
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def initPlay(self, card_list):
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self.state = c.PLAY
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if self.bar_type == c.CHOOSEBAR_STATIC:
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self.menubar = menubar.MenuBar(card_list, self.map_data[c.INIT_SUN_NAME])
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else:
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self.menubar = menubar.MoveBar(card_list)
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self.drag_plant = False
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self.hint_image = None
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self.hint_plant = False
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if self.background_type == c.BACKGROUND_DAY and self.bar_type == c.CHOOSEBAR_STATIC:
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self.produce_sun = True
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else:
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self.produce_sun = False
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self.sun_timer = self.current_time
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self.removeMouseImage()
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self.setupGroups()
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self.setupZombies()
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self.setupCars()
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def play(self, mouse_pos, mouse_click):
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if self.zombie_start_time == 0:
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self.zombie_start_time = self.current_time
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elif len(self.zombie_list) > 0:
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data = self.zombie_list[0]
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if data[0] <= (self.current_time - self.zombie_start_time):
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self.createZombie(data[1], data[2])
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self.zombie_list.remove(data)
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for i in range(self.map_y_len):
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self.bullet_groups[i].update(self.game_info)
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self.plant_groups[i].update(self.game_info)
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self.zombie_groups[i].update(self.game_info)
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self.hypno_zombie_groups[i].update(self.game_info)
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for zombie in self.hypno_zombie_groups[i]:
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if zombie.rect.x > c.SCREEN_WIDTH:
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zombie.kill()
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self.head_group.update(self.game_info)
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self.sun_group.update(self.game_info)
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if not self.drag_plant and mouse_pos and mouse_click[0]:
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result = self.menubar.checkCardClick(mouse_pos)
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if result:
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self.setupMouseImage(result[0], result[1])
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elif self.drag_plant:
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if mouse_click[1]:
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self.removeMouseImage()
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elif mouse_click[0]:
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if self.menubar.checkMenuBarClick(mouse_pos):
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self.removeMouseImage()
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else:
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self.addPlant()
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elif mouse_pos is None:
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self.setupHintImage()
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if self.produce_sun:
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if(self.current_time - self.sun_timer) > c.PRODUCE_SUN_INTERVAL:
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self.sun_timer = self.current_time
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map_x, map_y = self.map.getRandomMapIndex()
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x, y = self.map.getMapGridPos(map_x, map_y)
