-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathgame.py
More file actions
509 lines (406 loc) · 19.1 KB
/
game.py
File metadata and controls
509 lines (406 loc) · 19.1 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
import keyboard as kbd
import time
import os
from wad import *
from sound import *
def load_episode(episode_name):
c_maplist = os.listdir("episodes/" + episode_name)
arranged_list = []
for mapfile in c_maplist:
map_numr = read_map("episodes/" + episode_name + "/" + mapfile).get_number()
arranged_list.append([map_numr, mapfile])
arranged_list = sorted(arranged_list)
return arranged_list
def load_map(ep_name, map_filename):
map_full_filename = "episodes/" + ep_name + "/" + map_filename
# load map data
current_map = read_map(map_full_filename)
# play map BGM
playBGM(current_map.get_BGM())
# initialize player
playerstart = current_map.get_player_start()
current_player = player(playerstart[0], playerstart[1])
return current_map, current_player
def play_episode(ep_name, difficulty):
def play_map(map_name, difficulty):
c_map, c_player = load_map(ep_name, map_name)
delta_t = 0.01
end_flag = False
search_radius = 3
def draw_map():
if os.name == "nt":
os.system("cls")
else:
os.system("clear")
ascii_map_str = ""
if difficulty == 1:
for y in c_map.get_data():
ascii_map_str += "\n"
for x in y:
if x.wall and not x.secret:
ascii_map_str += "#"
elif x.end:
ascii_map_str += "E"
elif x.threat:
ascii_map_str += "X"
elif x.playerstart:
ascii_map_str += "P"
elif x.key1:
ascii_map_str += "a"
elif x.key2:
ascii_map_str += "b"
elif x.key3:
ascii_map_str += "c"
elif x.door1:
ascii_map_str += "A"
elif x.door2:
ascii_map_str += "B"
elif x.door3:
ascii_map_str += "C"
else:
if not x.secret:
ascii_map_str += "."
print(c_map.get_name(), "\n")
print(ascii_map_str, "\n")
print(c_map.get_desc())
print("Hearing radius:", str(search_radius), "units")
draw_map()
def dist(coord1, coord2):
return ((coord1[0] - coord2[0])**2 + (coord1[1] - coord2[1])**2)**0.5
while c_player.is_alive():
cycle_start = time.perf_counter()
cmd_move_y = 0
cmd_move_x = 0
cmd_rotate = 0
# linear movement input
if kbd.is_pressed("w"):
cmd_move_y -= 1
if kbd.is_pressed("s"):
cmd_move_y += 1
if kbd.is_pressed("d"):
cmd_move_x += 1
if kbd.is_pressed("a"):
cmd_move_x -= 1
# rotation input
if kbd.is_pressed("k"):
cmd_rotate += 1
if kbd.is_pressed("l"):
cmd_rotate -= 1
# increase - decrease hearing radius
if kbd.is_pressed("y") and search_radius < 6:
search_radius += 1
time.sleep(0.2)
draw_map()
if kbd.is_pressed("t") and search_radius > 2:
search_radius -= 1
time.sleep(0.2)
draw_map()
cmd_rotate *= delta_t
cmd_move_x *= delta_t
cmd_move_y *= delta_t
# do the actual player moving
c_player.rotate(cmd_rotate)
c_player.move([cmd_move_x, cmd_move_y])
try:
player_sector = c_map.get_sector(c_player.get_pos()[0], c_player.get_pos()[1])
except IndexError:
# prevent the player from travelling out-of-bounds
# (which is a guaranteed insta-crash)
c_player.move([-cmd_move_x, -cmd_move_y])
# we cannot have the player moving through walls, just revert the movement that's
# already applied (rotation shall stay)
# combined with good map design, this should prevent out-of-bounds too
if player_sector.wall:
c_player.move([-cmd_move_x, -cmd_move_y])
# if the sector has a key, give it to the player
# and remove it from the sector
elif player_sector.key1:
c_player.give_key1()
player_sector.take_key1()
print("KEY-A ACQUIRED!")
time.sleep(1)
draw_map()
elif player_sector.key2:
c_player.give_key2()
player_sector.take_key2()
print("KEY-B ACQUIRED!")
time.sleep(1)
draw_map()
elif player_sector.key3:
c_player.give_key3()
player_sector.take_key3()
print("KEY-C ACQUIRED!")
