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Game.py
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import arcade
import os
from data import *
from player import *
from beer import *
from securitas import *
from vomit import *
from SuperVomit import *
from map import *
from menu import *
from menus_items import *
import os
import pickle
import re
import operator
# Function which allow to recover highscores saved
def take_scores():
if os.path.exists(HIGHSCORE_FILE) and os.path.getsize(HIGHSCORE_FILE) > 0: # File exists
highscore_file = open(HIGHSCORE_FILE, "rb")
mon_depickler = pickle.Unpickler(highscore_file)
scores = mon_depickler.load()
highscore_file.close()
else: # File does not exist
scores = {}
return scores
# Function which allow to save highscores updated
def save_score(scores):
highscore = open(HIGHSCORE_FILE, "wb") # On écrase les anciens scores
mon_pickler = pickle.Pickler(highscore)
mon_pickler.dump(scores)
highscore.close()
class Game(arcade.Window):
def __init__(self,screen_width=SCREEN_WIDTH,screen_height=SCREEN_HEIGHT):
super().__init__(screen_width, screen_height, fullscreen=FULLSCREEN)
self.player = None
# To be responsive
self.screen_width,self.screen_height = self.get_size()
# Sprites
self.username="Coco & BD"
self.player = None # player object
self.beer_list= None # list of beers objects
self.current_beer_number = None
self.securitas_list = None # list of securistas objects
self.vomit_list=None # list of vomits object
self.super_vomit_list=None # list of super vomits object
# Windows
self.game_over = False
self.game_over_isHighscore=False
self.menu = True
self.highscores = False
# Menu creation
self.main_menu = Menu(MAIN_MENU[0], MAIN_MENU[1], self.screen_width, self.screen_height)
self.high_scores_menu = Menu(HIGHSCORES_MENU[0], HIGHSCORES_MENU[1], self.screen_width, self.screen_height)
self.high_score_menu = Menu(HIGHSCORE_MENU[0], HIGHSCORE_MENU[1], self.screen_width, self.screen_height)
self.game_over_menu = Menu(GAME_OVER_MENU[0], GAME_OVER_MENU[1], self.screen_width, self.screen_height)
# Background image will be stored in this variable
self.background = None
# Set the working directory (where we expect to find files) to the same
# directory this .py file is in.
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
def setup(self):
# Player setup
self.player = player("img/player.png",self.screen_width/2,self.screen_height/2)
# Sprite lists SETUP
self.beer_list=arcade.SpriteList()
self.vomit_list=arcade.SpriteList()
self.super_vomit_list = arcade.SpriteList()
beer_sprite=beer(self.screen_width, self.screen_height, self.screen_width//2, self.screen_height//2)
self.current_beer_number = 1
self.beer_list.append(beer_sprite)
securitas_1 = Securitas("img/securitas.png",self.screen_width // 2 + 250,self.screen_height // 2 - 100,False)
securitas_2 = Securitas("img/securitas.png",self.screen_width // 2 - 250,self.screen_height // 2 + 250,False)
self.securitas_list=arcade.SpriteList()
self.securitas_list.append(securitas_1)
self.securitas_list.append(securitas_2)
# Background loaded
self.background = arcade.load_texture("img/map1_1280.png")
# Window SETUP
self.score=0
self.total_time=0
self.map = Map("maps/map1_wall.csv", self.screen_width, self.screen_height)
self.physic_engines_list = list()
self.physic_engines_list.append(arcade.PhysicsEngineSimple(self.player,self.map.wall_list))
# Physic engines setup
self.physic_engines_list.append(arcade.PhysicsEngineSimple(securitas_1,self.map.wall_list))
self.physic_engines_list.append(arcade.PhysicsEngineSimple(securitas_2,self.map.wall_list))
def on_draw(self):
arcade.start_render()
# GameOver display
if self.game_over :
score=self.score*self.total_time
# Game over with highscore display
if self.game_over_isHighscore:
output_position = "0" # TODO Implement position
self.high_score_menu.addItem(POSITION_ITEM[0], POSITION_ITEM[1],POSITION_ITEM[2], output_position, POSITION_ITEM[4], POSITION_ITEM[5])
output_score = f"{int(self.score)}"
self.high_score_menu.addItem(SCORE_ITEM[0], SCORE_ITEM[1],SCORE_ITEM[2], output_score, SCORE_ITEM[4], SCORE_ITEM[5])
self.high_score_menu.draw()
# Game over witout highscore display
else :
output_score = f"{int(self.score)}"
self.game_over_menu.addItem(SCORE_GAME_OVER_ITEM[0], SCORE_GAME_OVER_ITEM[1],SCORE_GAME_OVER_ITEM[2],
output_score, SCORE_GAME_OVER_ITEM[4], SCORE_GAME_OVER_ITEM[5])
self.game_over_menu.draw()
# Menu display
elif (self.menu):
# Draw menu with specific values
self.main_menu.draw()
# Highscore display
elif (self.highscores):
# TODO: need to be improve because we parse highscore file in every draw() call ... Git blame JP :)
list_highscore=take_scores()
rank=1
sorted_highscore=sorted(list_highscore.items(),key=operator.itemgetter(1),reverse=True)
for pair in sorted_highscore :
keys=re.sub('@','',pair[0])
output=str(rank)+ " : " + keys + " "+ str(pair[1])# + keys
self.high_scores_menu.addItem(INITIAL_HIGHSCORES[0], INITIAL_HIGHSCORES[1] - rank * (INITIAL_HIGHSCORES[2] + 10) / self.screen_height,
INITIAL_HIGHSCORES[2], output, INITIAL_HIGHSCORES[4], INITIAL_HIGHSCORES[5])
rank+=1
self.high_scores_menu.draw()
# Game display
else:
# Background
arcade.draw_texture_rectangle(self.screen_width // 2, self.screen_height // 2,
self.screen_width, self.screen_height, self.background)
# Sprites display
self.beer_list.draw()
self.vomit_list.draw()
self.super_vomit_list.draw()
self.securitas_list.draw()
self.player.draw()
self.map.wall_list.draw()
# Current time calculation
minutes=int(self.total_time)//60
seconds=int(self.total_time)%60
# Score and current time display
output_score=f"Score: {int(self.score*self.total_time)}"
output_time=f"Time: {minutes:02d}:{seconds:02d}"
arcade.draw_text(output_score,620,100,arcade.color.WHITE,18)
arcade.draw_text(output_time,620,50,arcade.color.WHITE,18)
def update(self, delta_time):
# During the game
if (self.game_over == False and self.menu==False and self.highscores==False):
# Current time update
self.total_time+=delta_time
# Beers update
self.beer_list.update()
# vomits update
for vomit_sprites in self.vomit_list :
vomit_sprites.life-=delta_time
if vomit_sprites.life<0:
vomit_sprites.kill()
# super vomit life update
for super_vomit in self.super_vomit_list :
super_vomit.update()
super_vomit.life-=delta_time
if super_vomit.life<0:
super_vomit.kill()
# Player update
self.player.update(delta_time)
# Change picture if drunk
if self.player.BAC >= DRUNK_LEVEL_PLAYER and self.player.isDrunk == False:
newPlayer = player("img/player_drunk.png",self.player.center_x,self.player.center_y,True)
newPlayer.change_x = self.player.change_x
newPlayer.change_y = self.player.change_y
newPlayer.invincible = self.player.invincible
newPlayer.invincible_time = self.player.invincible_time
# self.player.kill()
self.kill_properly(self.player, newPlayer)
self.player = newPlayer
# Securitas update img
for secu in self.securitas_list:
if secu.BAC >= ANGRY_SECURITAS_BAC and secu.isAngry == False:
newSecuritas = Securitas("img/securitas_angry.png", secu.center_x, secu.center_y, True)
self.kill_properly(secu, newSecuritas)
self.securitas_list.append(newSecuritas)
elif secu.BAC < ANGRY_SECURITAS_BAC and secu.isAngry:
newSecuritas = Securitas("img/securitas.png", secu.center_x, secu.center_y)
self.kill_properly(secu, newSecuritas)
self.securitas_list.append(newSecuritas)
# Securitas update
for secu in self.securitas_list:
secu.update(delta_time)
secu.check_if_player_around(self.player)
secu.check_if_charge_player(self.player)
# PHYSIC ENGINE UPDATE
for physics_engine in self.physic_engines_list:
