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499 lines
20 KiB
499 lines
20 KiB
__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.state = c.CHOOSE
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self.initChoose()
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self.setupBackground()
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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 initChoose(self):
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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.state = c.PLAY
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self.initPlay(self.panel.getSelectedCards())
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def initPlay(self, card_list):
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self.menubar = menubar.MenuBar(card_list, self.map_data[c.INIT_SUN_NAME])
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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:
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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.x, 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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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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self.menubar.decreaseSunValue(self.plant_cost)
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self.menubar.setCardFrozenTime(self.plant_name)
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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, plant_cost):
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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):
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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.plant_cost = plant_cost
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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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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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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 and 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.x - x) <= x_range:
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zombie.setBoomDie()
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def freezeZombies(self, plant):
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for i in range(self.map_y_len):
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for zombie in self.zombie_groups[i]:
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if zombie.rect.centerx < c.SCREEN_WIDTH:
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zombie.setFreeze(plant.trap_frames[0])
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def killPlant(self, plant):
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x, y = plant.getPosition()
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map_x, map_y = self.map.getMapIndex(x, y)
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self.map.setMapGridType(map_x, map_y, c.MAP_EMPTY)
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if (plant.name == c.CHERRYBOMB or plant.name == c.JALAPENO or
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(plant.name == c.POTATOMINE and not plant.is_init)):
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self.boomZombies(plant.rect.centerx, map_y, plant.explode_y_range,
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plant.explode_x_range)
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elif plant.name == c.ICESHROOM and plant.state != c.SLEEP:
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self.freezeZombies(plant)
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elif plant.name == c.HYPNOSHROOM and plant.state != c.SLEEP:
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zombie = plant.kill_zombie
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zombie.setHypno()
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_, map_y = self.map.getMapIndex(zombie.rect.centerx, zombie.rect.bottom)
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self.zombie_groups[map_y].remove(zombie)
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self.hypno_zombie_groups[map_y].add(zombie)
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plant.kill()
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def checkPlant(self, plant, i):
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zombie_len = len(self.zombie_groups[i])
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if plant.name == c.THREEPEASHOOTER:
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if plant.state == c.IDLE:
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if zombie_len > 0:
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plant.setAttack()
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elif (i-1) >= 0 and len(self.zombie_groups[i-1]) > 0:
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plant.setAttack()
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elif (i+1) < self.map_y_len and len(self.zombie_groups[i+1]) > 0:
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plant.setAttack()
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elif plant.state == c.ATTACK:
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if zombie_len > 0:
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pass
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elif (i-1) >= 0 and len(self.zombie_groups[i-1]) > 0:
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pass
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elif (i+1) < self.map_y_len and len(self.zombie_groups[i+1]) > 0:
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pass
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else:
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plant.setIdle()
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elif plant.name == c.CHOMPER:
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for zombie in self.zombie_groups[i]:
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if plant.canAttack(zombie):
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plant.setAttack(zombie, self.zombie_groups[i])
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break
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elif plant.name == c.POTATOMINE:
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for zombie in self.zombie_groups[i]:
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if plant.canAttack(zombie):
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plant.setAttack()
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break
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elif plant.name == c.SQUASH:
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for zombie in self.zombie_groups[i]:
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if plant.canAttack(zombie):
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plant.setAttack(zombie, self.zombie_groups[i])
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break
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elif plant.name == c.SPIKEWEED:
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can_attack = False
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for zombie in self.zombie_groups[i]:
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if plant.canAttack(zombie):
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can_attack = True
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break
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if plant.state == c.IDLE and can_attack:
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plant.setAttack(self.zombie_groups[i])
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elif plant.state == c.ATTACK and not can_attack:
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plant.setIdle()
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elif plant.name == c.SCAREDYSHROOM:
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need_cry = False
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can_attack = False
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for zombie in self.zombie_groups[i]:
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if plant.needCry(zombie):
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need_cry = True
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break
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elif plant.canAttack(zombie):
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can_attack = True
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if need_cry:
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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) |