time.sleep(1)
draw_map()
# no moving thru doors without keys
elif player_sector.door1 and not c_player.has_key1():
c_player.move([-cmd_move_x, -cmd_move_y])
elif player_sector.door2 and not c_player.has_key2():
c_player.move([-cmd_move_x, -cmd_move_y])
elif player_sector.door3 and not c_player.has_key3():
c_player.move([-cmd_move_x, -cmd_move_y])
# stepped on a threat sector? too bad.
elif player_sector.threat:
c_player.kill()
playSfx("death", 10)
print("YOU HAVE DIED - RESTARTING LEVEL...")
time.sleep(2)
draw_map()
elif player_sector.end:
end_flag = True
# Channels:
# 0 -- bgm
# 1 -- end
# 2 -- threat
# 3 -- wall
# 4 -- key1
# 5 -- key2
# 6 -- key3
# 7 -- door1
# 8 -- door2
# 9 -- door3
sectors_nearby = []
search_start_x = max(int(c_player.get_pos()[0]) - search_radius, 0)
search_start_y = max(int(c_player.get_pos()[1]) - search_radius, 0)
search_end_x = min(search_start_x + search_radius*2, c_map.get_size()[0])
search_end_y = min(search_start_y + search_radius*2, c_map.get_size()[1])
sound_sources = []
for y in range(search_start_y, search_end_y):
for x in range(search_start_x, search_end_x):
if c_map.get_data()[y][x].has_flags():
sound_sources.append(c_map.get_data()[y][x])
wall_volume = [0,0]
threat_volume = [0,0]
end_volume = [0,0]
key1_volume = [0,0]
key2_volume = [0,0]
key3_volume = [0,0]
door1_volume = [0,0]
door2_volume = [0,0]
door3_volume = [0,0]
# OKAY so I made these all separately so that it will be easier to give a special effect to any
# kind of sound source sector that we want. the computer should have to make nearly the same amount
# of work whether I write this all in a for loop or separately by hand
for source in sound_sources:
# walls (there can be multiple!!)
if source.wall:
d = dist(c_player.get_pos(), source.get_pos())
wall_dir = [source.get_pos()[0] - c_player.get_pos()[0], source.get_pos()[1] - c_player.get_pos()[1]]
wall_dir[0] = wall_dir[0]/d
wall_dir[1] = wall_dir[1]/d
orn = c_player.get_orient()
# cos(a) = [(xa * xb + ya * yb) / (√(xa2 + ya2) * √(xb2 + yb2))]
right_alignment = (wall_dir[0] * orn[0][0] + wall_dir[1] * orn[0][1])
# ^^ no need to divide since the magnitudes of orn[0] and wall_dir are both 1
alignment = [(1-right_alignment)/2, (1+right_alignment)/2]
volume_mult = getVolumeAtDistance(d)
wall_volume[0] += alignment[0]*volume_mult
wall_volume[1] += alignment[1]*volume_mult
# threats (there can be multiple!!)
elif source.threat:
d = dist(c_player.get_pos(), source.get_pos())
threat_dir = [source.get_pos()[0] - c_player.get_pos()[0], source.get_pos()[1] - c_player.get_pos()[1]]
threat_dir[0] = threat_dir[0]/d
threat_dir[1] = threat_dir[1]/d
orn = c_player.get_orient()
right_alignment = (threat_dir[0] * orn[0][0] + threat_dir[1] * orn[0][1])
alignment = [(1-right_alignment)/2, (1+right_alignment)/2]
volume_mult = getVolumeAtDistance(d)
threat_volume[0] += volume_mult * alignment[0]
threat_volume[1] += volume_mult * alignment[1]
# door1 (there can be multiple!!)
elif source.door1:
d = dist(c_player.get_pos(), source.get_pos())
door1_dir = [source.get_pos()[0] - c_player.get_pos()[0], source.get_pos()[1] - c_player.get_pos()[1]]
door1_dir[0] = door1_dir[0]/d
door1_dir[1] = door1_dir[1]/d
orn = c_player.get_orient()
right_alignment = (door1_dir[0] * orn[0][0] + door1_dir[1] * orn[0][1])
alignment = [(1-right_alignment)/2, (1+right_alignment)/2]
volume_mult = getVolumeAtDistance(d)
door1_volume[0] += volume_mult * alignment[0]
door1_volume[1] += volume_mult * alignment[1]
