To much gap between last commit

Im now working next on shoorting for turret

Added new sand map and new cannon tower images aswell as function to play animations, showing range, placing turrets on allowed tiles for towers

Buy and cancel button to buy towers
This commit is contained in:
2026-07-04 23:50:07 +02:00
parent 0171a5c845
commit f3a5647e5b
40 changed files with 248 additions and 24 deletions
+13 -2
View File
@@ -2,7 +2,7 @@ import pygame as pg
class Camera():
def __init__(self):
self.zoom = 1
self.zoom = 2
self.offset = pg.math.Vector2(0, 0)
def world_to_screen(self, pos):
@@ -23,4 +23,15 @@ class Camera():
def change_zoom(self, amount):
self.zoom += amount
self.zoom = max(0.5, min(self.zoom, 4.0))
self.zoom = max(0.5, min(self.zoom, 4.0))
def zoom_offset(self, screen_pos, zoom_factor):
world_before = self.screen_to_world(screen_pos)
self.change_zoom(zoom_factor)
world_after = self.screen_to_world(screen_pos)
self.offset.x += world_before[0] - world_after[0]
self.offset.y += world_before[1] - world_after[1]
+16 -5
View File
@@ -1,17 +1,18 @@
from game.util import *
import pygame as pg
import math
class Enemy(pg.sprite.Group):
def __init__(self, game, speed, health):
super().__init__()
self.game = game
self.waypoints = self.game.tilemap.waypoints
print(self.waypoints)
self.speed = speed
self.angle = 0
self.health = health
self.image = self.game.assets['enemy']
self.image = pg.transform.rotate(self.game.assets['enemy'].copy(), self.angle)
self.rect = self.image.get_rect()
self.pos = pg.Vector2(
@@ -23,12 +24,16 @@ class Enemy(pg.sprite.Group):
self.rect.center = self.pos
def update(self):
self.move()
self.rotate()
def move(self):
if self.target_index >= len(self.waypoints):
return
tile_size = self.game.tilemap.tile_size
target = pg.Vector2(
self.target = pg.Vector2(
tile_to_pixel(
self.waypoints[self.target_index],
tile_size,
@@ -36,16 +41,22 @@ class Enemy(pg.sprite.Group):
)
)
direction = target - self.pos
direction = self.target - self.pos
distance = direction.length()
if distance <= self.speed:
self.pos = target
self.pos = self.target
self.target_index += 1
else:
direction = direction.normalize()
self.pos += direction * self.speed
def rotate(self):
dist = self.target - self.pos
self.angle = math.degrees(math.atan2(-dist[1], dist[0]))
self.image = pg.transform.rotate(self.game.assets['enemy'].copy(), self.angle)
self.rect = self.image.get_rect()
self.rect.center = self.pos
def render(self, surf, camera):
+5 -8
View File
@@ -23,18 +23,15 @@ class Game:
"assets/theme/theme.json"
)
self.tilemap = Tilemap(self)
self.map = 'test'
self.path = 'assets/maps/' + str(self.map) + '.json'
try:
self.tilemap.load(self.path)
except FileNotFoundError:
print('File not Found')
print(self.tilemap.waypoints)
self.assets={
"base": load_images('/tiles/test'),
"jungle": load_images('/tiles/jungle'),
"enemy": load_image('/entities/enemies/sand_monster.png')
"desert": load_images('/tiles/desert'),
"enemy": load_image('/entities/enemies/enemy.png'),
"cannon": load_image('/entities/towers/cannon/shoot/0.png'),
"red_cannon": load_image('/entities/towers/cannon/red_cannon.png'),
"cannon/shoot": Animation(load_images('/entities/towers/cannon/shoot'), 10, False)
}
self.screens = {
+107 -6
View File
@@ -1,6 +1,7 @@
from game.screens.base_screen import BaseScreen
from game.enemy import Enemy
from game.camera import Camera
from game.tower import Tower, TowerGroup
from game.util import *
import pygame as pg
import pygame_gui as pgi
@@ -15,19 +16,99 @@ class GamePlay(BaseScreen):
# self.map_surface = pg.surface.Surface((self.game_surface.get_width()/self.tile_multiplicator,self.game_surface.get_height()/self.tile_multiplicator))
self.camera = Camera()
self.center = (self.game_surface.get_width() /2, self.game_surface.get_height() /2)
self.movment = [False, False, False, False]