physics_engine.update()
# CHECK SECURITAS BLOCK IN WALLS AND CHANGE THEIR DIRECTION (MUST BE AFTER PHYSIC UPDATE AND SECURITAS UPDATE)
for securitas in self.securitas_list:
securitas.check_for_physic_engine_block()
# Handler of collision securitas sprites with statics sprite
for securitas_sprite in self.securitas_list:
secu_vomit_hit_list = arcade.check_for_collision_with_list(securitas_sprite,self.vomit_list)
secu_beer_hit_list = arcade.check_for_collision_with_list(securitas_sprite,self.beer_list)
if len(secu_vomit_hit_list)>0:
securitas_sprite.static_time=TIME_STATIC
securitas_sprite.can_move=False
securitas_sprite.change_x=0
securitas_sprite.change_y=0
securitas_sprite.BAC = 0
for vomit_sprites in secu_vomit_hit_list:
vomit_sprites.kill()
for beer_sprites in secu_beer_hit_list:
beer_sprites.kill()
securitas_sprite.BAC+=1
# Handle collision between super vomit and securitas
for secu in self.securitas_list:
secu_super_vomit_hit_list = arcade.check_for_collision_with_list(secu, self.super_vomit_list)
if len(secu_super_vomit_hit_list) > 0 :
secu.static_time = SUPER_TIME_STATIC
secu.can_move = False
secu.change_x = 0
secu.change_y = 0
secu.BAC = 0
for super_vomit_being_hit in secu_super_vomit_hit_list:
self.score += super_vomit_being_hit.power * SUPER_DRUNK_SCORE_MULTIPLICATOR
super_vomit_being_hit.kill()
# generate current_beer_number
if self.total_time//BEER_GENERATION_COEFF<1:
if self.total_time > 30 and self.total_time < 60:
self.current_beer_number = 2
else:
self.current_beer_number = 1
else :
self.current_beer_number = self.total_time//BEER_GENERATION_COEFF
# Beer boost
self.current_beer_number += (self.player.BAC//BEER_BOOST_COEFF if self.player.BAC//BEER_BOOST_COEFF <= MAX_BAC_BOOST else SECOND_STEP_MAX_BAC_BOOST if self.total_time > TOTAL_TIME_SECOND_STEP else MAX_BAC_BOOST)
# Beer generation
if len(self.beer_list) < self.current_beer_number and random.randint(0, BEER_DELAY) == 2:
newBeer = beer(self.screen_width, self.screen_height)
self.beer_list.append(newBeer)
# Handle beers collapsed by player
beer_hit_list = arcade.check_for_collision_with_list(self.player,self.beer_list)
for beer_sprite_hit in beer_hit_list:
beer_sprite_hit.kill()
self.player.BAC+=1
# generate current_beer_number
if self.total_time//BEER_GENERATION_COEFF<1:
if self.total_time > 30 and self.total_time < 60:
self.current_beer_number = 2
else:
self.current_beer_number = 1
else :
self.current_beer_number = self.total_time//BEER_GENERATION_COEFF
# Beer boost
self.current_beer_number += (self.player.BAC//BEER_BOOST_COEFF if self.player.BAC//BEER_BOOST_COEFF <= MAX_BAC_BOOST else SECOND_STEP_MAX_BAC_BOOST if self.total_time > TOTAL_TIME_SECOND_STEP else MAX_BAC_BOOST)
# Beer generation
if len(self.beer_list) < self.current_beer_number and random.randint(0, BEER_DELAY) == 2:
newBeer = beer(self.screen_width, self.screen_height)
self.beer_list.append(newBeer)
# Handle player if he walks on a vomit
vomit_hit_list = arcade.check_for_collision_with_list(self.player,self.vomit_list)
for vommit in vomit_hit_list:
if self.player.invincible == False:
vommit.kill()
self.player.can_move=False
self.player.static_time=TIME_STATIC
# Handle player collision with super vomit
super_vomit_hit_list_with_player = arcade.check_for_collision_with_list(self.player, self.super_vomit_list)
if len(super_vomit_hit_list_with_player) > 0 and self.player.invincible == False:
self.player.can_move = False
self.player.static_time = SUPER_TIME_STATIC
for super_vomit_being_hit_by_player in super_vomit_hit_list_with_player:
super_vomit_being_hit_by_player.kill()
# Result of a collision between a player and a securitas
# # GameOver menu opened
# # highscore handler
securitas_hit_list = arcade.check_for_collision_with_list(self.player,self.securitas_list)
if len(securitas_hit_list)>0 :
