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3 Commits

Author SHA1 Message Date
ScriptSorcerer 451635947f pylint fixes 2026-09-18 13:58:10 +02:00
ScriptSorcerer 04db584194 Merge branch 'main' of https://git.bachmannj.ch/ScriptSorcerer/pixel_tower_defense 2026-07-17 22:57:00 +02:00
ScriptSorcerer e103605f00 Added tower upgrading
Issue #8 (pylint problem resolved with this change)

Upgrade system not done, only simplel upgrading added
2026-07-17 22:56:47 +02:00
5 changed files with 85 additions and 79 deletions
+1 -1
View File
@@ -12,7 +12,7 @@ class Editor():
self.screen = pg.display.set_mode(WINDOW_SIZE)
self.clock = pg.time.Clock()
self.width, self.height = pg.display.get_surface().get_size()
self.width, self.height = pg.display.get_surface().get_size()
self.tilemap = Tilemap(self, 16)
self.display = pg.Surface((WINDOW_SIZE[0] / RENDER_SCALE, WINDOW_SIZE[1] / RENDER_SCALE))
+49 -69
View File
@@ -34,7 +34,6 @@ class GamePlay(BaseScreen):
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 = 'desert'
self.path = 'assets/maps/' + str(self.map) + '.json'
@@ -72,17 +71,31 @@ class GamePlay(BaseScreen):
text="Cancel",
manager=self.game.ui_manager
)
self.upgrade_button = pgi.elements.UIButton(
relative_rect=pg.Rect(
self.width - 200,
self.height -100,
150,
50
),
text="Upgrade Tower",
manager=self.game.ui_manager
)
self.buy_button.hide()
self.cancel_button.hide()
self.upgrade_button.hide()
self.bought = False
self.elements = [
self.buy_button,
self.cancel_button
self.cancel_button,
self.upgrade_button
]
self.mpos = (0, 0)
self.tile_pos = None
self.tile_pos_decimal = (0, 0)
self.movement_keys = {pg.K_a: 0, pg.K_d: 1, pg.K_w: 2, pg.K_s: 3}
def process_event(self, event):
"""Handle mouse clicks, keyboard input, and UI button presses.
@@ -109,57 +122,46 @@ class GamePlay(BaseScreen):
else:
self.tile_pos = None
if event.type == pgi.UI_BUTTON_PRESSED:
self.tile_pos = (int(self.tile_pos_decimal[0]), int(self.tile_pos_decimal[1]))
if event.type == pg.MOUSEBUTTONDOWN:
if event.button == 1 and self.tile_pos is not None:
if game_rect.collidepoint(self.mpos):
# only clear and reselect when clicking inside the game surface
self.clear_selection()
self.selected = self.select_tower(self.tile_pos)
if self.selected is not None:
self.selected.selected = True
if self.bought and self.game.tilemap.placeable(self.tile_pos):
if not any(tw.tile_pos == self.tile_pos for tw in self.tower_group):
tower = Tower(self.game, self.mpos, self.tile_pos, 'cannon')
self.tower_group.add(tower)
self.bought = False
elif event.button == 3 and self.tile_pos is not None:
for tower in self.tower_group:
if tower.tile_pos == self.tile_pos:
tower.kill()
elif 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
if event.ui_element == self.upgrade_button:
if self.selected:
self.selected.upgrade()
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(tw.tile_pos == self.tile_pos for tw 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()
elif event.type == pg.KEYDOWN and event.key in self.movement_keys:
self.movment[self.movement_keys[event.key]] = True
elif event.type == pg.KEYUP and event.key in self.movement_keys:
self.movment[self.movement_keys[event.key]] = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_a:
self.movment[0] = True
if event.key == pg.K_d:
self.movment[1] = True
if event.key == pg.K_w:
self.movment[2] = True
if event.key == pg.K_s:
self.movment[3] = True
if event.key == pg.K_q:
self.camera.zoom_offset(self.center, -0.25)
if event.key == pg.K_e:
self.camera.zoom_offset(self.center ,0.25)
if event.type == pg.KEYUP:
if event.key == pg.K_a:
self.movment[0] = False
if event.key == pg.K_d:
self.movment[1] = False
if event.key == pg.K_w:
self.movment[2] = False
if event.key == pg.K_s:
self.movment[3] = False
elif event.type == pg.KEYDOWN and event.key == pg.K_q:
self.camera.zoom_offset(self.center, -0.25)
elif event.type == pg.KEYDOWN and event.key == pg.K_e:
self.camera.zoom_offset(self.center, 0.25)
def update(self, dt):
"""Update enemies, towers, and camera position.