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self.sun_group.add(plant.Sun(x, 0, x, y))
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if not self.drag_plant and mouse_pos and mouse_click[0]:
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for sun in self.sun_group:
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if sun.checkCollision(mouse_pos[0], mouse_pos[1]):
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self.menubar.increaseSunValue(sun.sun_value)
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for car in self.cars:
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car.update(self.game_info)
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self.menubar.update(self.current_time)
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self.checkBulletCollisions()
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self.checkZombieCollisions()
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self.checkPlants()
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self.checkCarCollisions()
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self.checkGameState()
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def createZombie(self, name, map_y):
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x, y = self.map.getMapGridPos(0, map_y)
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if name == c.NORMAL_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.NormalZombie(c.ZOMBIE_START_X, y, self.head_group))
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elif name == c.CONEHEAD_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.ConeHeadZombie(c.ZOMBIE_START_X, y, self.head_group))
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elif name == c.BUCKETHEAD_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.BucketHeadZombie(c.ZOMBIE_START_X, y, self.head_group))
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elif name == c.FLAG_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.FlagZombie(c.ZOMBIE_START_X, y, self.head_group))
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elif name == c.NEWSPAPER_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.NewspaperZombie(c.ZOMBIE_START_X, y, self.head_group))
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def canSeedPlant(self):
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x, y = pg.mouse.get_pos()
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return self.map.showPlant(x, y)
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def addPlant(self):
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pos = self.canSeedPlant()
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if pos is None:
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return
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if self.hint_image is None:
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self.setupHintImage()
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x, y = self.hint_rect.centerx, self.hint_rect.bottom
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map_x, map_y = self.map.getMapIndex(x, y)
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if self.plant_name == c.SUNFLOWER:
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new_plant = plant.SunFlower(x, y, self.sun_group)
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elif self.plant_name == c.PEASHOOTER:
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new_plant = plant.PeaShooter(x, y, self.bullet_groups[map_y])
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elif self.plant_name == c.SNOWPEASHOOTER:
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new_plant = plant.SnowPeaShooter(x, y, self.bullet_groups[map_y])
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elif self.plant_name == c.WALLNUT:
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new_plant = plant.WallNut(x, y)
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elif self.plant_name == c.CHERRYBOMB:
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new_plant = plant.CherryBomb(x, y)
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elif self.plant_name == c.THREEPEASHOOTER:
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new_plant = plant.ThreePeaShooter(x, y, self.bullet_groups, map_y)
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elif self.plant_name == c.REPEATERPEA:
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new_plant = plant.RepeaterPea(x, y, self.bullet_groups[map_y])
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elif self.plant_name == c.CHOMPER:
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new_plant = plant.Chomper(x, y)
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elif self.plant_name == c.PUFFSHROOM:
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new_plant = plant.PuffShroom(x, y, self.bullet_groups[map_y])
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elif self.plant_name == c.POTATOMINE:
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new_plant = plant.PotatoMine(x, y)
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elif self.plant_name == c.SQUASH:
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new_plant = plant.Squash(x, y)
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elif self.plant_name == c.SPIKEWEED:
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new_plant = plant.Spikeweed(x, y)
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elif self.plant_name == c.JALAPENO:
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new_plant = plant.Jalapeno(x, y)
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elif self.plant_name == c.SCAREDYSHROOM:
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new_plant = plant.ScaredyShroom(x, y, self.bullet_groups[map_y])
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elif self.plant_name == c.SUNSHROOM:
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new_plant = plant.SunShroom(x, y, self.sun_group)
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elif self.plant_name == c.ICESHROOM:
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new_plant = plant.IceShroom(x, y)
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elif self.plant_name == c.HYPNOSHROOM:
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new_plant = plant.HypnoShroom(x, y)
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elif self.plant_name == c.WALLNUTBOWLING:
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new_plant = plant.WallNutBowling(x, y, map_y, self)
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elif self.plant_name == c.REDWALLNUTBOWLING:
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new_plant = plant.RedWallNutBowling(x, y)
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if new_plant.can_sleep and self.background_type == c.BACKGROUND_DAY:
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new_plant.setSleep()
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self.plant_groups[map_y].add(new_plant)
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if self.bar_type == c.CHOOSEBAR_STATIC:
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self.menubar.decreaseSunValue(self.select_plant.sun_cost)
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self.menubar.setCardFrozenTime(self.plant_name)
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else:
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self.menubar.deleateCard(self.select_plant)
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if self.bar_type != c.CHOSSEBAR_BOWLING:
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self.map.setMapGridType(map_x, map_y, c.MAP_EXIST)
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self.removeMouseImage()
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#print('addPlant map[%d,%d], grid pos[%d, %d] pos[%d, %d]' % (map_x, map_y, x, y, pos[0], pos[1]))
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def setupHintImage(self):
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pos = self.canSeedPlant()
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if pos and self.mouse_image:
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if (self.hint_image and pos[0] == self.hint_rect.x and
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pos[1] == self.hint_rect.y):
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return
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width, height = self.mouse_rect.w, self.mouse_rect.h
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image = pg.Surface([width, height])
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image.blit(self.mouse_image, (0, 0), (0, 0, width, height))
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image.set_colorkey(c.BLACK)
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image.set_alpha(128)
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self.hint_image = image
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self.hint_rect = image.get_rect()
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self.hint_rect.centerx = pos[0]
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self.hint_rect.bottom = pos[1]
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self.hint_plant = True
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else:
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self.hint_plant = False
