__author__ = 'marble_xu' import os import json import pygame as pg from .. import tool from .. import constants as c from ..component import map, plant, zombie, menubar class Level(tool.State): def __init__(self): tool.State.__init__(self) def startup(self, current_time, persist): self.game_info = persist self.persist = self.game_info self.game_info[c.CURRENT_TIME] = current_time self.map_y_len = c.GRID_Y_LEN self.map = map.Map(c.GRID_X_LEN, self.map_y_len) self.loadMap() self.state = c.CHOOSE self.initChoose() self.setupBackground() def loadMap(self): map_file = 'level_' + str(self.game_info[c.LEVEL_NUM]) + '.json' file_path = os.path.join('source', 'data', 'map', map_file) f = open(file_path) self.map_data = json.load(f) f.close() def setupBackground(self): img_index = self.map_data[c.BACKGROUND_TYPE] self.background_type = img_index self.background = tool.GFX[c.BACKGROUND_NAME][img_index] self.bg_rect = self.background.get_rect() self.level = pg.Surface((self.bg_rect.w, self.bg_rect.h)).convert() self.viewport = tool.SCREEN.get_rect(bottom=self.bg_rect.bottom) self.viewport.x += c.BACKGROUND_OFFSET_X def setupGroups(self): self.sun_group = pg.sprite.Group() self.head_group = pg.sprite.Group() self.plant_groups = [] self.zombie_groups = [] self.hypno_zombie_groups = [] #zombies who are hypno after eating hypnoshroom self.bullet_groups = [] for i in range(self.map_y_len): self.plant_groups.append(pg.sprite.Group()) self.zombie_groups.append(pg.sprite.Group()) self.hypno_zombie_groups.append(pg.sprite.Group()) self.bullet_groups.append(pg.sprite.Group()) def setupZombies(self): def takeTime(element): return element[0] self.zombie_list = [] for data in self.map_data[c.ZOMBIE_LIST]: self.zombie_list.append((data['time'], data['name'], data['map_y'])) self.zombie_start_time = 0 self.zombie_list.sort(key=takeTime) def setupCars(self): self.cars = [] for i in range(self.map_y_len): _, y = self.map.getMapGridPos(0, i) self.cars.append(plant.Car(-25, y+20, i)) def update(self, surface, current_time, mouse_pos, mouse_click): self.current_time = self.game_info[c.CURRENT_TIME] = current_time if self.state == c.CHOOSE: self.choose(mouse_pos, mouse_click) elif self.state == c.PLAY: self.play(mouse_pos, mouse_click) self.draw(surface) def initChoose(self): self.panel = menubar.Panel(menubar.all_card_list, self.map_data[c.INIT_SUN_NAME]) def choose(self, mouse_pos, mouse_click): if mouse_pos and mouse_click[0]: self.panel.checkCardClick(mouse_pos) if self.panel.checkStartButtonClick(mouse_pos): self.state = c.PLAY self.initPlay(self.panel.getSelectedCards()) def initPlay(self, card_list): self.menubar = menubar.MenuBar(card_list, self.map_data[c.INIT_SUN_NAME]) self.drag_plant = False self.hint_image = None self.hint_plant = False if self.background_type == c.BACKGROUND_DAY: self.produce_sun = True else: self.produce_sun = False self.sun_timer = self.current_time self.removeMouseImage() self.setupGroups() self.setupZombies() self.setupCars() def play(self, mouse_pos, mouse_click): if self.zombie_start_time == 0: self.zombie_start_time = self.current_time elif len(self.zombie_list) > 0: data = self.zombie_list[0] if data[0] <= (self.current_time - self.zombie_start_time): self.createZombie(data[1], data[2]) self.zombie_list.remove(data) for i in range(self.map_y_len): self.bullet_groups[i].update(self.game_info) self.plant_groups[i].update(self.game_info) self.zombie_groups[i].update(self.game_info) self.hypno_zombie_groups[i].update(self.game_info) for zombie in self.hypno_zombie_groups[i]: if zombie.rect.x > c.SCREEN_WIDTH: zombie.kill() self.head_group.update(self.game_info) self.sun_group.update(self.game_info) if not self.drag_plant and mouse_pos and mouse_click[0]: result = self.menubar.checkCardClick(mouse_pos) if result: self.setupMouseImage(result[0], result[1]) elif self.drag_plant: if mouse_click[1]: self.removeMouseImage() elif mouse_click[0]: if self.menubar.checkMenuBarClick(mouse_pos): self.removeMouseImage() else: self.addPlant() elif mouse_pos is None: self.setupHintImage() if self.produce_sun: if(self.current_time - self.sun_timer) > c.PRODUCE_SUN_INTERVAL: self.sun_timer = self.current_time map_x, map_y = self.map.getRandomMapIndex() x, y = self.map.getMapGridPos(map_x, map_y) self.sun_group.add(plant.Sun(x, 0, x, y)) if not self.drag_plant and mouse_pos and mouse_click[0]: for sun in self.sun_group: if sun.checkCollision(mouse_pos[0], mouse_pos[1]): self.menubar.increaseSunValue(sun.sun_value) for car in self.cars: car.update(self.game_info) self.menubar.update(self.current_time) self.checkBulletCollisions() self.checkZombieCollisions() self.checkPlants() self.checkCarCollisions() self.checkGameState() def createZombie(self, name, map_y): x, y = self.map.getMapGridPos(0, map_y) if name == c.NORMAL_ZOMBIE: self.zombie_groups[map_y].add(zombie.NormalZombie(c.ZOMBIE_START_X, y, self.head_group)) elif name == c.CONEHEAD_ZOMBIE: self.zombie_groups[map_y].add(zombie.ConeHeadZombie(c.ZOMBIE_START_X, y, self.head_group)) elif name == c.BUCKETHEAD_ZOMBIE: self.zombie_groups[map_y].add(zombie.BucketHeadZombie(c.ZOMBIE_START_X, y, self.head_group)) elif name == c.FLAG_ZOMBIE: self.zombie_groups[map_y].add(zombie.FlagZombie(c.ZOMBIE_START_X, y, self.head_group)) elif name == c.NEWSPAPER_ZOMBIE: self.zombie_groups[map_y].add(zombie.NewspaperZombie(c.ZOMBIE_START_X, y, self.head_group)) def canSeedPlant(self): x, y = pg.mouse.get_pos() return self.map.showPlant(x, y) def addPlant(self): pos = self.canSeedPlant() if pos is None: return if self.hint_image is None: self.setupHintImage() x, y = self.hint_rect.x, self.hint_rect.bottom map_x, map_y = self.map.getMapIndex(x, y) if self.plant_name == c.SUNFLOWER: new_plant = plant.SunFlower(x, y, self.sun_group) elif self.plant_name == c.PEASHOOTER: new_plant = plant.PeaShooter(x, y, self.bullet_groups[map_y]) elif self.plant_name == c.SNOWPEASHOOTER: new_plant = plant.SnowPeaShooter(x, y, self.bullet_groups[map_y]) elif self.plant_name == c.WALLNUT: new_plant = plant.WallNut(x, y) elif self.plant_name == c.CHERRYBOMB: new_plant = plant.CherryBomb(x, y) elif self.plant_name == c.THREEPEASHOOTER: new_plant = plant.ThreePeaShooter(x, y, self.bullet_groups, map_y) elif self.plant_name == c.REPEATERPEA: new_plant = plant.RepeaterPea(x, y, self.bullet_groups[map_y]) elif self.plant_name == c.CHOMPER: new_plant = plant.Chomper(x, y) elif self.plant_name == c.PUFFSHROOM: new_plant = plant.PuffShroom(x, y, self.bullet_groups[map_y]) elif self.plant_name == c.POTATOMINE: new_plant = plant.PotatoMine(x, y) elif self.plant_name == c.SQUASH: new_plant = plant.Squash(x, y) elif self.plant_name == c.SPIKEWEED: new_plant = plant.Spikeweed(x, y) elif self.plant_name == c.JALAPENO: new_plant = plant.Jalapeno(x, y) elif self.plant_name == c.SCAREDYSHROOM: new_plant = plant.ScaredyShroom(x, y, self.bullet_groups[map_y]) elif self.plant_name == c.SUNSHROOM: new_plant = plant.SunShroom(x, y, self.sun_group) elif self.plant_name == c.ICESHROOM: new_plant = plant.IceShroom(x, y) elif self.plant_name == c.HYPNOSHROOM: new_plant = plant.HypnoShroom(x, y) if new_plant.can_sleep and self.background_type == c.BACKGROUND_DAY: new_plant.setSleep() self.plant_groups[map_y].add(new_plant) self.menubar.decreaseSunValue(self.plant_cost) self.menubar.setCardFrozenTime(self.plant_name) self.map.setMapGridType(map_x, map_y, c.MAP_EXIST) self.removeMouseImage() #print('addPlant map[%d,%d], grid pos[%d, %d] pos[%d, %d]' % (map_x, map_y, x, y, pos[0], pos[1])) def setupHintImage(self): pos = self.canSeedPlant() if pos and self.mouse_image: if (self.hint_image and pos[0] == self.hint_rect.x and pos[1] == self.hint_rect.y): return width, height = self.mouse_rect.w, self.mouse_rect.h image = pg.Surface([width, height]) image.blit(self.mouse_image, (0, 0), (0, 0, width, height)) image.set_colorkey(c.BLACK) image.set_alpha(128) self.hint_image = image self.hint_rect = image.get_rect() self.hint_rect.centerx = pos[0] self.hint_rect.bottom = pos[1] self.hint_plant = True else: self.hint_plant = False def setupMouseImage(self, plant_name, plant_cost): frame_list = tool.GFX[plant_name] if plant_name in tool.PLANT_RECT: data = tool.PLANT_RECT[plant_name] x, y, width, height = data['x'], data['y'], data['width'], data['height'] else: x, y = 0, 0 rect = frame_list[0].get_rect() width, height = rect.w, rect.h if (plant_name == c.POTATOMINE or plant_name == c.SQUASH or plant_name == c.SPIKEWEED or plant_name == c.JALAPENO or plant_name == c.SCAREDYSHROOM or plant_name == c.SUNSHROOM or plant_name == c.ICESHROOM or plant_name == c.HYPNOSHROOM): color = c.WHITE else: color = c.BLACK self.mouse_image = tool.get_image(frame_list[0], x, y, width, height, color, 1) self.mouse_rect = self.mouse_image.get_rect() pg.mouse.set_visible(False) self.drag_plant = True self.plant_name = plant_name self.plant_cost = plant_cost def removeMouseImage(self): pg.mouse.set_visible(True) self.drag_plant = False self.mouse_image = None self.hint_image = None self.hint_plant = False def checkBulletCollisions(self): collided_func = pg.sprite.collide_circle_ratio(0.7) for i in range(self.map_y_len): for bullet in self.bullet_groups[i]: if bullet.state == c.FLY: zombie = pg.sprite.spritecollideany(bullet, self.zombie_groups[i], collided_func) if zombie and zombie.state != c.DIE: zombie.setDamage(bullet.damage, bullet.ice) bullet.setExplode() def checkZombieCollisions(self): collided_func = pg.sprite.collide_circle_ratio(0.7) for i in range(self.map_y_len): hypo_zombies = [] for zombie in self.zombie_groups[i]: if zombie.state != c.WALK: continue plant = pg.sprite.spritecollideany(zombie, self.plant_groups[i], collided_func) if plant and plant.name != c.SPIKEWEED: zombie.setAttack(plant) for hypno_zombie in self.hypno_zombie_groups[i]: if hypno_zombie.health <= 0: continue zombie_list = pg.sprite.spritecollide(hypno_zombie, self.zombie_groups[i], False,collided_func) for zombie in zombie_list: if zombie.state == c.DIE: continue if zombie.state == c.WALK: zombie.setAttack(hypno_zombie, False) if hypno_zombie.state == c.WALK: hypno_zombie.setAttack(zombie, False) def checkCarCollisions(self): collided_func = pg.sprite.collide_circle_ratio(0.8) for car in self.cars: zombies = pg.sprite.spritecollide(car, self.zombie_groups[car.map_y], False, collided_func) for zombie in zombies: if zombie and zombie.state != c.DIE: car.setWalk() zombie.setDie() if car.dead: self.cars.remove(car) def boomZombies(self, x, map_y, y_range, x_range): for i in range(self.map_y_len): if abs(i - map_y) > y_range: continue for zombie in self.zombie_groups[i]: if abs(zombie.rect.x - x) <= x_range: zombie.setBoomDie() 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) 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)): 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() 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)