@@ -206,7 +208,7 @@ class GamePlay(BaseScreen):
surface.blit(self.game_surface, (0, self.height/6))
def select_turret(self, tile_pos):
def select_tower(self, tile_pos):
"""Return the tower at tile_pos, or ``None`` if the tile is empty.
Args:
@@ -224,25 +226,3 @@ class GamePlay(BaseScreen):
"""Deselect all towers."""
for tower in self.tower_group:
tower.selected = False
#private helpers jsut within class (planned not sure yet)
def _remove_tower_at(self, tile_pos):
"""Remove the tower at tile_pos on right click, if one exists.
Args:
tile_pos (tuple[int, int]): Grid position to remove from.
"""
def _handle_keydown(self, key):
"""Set movement flags and trigger zoom on key press.
Args:
key (int): pygame key constant.
"""
def _handle_keyup(self, key):
"""Clear movement flags on key release.
Args:
key (int): pygame key constant.
"""
+23 -7
View File
@@ -2,6 +2,7 @@
import math
import pygame as pg
from game.util import tile_to_pixel
from game.upgrade_data import UPGRADE_DATA
class Tower(pg.sprite.Sprite):
# pylint: disable=too-many-instance-attributes
@@ -20,23 +21,25 @@ class Tower(pg.sprite.Sprite):
pos (tuple): World-space pixel centre position.
tile_pos (tuple): Grid position the tower occupies.
"""
def __init__(self, game, pos, tile_pos, type, range, level=1):
def __init__(self, game, pos, tile_pos, tower_type, level=1):
super().__init__()
self.game = game
self.type = type
self.image = self.game.assets[type]
self.type = tower_type
self.image = self.game.assets[tower_type]
self.rect = self.image.get_rect()
self.rect.center = pos
self.range = range
self.level = level
self.range = UPGRADE_DATA[self.type][self.level]["range"]
self.fire_rate = UPGRADE_DATA[self.type][self.level]["fire_rate"]
self.damage = UPGRADE_DATA[self.type][self.level]["damage"]
self.selected = False
self.angle = 0
self.target = None
self.fire_rate = 180 # frames between shots — tune to taste
self.fire_cooldown = 0
self.damage = 50
self.pos = pos
self.tile_pos = tile_pos
self.level = level
@@ -152,6 +155,19 @@ class Tower(pg.sprite.Sprite):
self.animation.play_animation()
self.fire_cooldown = self.fire_rate
def upgrade(self):
"""Upgrade the tower by one Level"""
print("upgrade")
next_level = self.level + 1
data = UPGRADE_DATA[self.type]
if next_level not in data:
return
self.level = next_level
self.damage = data[next_level]['damage']
self.fire_rate = data[next_level]['fire_rate']
self.range = data[next_level]['range']
class TowerGroup(pg.sprite.Group):
"""Sprite group that delegates rendering and updates to each tower."""
+9
View File
@@ -0,0 +1,9 @@
"""Upgrade Data module - Stores data for tower upgrades"""
UPGRADE_DATA = {
'cannon': {
1: {'damage': 30, 'fire_rate': 180, 'range': 40},
2: {'damage': 50, 'fire_rate': 140, 'range': 50},
3: {'damage': 80, 'fire_rate': 120, 'range': 65},
}
}
+3 -2
View File
@@ -1,5 +1,6 @@
"""Starting File"""
from game.game import Game
from editor import Editor
# from editor import Editor
#initialise Game or Editor
game = Game()
@@ -8,4 +9,4 @@ game = Game()
#run game or editor
game.run()
# editor.run()
# editor.run()