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def setupMouseImage(self, plant_name, select_plant):
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frame_list = tool.GFX[plant_name]
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if plant_name in tool.PLANT_RECT:
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data = tool.PLANT_RECT[plant_name]
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x, y, width, height = data['x'], data['y'], data['width'], data['height']
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else:
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x, y = 0, 0
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rect = frame_list[0].get_rect()
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width, height = rect.w, rect.h
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if (plant_name == c.POTATOMINE or plant_name == c.SQUASH or
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plant_name == c.SPIKEWEED or plant_name == c.JALAPENO or
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plant_name == c.SCAREDYSHROOM or plant_name == c.SUNSHROOM or
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plant_name == c.ICESHROOM or plant_name == c.HYPNOSHROOM or
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plant_name == c.WALLNUTBOWLING or plant_name == c.REDWALLNUTBOWLING):
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color = c.WHITE
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else:
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color = c.BLACK
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self.mouse_image = tool.get_image(frame_list[0], x, y, width, height, color, 1)
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self.mouse_rect = self.mouse_image.get_rect()
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pg.mouse.set_visible(False)
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self.drag_plant = True
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self.plant_name = plant_name
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self.select_plant = select_plant
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def removeMouseImage(self):
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pg.mouse.set_visible(True)
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self.drag_plant = False
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self.mouse_image = None
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self.hint_image = None
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self.hint_plant = False
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def checkBulletCollisions(self):
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collided_func = pg.sprite.collide_circle_ratio(0.7)
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for i in range(self.map_y_len):
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for bullet in self.bullet_groups[i]:
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if bullet.state == c.FLY:
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zombie = pg.sprite.spritecollideany(bullet, self.zombie_groups[i], collided_func)
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if zombie and zombie.state != c.DIE:
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zombie.setDamage(bullet.damage, bullet.ice)
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bullet.setExplode()
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def checkZombieCollisions(self):
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if self.bar_type == c.CHOSSEBAR_BOWLING:
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ratio = 0.6
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else:
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ratio = 0.7
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collided_func = pg.sprite.collide_circle_ratio(ratio)
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for i in range(self.map_y_len):
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hypo_zombies = []
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for zombie in self.zombie_groups[i]:
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if zombie.state != c.WALK:
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continue
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plant = pg.sprite.spritecollideany(zombie, self.plant_groups[i], collided_func)
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if plant:
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if plant.name == c.WALLNUTBOWLING:
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if plant.canHit(i):
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zombie.setDamage(c.WALLNUT_BOWLING_DAMAGE)
