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level.py
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import pygame
from settings import *
from player import Player
from overlay import Overlay
from sprites import Generic, Water, WildFlower, Tree, Interaction, Partical
from pytmx.util_pygame import load_pygame
from support import import_folder
from transition import Transition
from soil import SoilLayer
from sky import Rain, Sky
from random import randint
from menu import Menu
class Level:
def __init__(self):
# get_surface() comes from main.Game.__init__():pygame.display.setmode
self.display_surface = pygame.display.get_surface()
# sprite groups
self.all_sprites = CameraGroup()
self.collision_sprites = pygame.sprite.Group()
self.tree_sprites = pygame.sprite.Group()
self.interaction_sprites = pygame.sprite.Group()
self.soil_layer = SoilLayer(self.all_sprites, self.collision_sprites)
self.setup()
self.overlay = Overlay(self.player)
self.transition = Transition(self.reset, self.player)
# sky
self.rain = Rain(self.all_sprites)
self.raining = randint(0, 10) > 5
self.soil_layer.raining = self.raining # tell soil_layer if it is raining.
self.sky = Sky()
# shop
self.shop_active = False
self.menu = Menu(self.player, self.toggle_shop)
# music
self.success = pygame.mixer.Sound('./audio/success.wav')
self.success.set_volume(0.1)
self.bgm = pygame.mixer.Sound('./audio/bg.mp3')
self.bgm.set_volume(0.3)
self.bgm.play()
def setup(self):
tmx_data = load_pygame('./data/map.tmx')
# house
for layers in ['HouseFloor', 'HouseFurnitureBottom']:
for x, y, surf in tmx_data.get_layer_by_name(layers).tiles():
Generic((x * TILE_SIZE, y * TILE_SIZE), surf, self.all_sprites, LAYERS['house bottom'])
for layers in ['HouseWalls', 'HouseFurnitureTop']:
for x, y, surf in tmx_data.get_layer_by_name(layers).tiles():
Generic((x * TILE_SIZE, y * TILE_SIZE), surf, self.all_sprites)
# Fence
for layers in ['Fence']:
for x, y, surf in tmx_data.get_layer_by_name(layers).tiles():
Generic((x * TILE_SIZE, y * TILE_SIZE), surf, [self.all_sprites, self.collision_sprites])
# water
water_frames = import_folder('./graphics/water')
for x, y, surf in tmx_data.get_layer_by_name('Water').tiles():
Water((x * TILE_SIZE, y * TILE_SIZE), water_frames, self.all_sprites)
# trees
for obj in tmx_data.get_layer_by_name('Trees'):
# make sure 'self.all_sprites' is the first Sprite in the array.It's related to
# sprites.Tree.damage#remove an apple
Tree(
pos=(obj.x, obj.y),
surf=obj.image,
groups=[self.all_sprites, self.collision_sprites, self.tree_sprites],
name=obj.name,
player_add=self.player_add
)
# wildflowers
for obj in tmx_data.get_layer_by_name('Decoration'):
WildFlower((obj.x, obj.y), obj.image, [self.all_sprites, self.collision_sprites])
# collision tiles
for x, y, surf in tmx_data.get_layer_by_name('Collision').tiles():
Generic(pos=(x * TILE_SIZE, y * TILE_SIZE), surf=pygame.Surface((TILE_SIZE, TILE_SIZE)),
groups=self.collision_sprites)
Generic(
pos=(0, 0),
surf=pygame.image.load('./graphics/world/ground.png').convert_alpha(),
groups=self.all_sprites,
z=LAYERS['ground']
)
# Player setup
for obj in tmx_data.get_layer_by_name('Player'):
# set position when level start
if obj.name == 'Start':
self.player = Player(
pos=(obj.x, obj.y),
group=self.all_sprites,
collison_sprites=self.collision_sprites,
tree_sprites=self.tree_sprites,
interaction_sprites=self.interaction_sprites,
soil_layer=self.soil_layer,
toggle_shop=self.toggle_shop
)
# init bed interaction area
if obj.name == 'Bed':
Interaction((obj.x, obj.y), (obj.width, obj.height), self.interaction_sprites, obj.name)
# init trader interaction
if obj.name == 'Trader':
Interaction((obj.x, obj.y), (obj.width, obj.height), self.interaction_sprites, obj.name)
def player_add(self, item):
self.player.item_inventory[item] += 1
self.success.play()
def toggle_shop(self):
self.shop_active = not self.shop_active
def reset(self):
# plants
self.soil_layer.update_plants()
# soil
self.soil_layer.remove_water()
self.raining = randint(0, 10) > 5
self.soil_layer.raining = self.raining
if self.raining:
self.soil_layer.water_all()
# apples on the tree
for tree in self.tree_sprites.sprites():
for apple in tree.apple_sprites.sprites():
apple.kill()
tree.create_fruit()
# sky
self.sky.start_color = [255, 255, 255]
def plant_collision(self):
if self.soil_layer.plant_sprites:
for plant in self.soil_layer.plant_sprites.sprites():
if plant.harvestable and plant.rect.colliderect(self.player.hitbox):
self.player_add(plant.plant_type)
plant.kill()
Partical(plant.rect.topleft, plant.image, self.all_sprites, LAYERS['main'])
self.soil_layer.grid[plant.rect.centery // TILE_SIZE][plant.rect.centerx // TILE_SIZE].remove('P')
def run(self, dt):
# drawing logic
self.display_surface.fill('black')
self.all_sprites.customize_draw(self.player)
# updates
# stop the game when the menu is open
if self.shop_active:
self.menu.upate()
else:
self.all_sprites.update(dt)
self.plant_collision()
# weather
self.overlay.display()
if self.raining and not self.shop_active: # rain
self.rain.update()
self.sky.display(dt) # daytime
# transition overlay
if self.player.sleep:
self.transition.play()
class CameraGroup(pygame.sprite.Group):
def __init__(self):
super().__init__()
self.display_surface = pygame.display.get_surface()
self.offset = pygame.math.Vector2()
def customize_draw(self, player):
self.offset.x = player.rect.centerx - SCREEN_WIDTH / 2
self.offset.y = player.rect.centery - SCREEN_HEIGHT / 2
for layer in LAYERS.values():
for sprite in sorted(self.sprites(), key=lambda s: s.rect.centery):
if sprite.z == layer:
offset_rect = sprite.rect.copy()
offset_rect.center -= self.offset
self.display_surface.blit(sprite.image, offset_rect)
# debug
if sprite == player:
pygame.draw.rect(self.display_surface, 'red', offset_rect, 5)
hitbox_rect = player.hitbox.copy()
hitbox_rect.center = offset_rect.center
pygame.draw.rect(self.display_surface, 'green', hitbox_rect, 5)
target_pos = offset_rect.center + PLAYER_TOOL_OFFSET[player.status.split('_')[0]]
pygame.draw.circle(self.display_surface, 'blue', target_pos, 5)