self.selected = None
self.notunselect = True
self.map = 'test'
self.map = 'desert'
self.path = 'assets/maps/' + str(self.map) + '.json'
self.enemy = Enemy(self.game, 0.5, 100)
try:
self.game.tilemap.load(self.path)
except FileNotFoundError:
print('File not Found')
self.enemy_group = pg.sprite.Group()
self.tower_group = TowerGroup()
self.enemy = Enemy(self.game, 0.5, 100)
self.buy_button = pgi.elements.UIButton(
relative_rect=pg.Rect(
self.width - 200,
self.height -250,
150,
50
),
text="Buy Tower",
manager=self.game.ui_manager
)
self.cancel_button = pgi.elements.UIButton(
relative_rect=pg.Rect(
self.width - 200,
self.height -175,
150,
50
),
text="Cancel",
manager=self.game.ui_manager
)
self.buy_button.hide()
self.cancel_button.hide()
self.bought = False
self.elements = [
self.buy_button,
self.cancel_button
]
def process_event(self, event):
#calculate tile position from mouse position
self.mpos = pg.mouse.get_pos()
game_rect = self.game_surface.get_rect(topleft=(0, self.height / 6))
if game_rect.collidepoint(self.mpos):
local_mpos = (
self.mpos[0] - game_rect.x,
self.mpos[1] - game_rect.y
)
world_pos = self.camera.screen_to_world(local_mpos)
self.tile_pos_decimal = pixel_to_tile(world_pos, self.game.tilemap.tile_size)
self.tile_pos = (int(self.tile_pos_decimal[0]), int(self.tile_pos_decimal[1]))
else:
self.tile_pos = None
if event.type == pgi.UI_BUTTON_PRESSED:
if event.ui_element == self.buy_button:
self.bought = True
# self.tower = Tower(self.game, self.mpos, self.tile_pos, 'cannon')
if event.ui_element == self.cancel_button:
self.bought = False
self.tile_pos = (int(self.tile_pos_decimal[0]), int(self.tile_pos_decimal[1]))
if event.type == pg.MOUSEBUTTONDOWN:
if self.tile_pos is not None:
if event.button == 1:
self.selected = self.select_turret(self.tile_pos)
self.clear_selection()
if self.selected is not None:
print(f'selected: {self.selected}')
self.selected.selected = True
print(f'{self.selected}')
if self.bought:
if self.game.tilemap.placeable(self.tile_pos):
if not any(tower.tile_pos == self.tile_pos for tower in self.tower_group):
tower = Tower(self.game, self.mpos, self.tile_pos, 'cannon', 40)
self.tower_group.add(tower)
self.bought = False
if event.button == 3:
for tower in self.tower_group:
if tower.tile_pos == self.tile_pos:
tower.kill()
if event.type == pg.KEYDOWN:
if event.key == pg.K_a:
self.movment[0] = True
@@ -39,9 +120,9 @@ class GamePlay(BaseScreen):
self.movment[3] = True
if event.key == pg.K_q:
self.camera.change_zoom(-0.25)
self.camera.zoom_offset(self.center, -0.25)
if event.key == pg.K_e:
self.camera.change_zoom(0.25)
self.camera.zoom_offset(self.center ,0.25)
if event.type == pg.KEYUP:
if event.key == pg.K_a:
self.movment[0] = False
@@ -54,6 +135,7 @@ class GamePlay(BaseScreen):
def update(self, dt):
self.enemy.update()
self.tower_group.update("sigma")
self.camera.move((self.movment[1] - self.movment[0]) * 2, (self.movment[3] - self.movment[2]) * 2)
@@ -64,7 +146,26 @@ class GamePlay(BaseScreen):
self.game.tilemap.render_game(self.game_surface, self.camera)
self.enemy.render(self.game_surface, self.camera)
self.tower_group.render(self.game_surface, self.camera)
if self.bought:
if self.game.tilemap.placeable(self.tile_pos):
self.game_surface.blit(pg.transform.scale2x(self.game.assets["cannon"]), (self.mpos[0] - (self.game.tilemap.tile_size //2), self.mpos[1] - (self.game.tilemap.tile_size //2 + self.height/6)))
else:
self.game_surface.blit(pg.transform.scale2x(self.game.assets["red_cannon"]), (self.mpos[0] - (self.game.tilemap.tile_size //2), self.mpos[1] - (self.game.tilemap.tile_size //2 + self.height/6)))
# self.game_surface.blit(pg.transform.scale(self.map_surface, self.game_surface.get_size()))
surface.blit(self.game_surface, (0, self.height/6))