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plant.changeDirection(i)
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elif plant.name == c.REDWALLNUTBOWLING:
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if plant.state == c.IDLE:
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plant.setAttack()
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elif plant.name != c.SPIKEWEED:
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zombie.setAttack(plant)
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for hypno_zombie in self.hypno_zombie_groups[i]:
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if hypno_zombie.health <= 0:
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continue
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zombie_list = pg.sprite.spritecollide(hypno_zombie,
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self.zombie_groups[i], False,collided_func)
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for zombie in zombie_list:
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if zombie.state == c.DIE:
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continue
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if zombie.state == c.WALK:
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zombie.setAttack(hypno_zombie, False)
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if hypno_zombie.state == c.WALK:
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hypno_zombie.setAttack(zombie, False)
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def checkCarCollisions(self):
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collided_func = pg.sprite.collide_circle_ratio(0.8)
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for car in self.cars:
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zombies = pg.sprite.spritecollide(car, self.zombie_groups[car.map_y], False, collided_func)
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for zombie in zombies:
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if zombie and zombie.state != c.DIE:
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car.setWalk()
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zombie.setDie()
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if car.dead:
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self.cars.remove(car)
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def boomZombies(self, x, map_y, y_range, x_range):
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for i in range(self.map_y_len):
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if abs(i - map_y) > y_range:
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continue
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for zombie in self.zombie_groups[i]:
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if abs(zombie.rect.centerx - x) <= x_range:
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zombie.setBoomDie()
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||||
def freezeZombies(self, plant):
|
||||
for i in range(self.map_y_len):
|
||||
for zombie in self.zombie_groups[i]:
|
||||
if zombie.rect.centerx < c.SCREEN_WIDTH:
|
||||
zombie.setFreeze(plant.trap_frames[0])
|
||||
|
||||
def killPlant(self, plant):
|
||||
x, y = plant.getPosition()
|
||||
map_x, map_y = self.map.getMapIndex(x, y)
|
||||
if self.bar_type != c.CHOSSEBAR_BOWLING:
|
||||
self.map.setMapGridType(map_x, map_y, c.MAP_EMPTY)
|
||||
if (plant.name == c.CHERRYBOMB or plant.name == c.JALAPENO or
|
||||
(plant.name == c.POTATOMINE and not plant.is_init) or
|
||||
plant.name == c.REDWALLNUTBOWLING):
|
||||
self.boomZombies(plant.rect.centerx, map_y, plant.explode_y_range,
|
||||
plant.explode_x_range)
|
||||
elif plant.name == c.ICESHROOM and plant.state != c.SLEEP:
|
||||
self.freezeZombies(plant)
|
||||
elif plant.name == c.HYPNOSHROOM and plant.state != c.SLEEP:
|
||||
zombie = plant.kill_zombie
|
||||
zombie.setHypno()
|
||||
_, map_y = self.map.getMapIndex(zombie.rect.centerx, zombie.rect.bottom)
|
||||
self.zombie_groups[map_y].remove(zombie)
|
||||
self.hypno_zombie_groups[map_y].add(zombie)
|
||||
plant.kill()
|
||||
|
||||
def checkPlant(self, plant, i):
|
||||
zombie_len = len(self.zombie_groups[i])
|
||||
if plant.name == c.THREEPEASHOOTER:
|
||||
if plant.state == c.IDLE:
|
||||
if zombie_len > 0:
|
||||
plant.setAttack()
|
||||
elif (i-1) >= 0 and len(self.zombie_groups[i-1]) > 0:
|
||||
plant.setAttack()
|
||||
elif (i+1) < self.map_y_len and len(self.zombie_groups[i+1]) > 0:
|
||||
plant.setAttack()
|
||||
elif plant.state == c.ATTACK:
|
||||
if zombie_len > 0:
|
||||
pass
|
||||
elif (i-1) >= 0 and len(self.zombie_groups[i-1]) > 0:
|
||||
pass
|
||||
elif (i+1) < self.map_y_len and len(self.zombie_groups[i+1]) > 0:
