Files
pixel_tower_defense/game/screens/game_play.py
T

172 lines
6.7 KiB
Python

from game.screens.base_screen import BaseScreen
from game.enemy import Enemy, EnemyGroup
from game.camera import Camera
from game.tower import Tower, TowerGroup
from game.util import *
import pygame as pg
import pygame_gui as pgi
class GamePlay(BaseScreen):
def __init__(self, game):
super().__init__(game)
# self.tile_multiplicator = 2.0
self.width, self.height = pg.display.get_surface().get_size()
self.game_surface = pg.surface.Surface((int(self.width/4*3),int(self.height/6*5)))
# 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 = 'desert'
self.path = 'assets/maps/' + str(self.map) + '.json'
try:
self.game.tilemap.load(self.path)
except FileNotFoundError:
print('File not Found')
self.enemy_group = EnemyGroup()
self.tower_group = TowerGroup()
self.enemy = Enemy(self.game, 0.5, 200)
self.enemy_group.add(self.enemy)
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
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
def update(self, dt):
self.enemy_group.update()
self.tower_group.update(self.enemy_group)
self.camera.move((self.movment[1] - self.movment[0]) * 2, (self.movment[3] - self.movment[2]) * 2)
def draw(self, surface):
self.game_surface.fill((40, 40, 40))
# self.map_surface.fill((40, 40, 40))
self.game.tilemap.render_game(self.game_surface, self.camera)
self.enemy_group.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