# if self.bought:
# self.game_surface.blit(pg.transform.scale2x(self.game.assets["cannon"]), (self.mpos[0] - (self.game.tilemap.tile_size //2), self.mpos[1] - (self.game.tilemap.tile_size //2)))
def select_turret(self, tile_pos):
for tower in self.tower_group:
if (tile_pos[0], tile_pos[1]) == (tower.tile_pos[0], tower.tile_pos[1]):
return tower
def clear_selection(self):
for tower in self.tower_group:
tower.selected = False
-1
View File
@@ -70,7 +70,6 @@ class MainMenu(BaseScreen):
if event.type == pgi.UI_BUTTON_PRESSED:
if event.ui_element == self.play_button:
# Zum Gameplay wechseln
self.game.change_screen("game")
+13
View File
@@ -13,6 +13,8 @@ class Tilemap:
self.offgrid_tiles = []
self.waypoints=[]
self.tower_placeable = [{"type": "desert", "variant": 0}]
def save(self, path):
f = open(path, 'w')
json.dump({'tilemap': self.tilemap, 'tile_size': self.tile_size, 'waypoints': self.waypoints}, f)
@@ -27,6 +29,17 @@ class Tilemap:
self.tile_size = map_data['tile_size']
self.waypoints = map_data['waypoints']
def placeable(self, tile_pos):
str_tile_pos = f'{tile_pos[0]};{tile_pos[1]}'
if str_tile_pos not in self.tilemap:
return False
tile = self.tilemap[str_tile_pos]
for ti in self.tower_placeable:
if tile['type'] == ti['type'] and tile['variant'] == ti['variant']:
return True
return False
def render(self, surf, offset=(0, 0)):
for x in range(offset[0] // self.tile_size, (offset[0] + surf.get_width()) // self.tile_size + 1):
for y in range(offset[1] // self.tile_size, (offset[1] + surf.get_height()) // self.tile_size + 1):
+62
View File
@@ -0,0 +1,62 @@
import pygame as pg
from game.util import *
class Tower(pg.sprite.Sprite):
def __init__(self, game, pos, tile_pos, type, range, level=1):
super().__init__()
self.game = game
self.type = type
self.image = self.game.assets[type]
self.rect = self.image.get_rect()
self.rect.center = pos
self.range = range
self.selected = False
self.pos = pos
self.tile_pos = tile_pos
self.level = level
self.action = ""
self.set_action('shoot')
def update(self, enemies):
self.animation.update()
def set_action(self, action):
if action != self.action:
self.action = action
self.animation = self.game.assets[self.type + '/' + self.action].copy()
def render(self, surf, camera):
screen_pos = camera.world_to_screen(pg.Vector2(
tile_to_pixel(self.tile_pos, self.game.tilemap.tile_size, True)
))
anim_img = self.animation.img()
scaled_image = pg.transform.scale(
anim_img,
(
int(anim_img.get_width() * camera.zoom),
int(anim_img.get_height() * camera.zoom)
)
)
rect = scaled_image.get_rect(center=screen_pos)
if self.selected:
scaled_range = int(self.range * camera.zoom)
range_surf = pg.Surface((scaled_range * 2, scaled_range * 2), pg.SRCALPHA)
pg.draw.circle(range_surf, (200, 200, 200, 100), (scaled_range, scaled_range), scaled_range)
range_rect = range_surf.get_rect(center=screen_pos)
surf.blit(range_surf, range_rect)
surf.blit(scaled_image, rect)
class TowerGroup(pg.sprite.Group):
def render(self, surf, camera):
for tower in self.sprites():
tower.render(surf, camera)
def update(self, enemies):
for tower in self.sprites():
tower.update(enemies)
+28
View File
@@ -26,3 +26,31 @@ def tile_to_pixel(waypoint, tile_size, center=False):
waypoint[0] * tile_size,
waypoint[1] * tile_size
)
def pixel_to_tile(waypoint, tile_size):
return (
waypoint[0] / tile_size,
waypoint[1] / tile_size
)
class Animation:
def __init__(self, images, img_dur=5, loop=True):
self.images = images
self.loop = loop
self.img_duration = img_dur
self.done = False
self.frame = 0
def copy(self):
return Animation(self.images, self.img_duration, self.loop)
def update(self):
if self.loop:
self.frame = (self.frame + 1) % (self.img_duration * len(self.images))
else:
self.frame = min(self.frame + 1, self.img_duration * len(self.images))
if self.frame >= self.img_duration * len(self.images) - 1:
self.done = True
def img(self):
return self.images[int(self.frame / self.img_duration) - 1]