|
||||
pass
|
||||
else:
|
||||
plant.setIdle()
|
||||
elif plant.name == c.CHOMPER:
|
||||
for zombie in self.zombie_groups[i]:
|
||||
if plant.canAttack(zombie):
|
||||
plant.setAttack(zombie, self.zombie_groups[i])
|
||||
break
|
||||
elif plant.name == c.POTATOMINE:
|
||||
for zombie in self.zombie_groups[i]:
|
||||
if plant.canAttack(zombie):
|
||||
plant.setAttack()
|
||||
break
|
||||
elif plant.name == c.SQUASH:
|
||||
for zombie in self.zombie_groups[i]:
|
||||
if plant.canAttack(zombie):
|
||||
plant.setAttack(zombie, self.zombie_groups[i])
|
||||
break
|
||||
elif plant.name == c.SPIKEWEED:
|
||||
can_attack = False
|
||||
for zombie in self.zombie_groups[i]:
|
||||
if plant.canAttack(zombie):
|
||||
can_attack = True
|
||||
break
|
||||
if plant.state == c.IDLE and can_attack:
|
||||
plant.setAttack(self.zombie_groups[i])
|
||||
elif plant.state == c.ATTACK and not can_attack:
|
||||
plant.setIdle()
|
||||
elif plant.name == c.SCAREDYSHROOM:
|
||||
need_cry = False
|
||||
can_attack = False
|
||||
for zombie in self.zombie_groups[i]:
|
||||
if plant.needCry(zombie):
|
||||
need_cry = True
|
||||
break
|
||||
elif plant.canAttack(zombie):
|
||||
can_attack = True
|
||||
if need_cry:
|
||||
if plant.state != c.CRY:
|
||||
plant.setCry()
|
||||
elif can_attack:
|
||||
if plant.state != c.ATTACK:
|
||||
plant.setAttack()
|
||||
elif plant.state != c.IDLE:
|
||||
plant.setIdle()
|
||||
elif(plant.name == c.WALLNUTBOWLING or
|
||||
plant.name == c.REDWALLNUTBOWLING):
|
||||
pass
|
||||
else:
|
||||
can_attack = False
|
||||
if (plant.state == c.IDLE and zombie_len > 0):
|
||||
for zombie in self.zombie_groups[i]:
|
||||
if plant.canAttack(zombie):
|
||||
can_attack = True
|
||||
break
|
||||
if plant.state == c.IDLE and can_attack:
|
||||
plant.setAttack()
|
||||
elif (plant.state == c.ATTACK and not can_attack):
|
||||
plant.setIdle()
|
||||
|
||||
def checkPlants(self):
|
||||
for i in range(self.map_y_len):
|
||||
for plant in self.plant_groups[i]:
|
||||
if plant.state != c.SLEEP:
|
||||
self.checkPlant(plant, i)
|
||||
if plant.health <= 0:
|
||||
self.killPlant(plant)
|
||||
|
||||
def checkVictory(self):
|
||||
if len(self.zombie_list) > 0:
|
||||
return False
|
||||
for i in range(self.map_y_len):
|
||||
if len(self.zombie_groups[i]) > 0:
|
||||
return False
|
||||
return True
|
||||
|
||||
def checkLose(self):
|
||||
for i in range(self.map_y_len):
|
||||
for zombie in self.zombie_groups[i]:
|
||||
if zombie.rect.right < 0:
|
||||
return True
|
||||
return False
|
||||
|
||||
def checkGameState(self):
|
||||
if self.checkVictory():
|
||||
self.game_info[c.LEVEL_NUM] += 1
|
||||
self.next = c.GAME_VICTORY
|
||||
self.done = True
|
||||
elif self.checkLose():
|
||||
self.next = c.GAME_LOSE
|
||||
self.done = True
|
||||
|
||||
def drawMouseShow(self, surface):
|
||||
if self.hint_plant:
|
||||
surface.blit(self.hint_image, self.hint_rect)
|
||||
x, y = pg.mouse.get_pos()
|
||||
self.mouse_rect.centerx = x
|
||||
self.mouse_rect.centery = y
|
||||
surface.blit(self.mouse_image, self.mouse_rect)
|
||||
|
||||
def drawZombieFreezeTrap(self, i, surface):
|
||||
for zombie in self.zombie_groups[i]:
|
||||
zombie.drawFreezeTrap(surface)
|
||||
|
||||
def draw(self, surface):
|
||||
self.level.blit(self.background, self.viewport, self.viewport)
|
||||
surface.blit(self.level, (0,0), self.viewport)
|
||||
if self.state == c.CHOOSE:
|
||||
self.panel.draw(surface)
|
||||
elif self.state == c.PLAY:
|
||||
self.menubar.draw(surface)
|
||||
for i in range(self.map_y_len):
|
||||
self.plant_groups[i].draw(surface)
|
||||
self.zombie_groups[i].draw(surface)
|
||||
self.hypno_zombie_groups[i].draw(surface)
|
||||
self.bullet_groups[i].draw(surface)
|
||||
self.drawZombieFreezeTrap(i, surface)
|
||||
for car in self.cars:
|
||||
car.draw(surface)
|
||||
self.head_group.draw(surface)
|
||||
self.sun_group.draw(surface)
|
||||
|
||||
if self.drag_plant:
|
||||
self.drawMouseShow(surface)
|
@ -0,0 +1,69 @@
|
||||
__author__ = 'marble_xu'
|
||||
|
||||
import pygame as pg
|
||||
from .. import tool
|
||||
from .. import constants as c
|
||||
|
||||
class Menu(tool.State):
|
||||
def __init__(self):
|
||||
tool.State.__init__(self)
|
||||
|
||||
def startup(self, current_time, persist):
|
||||
self.next = c.LEVEL
|
||||
self.persist = persist
|
||||
self.game_info = persist
|
||||
|
||||
self.setupBackground()
|
||||
self.setupOption()
|
||||
|
||||
def setupBackground(self):
|
||||
frame_rect = [80, 0, 800, 600]
|
||||
self.bg_image = tool.get_image(tool.GFX[c.MAIN_MENU_IMAGE], *frame_rect)
|
||||
self.bg_rect = self.bg_image.get_rect()
|
||||
self.bg_rect.x = 0
|
||||
self.bg_rect.y = 0
|
||||
|
||||
def setupOption(self):