self.game_over=True
self.score=self.score*self.total_time
highscore=take_scores()
if len(highscore)<10:
self.game_over_isHighscore=True
while self.username in highscore:
self.username+="@"
highscore[self.username]=int(self.score)
save_score(highscore)
else:
if self.score>highscore[min(highscore,key=highscore.get)]:
self.game_over_isHighscore=True
del highscore[min(highscore,key=highscore.get)]
while self.player.username in highscore:
self.player.username+="@"
highscore[self.username]=int(self.score)
save_score(highscore)
# Result of all key pressed possibility
def on_key_press(self, key, modifiers):
if(self.game_over==False, self.menu==False, self.highscores==False):
if(self.player.can_move):
if key == arcade.key.UP:
self.player.change_y = MOVEMENT_SPEED
if key == arcade.key.DOWN:
self.player.change_y = -MOVEMENT_SPEED
if key == arcade.key.LEFT:
self.player.change_x = -MOVEMENT_SPEED
if key == arcade.key.RIGHT:
self.player.change_x = MOVEMENT_SPEED
# Result of all key released possibility
def on_key_release(self, key, modifiers):
if(self.game_over==False, self.menu==False, self.highscores==False):
if key == arcade.key.UP or key == arcade.key.DOWN:
self.player.change_y = 0
if key == arcade.key.LEFT or key == arcade.key.RIGHT:
self.player.change_x = 0
if key == arcade.key.TAB and self.player.BAC>0:
self.score+=self.player.BAC
if self.player.isSuperDrunk and (self.player.change_x != 0 or self.player.change_y != 0):
super_vomit = SuperVomit(self.player.center_x, self.player.center_y, self.player.change_x, self.player.change_y, self.player.BAC)
self.super_vomit_list.append(super_vomit)
else:
vomit_sprite=vomit(self.player.center_x,self.player.center_y)
self.vomit_list.append(vomit_sprite)
if self.player.isDrunk:
newPlayer = player("img/player.png",self.player.center_x,self.player.center_y)
newPlayer.change_x = self.player.change_x
newPlayer.change_y = self.player.change_y
newPlayer.invincible = self.player.invincible
newPlayer.invincible_time = self.player.invincible_time
# self.player.kill()
self.kill_properly(self.player, newPlayer)
self.player = newPlayer
else:
self.player.BAC=0
self.player.invincible = True
self.player.invincible_time=TIME_INVINCIBLE
# Mouse handler
def on_mouse_press(self,x,y,button,modifiers):
# During GameOver display
if self.game_over :
if self.game_over_isHighscore:
for item in self.high_score_menu.items:
if item.clickable and item.handleClick(x,y):
if item.text == "Rejouer":
self.setup()
self.game_over = False
elif item.text == "Highscores":
self.game_over = False
self.highscores = True
elif item.text == "Menu":
self.game_over=False
self.menu=True
else:
for item in self.game_over_menu.items:
if item.clickable and item.handleClick(x,y):
if item.text == "Rejouer":
self.setup()
self.game_over = False
elif item.text == "Highscores":
self.game_over = False
self.highscores = True
elif item.text == "Menu":
self.game_over=False
self.menu=True
# During menu display
elif self.menu:
for item in self.main_menu.items:
if item.clickable and item.handleClick(x,y):
if item.text == "Jouer":
self.setup()
self.menu=False
elif item.text == "Highscores":
self.menu=False
self.highscores=True
elif item.text == "Quitter":
arcade.quick_run(0.5)
# During highscore display
elif self.highscores:
for item in self.high_scores_menu.items:
if item.clickable and item.handleClick(x,y):
if item.text == "Menu":
self.highscores=False
self.menu=True
def kill_properly(self, sprite, newSprite):
for physics_engine in self.physic_engines_list:
if (physics_engine.player_sprite == sprite):
self.physic_engines_list.remove(physics_engine)
sprite.kill()
self.physic_engines_list.append(arcade.PhysicsEngineSimple(newSprite, self.map.wall_list))
def main():
game = Game()
game.setup()
arcade.run()
if __name__ == "__main__":
main()