|
||||
self.option_frames = []
|
||||
frame_names = [c.OPTION_ADVENTURE + '_0', c.OPTION_ADVENTURE + '_1']
|
||||
frame_rect = [0, 0, 165, 77]
|
||||
|
||||
for name in frame_names:
|
||||
self.option_frames.append(tool.get_image(tool.GFX[name], *frame_rect, c.BLACK, 1.7))
|
||||
|
||||
self.option_frame_index = 0
|
||||
self.option_image = self.option_frames[self.option_frame_index]
|
||||
self.option_rect = self.option_image.get_rect()
|
||||
self.option_rect.x = 435
|
||||
self.option_rect.y = 75
|
||||
|
||||
self.option_start = 0
|
||||
self.option_timer = 0
|
||||
self.option_clicked = False
|
||||
|
||||
def checkOptionClick(self, mouse_pos):
|
||||
x, y = mouse_pos
|
||||
if(x >= self.option_rect.x and x <= self.option_rect.right and
|
||||
y >= self.option_rect.y and y <= self.option_rect.bottom):
|
||||
self.option_clicked = True
|
||||
self.option_timer = self.option_start = self.current_time
|
||||
return False
|
||||
|
||||
def update(self, surface, current_time, mouse_pos, mouse_click):
|
||||
self.current_time = self.game_info[c.CURRENT_TIME] = current_time
|
||||
|
||||
if not self.option_clicked:
|
||||
if mouse_pos:
|
||||
self.checkOptionClick(mouse_pos)
|
||||
else:
|
||||
if(self.current_time - self.option_timer) > 200:
|
||||
self.option_frame_index += 1
|
||||
if self.option_frame_index >= 2:
|
||||
self.option_frame_index = 0
|
||||
self.option_timer = self.current_time
|
||||
self.option_image = self.option_frames[self.option_frame_index]
|
||||
if(self.current_time - self.option_start) > 1300:
|
||||
self.done = True
|
||||
|
||||
surface.blit(self.bg_image, self.bg_rect)
|
||||
surface.blit(self.option_image, self.option_rect)
|
@ -0,0 +1,59 @@
|
||||
__author__ = 'marble_xu'
|
||||
|
||||
import pygame as pg
|
||||
from .. import tool
|
||||
from .. import constants as c
|
||||
|
||||
class Screen(tool.State):
|
||||
def __init__(self):
|
||||
tool.State.__init__(self)
|
||||
self.end_time = 3000
|
||||
|
||||
def startup(self, current_time, persist):
|
||||
self.start_time = current_time
|
||||
self.next = c.LEVEL
|
||||
self.persist = persist
|
||||
self.game_info = persist
|
||||
name = self.getImageName()
|
||||
self.setupImage(name)
|
||||
self.next = self.set_next_state()
|
||||
|
||||
def getImageName(self):
|
||||
pass
|
||||
|
||||
def set_next_state(self):
|
||||
pass
|
||||
|
||||
def setupImage(self, name):
|
||||
frame_rect = [0, 0, 800, 600]
|
||||
self.image = tool.get_image(tool.GFX[name], *frame_rect)
|
||||
self.rect = self.image.get_rect()
|
||||
self.rect.x = 0
|
||||
self.rect.y = 0
|
||||
|
||||
def update(self, surface, current_time, mouse_pos, mouse_click):
|
||||
if(current_time - self.start_time) < self.end_time:
|
||||
surface.fill(c.WHITE)
|
||||
surface.blit(self.image, self.rect)
|
||||
else:
|
||||
self.done = True
|
||||
|
||||
class GameVictoryScreen(Screen):
|
||||
def __init__(self):
|
||||
Screen.__init__(self)
|
||||
|
||||
def getImageName(self):
|
||||
return c.GAME_VICTORY_IMAGE
|
||||
|
||||
def set_next_state(self):
|
||||
return c.LEVEL
|
||||
|
||||
class GameLoseScreen(Screen):
|
||||
def __init__(self):
|
||||
Screen.__init__(self)
|
||||
|
||||
def getImageName(self):
|
||||
return c.GAME_LOOSE_IMAGE
|
||||
|
||||
def set_next_state(self):
|
||||
return c.MAIN_MENU
|
@ -0,0 +1,176 @@
|
||||
__author__ = 'marble_xu'
|
||||
|
||||
import os
|
||||
import json
|
||||
from abc import abstractmethod
|
||||
import pygame as pg
|
||||
from . import constants as c
|
||||
|
||||
class State():
|
||||
def __init__(self):
|
||||
self.start_time = 0.0
|
||||
self.current_time = 0.0
|
||||
self.done = False
|
||||
self.next = None
|
||||
self.persist = {}
|
||||
|
||||
@abstractmethod
|
||||
def startup(self, current_time, persist):
|
||||
'''abstract method'''
|
||||
|
||||
def cleanup(self):
|
||||
self.done = False
|
||||
return self.persist
|
||||
|
||||
@abstractmethod
|
||||
def update(self, surface, keys, current_time):
|
||||
'''abstract method'''
|
||||
|
||||
class Control():
|
||||
def __init__(self):
|
||||
self.screen = pg.display.get_surface()
|
||||
self.done = False
|
||||
self.clock = pg.time.Clock()
|
||||
self.fps = 60
|
||||
self.keys = pg.key.get_pressed()
|
||||
self.mouse_pos = None
|
||||
self.mouse_click = [False, False] # value:[left mouse click, right mouse click]
|
||||
self.current_time = 0.0
|
||||
self.state_dict = {}
|
||||
self.state_name = None
|
||||
self.state = None
|
||||
self.game_info = {c.CURRENT_TIME:0.0,
|
||||
c.LEVEL_NUM:c.START_LEVEL_NUM}
|
||||
|
||||
def setup_states(self, state_dict, start_state):
|
||||
self.state_dict = state_dict
|
||||
self.state_name = start_state
|
||||
self.state = self.state_dict[self.state_name]
|
||||
self.state.startup(self.current_time, self.game_info)
|
||||
|
||||
def update(self):
|
||||
self.current_time = pg.time.get_ticks()
|
||||
if self.state.done:
|
||||
self.flip_state()
|
||||
self.state.update(self.screen, self.current_time, self.mouse_pos, self.mouse_click)
|
||||
self.mouse_pos = None
|
||||
self.mouse_click[0] = False
|
||||
self.mouse_click[1] = False
|
||||
|
||||
def flip_state(self):
|
||||
previous, self.state_name = self.state_name, self.state.next
|
||||
persist = self.state.cleanup()
|
||||
self.state = self.state_dict[self.state_name]
|
||||
self.state.startup(self.current_time, persist)
|
||||
|
||||
def event_loop(self):
|
||||
for event in pg.event.get():
|
||||
if event.type == pg.QUIT:
|
||||
self.done = True
|
||||
elif event.type == pg.KEYDOWN:
|
||||
self.keys = pg.key.get_pressed()
|
||||
elif event.type == pg.KEYUP:
|
||||
self.keys = pg.key.get_pressed()
|
||||
elif event.type == pg.MOUSEBUTTONDOWN:
|
||||
self.mouse_pos = pg.mouse.get_pos()
|
||||
self.mouse_click[0], _, self.mouse_click[1] = pg.mouse.get_pressed()
|
||||
print('pos:', self.mouse_pos, ' mouse:', self.mouse_click)
|
||||
|
||||
def main(self):
|
||||
while not self.done:
|
||||
self.event_loop()
|
||||
self.update()
|
||||
pg.display.update()
|
||||
self.clock.tick(self.fps)
|
||||
print('game over')
|
||||
|
||||
def get_image(sheet, x, y, width, height, colorkey=c.BLACK, scale=1):
|
||||
image = pg.Surface([width, height])
|
||||
rect = image.get_rect()
|
||||
|
||||
image.blit(sheet, (0, 0), (x, y, width, height))
|
||||
image.set_colorkey(colorkey)
|
||||
image = pg.transform.scale(image,
|
||||
(int(rect.width*scale),
|
||||
int(rect.height*scale)))
|
||||
return image
|
||||
|
||||
def load_image_frames(directory, image_name, colorkey, accept):
|
||||
frame_list = []
|
||||
tmp = {}
|
||||
# image_name is "Peashooter", pic name is 'Peashooter_1', get the index 1
|
||||
index_start = len(image_name) + 1
|
||||
frame_num = 0;
|
||||
for pic in os.listdir(directory):
|
||||
name, ext = os.path.splitext(pic)
|
||||
if ext.lower() in accept:
|
||||
index = int(name[index_start:])
|
||||
img = pg.image.load(os.path.join(directory, pic))
|
||||
if img.get_alpha():
|
||||
img = img.convert_alpha()
|
||||
else:
|
||||
img = img.convert()
|
||||
img.set_colorkey(colorkey)
|
||||
tmp[index]= img
|
||||
frame_num += 1
|
||||
|
||||
for i in range(frame_num):
|
||||
frame_list.append(tmp[i])
|
||||
return frame_list
|
||||
|
||||
def load_all_gfx(directory, colorkey=c.WHITE, accept=('.png', '.jpg', '.bmp', '.gif')):
|
||||
graphics = {}
|
||||
for name1 in os.listdir(directory):
|
||||
# subfolders under the folder resources\graphics
|
||||
dir1 = os.path.join(directory, name1)
|
||||
if os.path.isdir(dir1):
|
||||
for name2 in os.listdir(dir1):
|
||||
dir2 = os.path.join(dir1, name2)
|
||||
if os.path.isdir(dir2):
|
||||
# e.g. subfolders under the folder resources\graphics\Zombies
|
||||
for name3 in os.listdir(dir2):
|
||||
dir3 = os.path.join(dir2, name3)
|
||||
# e.g. subfolders or pics under the folder resources\graphics\Zombies\ConeheadZombie
|
||||
if os.path.isdir(dir3):
|
||||
# e.g. it's the folder resources\graphics\Zombies\ConeheadZombie\ConeheadZombieAttack
|
||||
image_name, _ = os.path.splitext(name3)
|
||||
graphics[image_name] = load_image_frames(dir3, image_name, colorkey, accept)
|
||||
else:
|
||||
# e.g. pics under the folder resources\graphics\Plants\Peashooter
|
||||
image_name, _ = os.path.splitext(name2)
|
||||
graphics[image_name] = load_image_frames(dir2, image_name, colorkey, accept)
|
||||
break
|
||||
else:
|
||||
# e.g. pics under the folder resources\graphics\Screen
|
||||
name, ext = os.path.splitext(name2)
|
||||
if ext.lower() in accept:
|
||||
img = pg.image.load(dir2)
|
||||
if img.get_alpha():
|
||||
img = img.convert_alpha()
|
||||
else:
|
||||
img = img.convert()
|
||||
img.set_colorkey(colorkey)
|
||||
graphics[name] = img
|
||||
return graphics
|
||||
|
||||
def loadZombieImageRect():
|
||||
file_path = os.path.join('source', 'data', 'entity', 'zombie.json')
|
||||
f = open(file_path)
|
||||
data = json.load(f)
|
||||
f.close()
|
||||
return data[c.ZOMBIE_IMAGE_RECT]
|
||||
|
||||
def loadPlantImageRect():
|
||||
file_path = os.path.join('source', 'data', 'entity', 'plant.json')
|
||||
f = open(file_path)
|
||||
data = json.load(f)
|
||||
f.close()
|
||||
return data[c.PLANT_IMAGE_RECT]
|
||||
|
||||
pg.init()
|
||||
pg.display.set_caption(c.ORIGINAL_CAPTION)
|
||||
SCREEN = pg.display.set_mode(c.SCREEN_SIZE)
|
||||
|
||||
GFX = load_all_gfx(os.path.join("resources","graphics"))
|
||||
ZOMBIE_RECT = loadZombieImageRect()
|
||||
PLANT_RECT = loadPlantImageRect()
|
Loading…
Reference in new issue