# door2 (there can be multiple!!)
elif source.door2:
d = dist(c_player.get_pos(), source.get_pos())
door2_dir = [source.get_pos()[0] - c_player.get_pos()[0], source.get_pos()[1] - c_player.get_pos()[1]]
door2_dir[0] = door2_dir[0]/d
door2_dir[1] = door2_dir[1]/d
orn = c_player.get_orient()
right_alignment = (door2_dir[0] * orn[0][0] + door2_dir[1] * orn[0][1])
alignment = [(1-right_alignment)/2, (1+right_alignment)/2]
volume_mult = getVolumeAtDistance(d)
door2_volume[0] += volume_mult * alignment[0]
door2_volume[1] += volume_mult * alignment[1]
# door3 (there can be multiple!!)
elif source.door3:
d = dist(c_player.get_pos(), source.get_pos())
door3_dir = [source.get_pos()[0] - c_player.get_pos()[0], source.get_pos()[1] - c_player.get_pos()[1]]
door3_dir[0] = door3_dir[0]/d
door3_dir[1] = door3_dir[1]/d
orn = c_player.get_orient()
right_alignment = (door3_dir[0] * orn[0][0] + door3_dir[1] * orn[0][1])
alignment = [(1-right_alignment)/2, (1+right_alignment)/2]
volume_mult = getVolumeAtDistance(d)
door3_volume[0] += volume_mult * alignment[0]
door3_volume[1] += volume_mult * alignment[1]
# key1
elif source.key1:
d = dist(c_player.get_pos(), source.get_pos())
key1_dir = [source.get_pos()[0] - c_player.get_pos()[0], source.get_pos()[1] - c_player.get_pos()[1]]
key1_dir[0] = key1_dir[0]/d
key1_dir[1] = key1_dir[1]/d
orn = c_player.get_orient()
right_alignment = (key1_dir[0] * orn[0][0] + key1_dir[1] * orn[0][1])
alignment = [(1-right_alignment)/2, (1+right_alignment)/2]
volume_mult = getVolumeAtDistance(d)
key1_volume = [volume_mult * alignment[0], volume_mult * alignment[1]]
# key2
elif source.key2:
d = dist(c_player.get_pos(), source.get_pos())
key2_dir = [source.get_pos()[0] - c_player.get_pos()[0], source.get_pos()[1] - c_player.get_pos()[1]]
key2_dir[0] = key2_dir[0]/d
key2_dir[1] = key2_dir[1]/d
orn = c_player.get_orient()
right_alignment = (key2_dir[0] * orn[0][0] + key2_dir[1] * orn[0][1])
alignment = [(1-right_alignment)/2, (1+right_alignment)/2]
volume_mult = getVolumeAtDistance(d)
key2_volume = [volume_mult * alignment[0], volume_mult * alignment[1]]
# key3
elif source.key3:
d = dist(c_player.get_pos(), source.get_pos())
key3_dir = [source.get_pos()[0] - c_player.get_pos()[0], source.get_pos()[1] - c_player.get_pos()[1]]
key3_dir[0] = key3_dir[0]/d
key3_dir[1] = key3_dir[1]/d
orn = c_player.get_orient()
right_alignment = (key3_dir[0] * orn[0][0] + key3_dir[1] * orn[0][1])
alignment = [(1-right_alignment)/2, (1+right_alignment)/2]
volume_mult = getVolumeAtDistance(d)
key3_volume = [volume_mult * alignment[0], volume_mult * alignment[1]]
# end
elif source.end:
d = dist(c_player.get_pos(), source.get_pos())
end_dir = [source.get_pos()[0] - c_player.get_pos()[0], source.get_pos()[1] - c_player.get_pos()[1]]
end_dir[0] = end_dir[0]/d
end_dir[1] = end_dir[1]/d
orn = c_player.get_orient()
right_alignment = (end_dir[0] * orn[0][0] + end_dir[1] * orn[0][1])
alignment = [(1-right_alignment)/2, (1+right_alignment)/2]
volume_mult = getVolumeAtDistance(d)
end_volume = [volume_mult * alignment[0], volume_mult * alignment[1]]
# normalize wall sound
if wall_volume[0] > 1:
wall_volume[1] = 1/wall_volume[0]
wall_volume[0] = 1
elif wall_volume[1] > 1:
wall_volume[0] = 1/wall_volume[1]
wall_volume[1] = 1
# normalize threat sound
if threat_volume[0] > 1:
threat_volume[1] = 1/threat_volume[0]
threat_volume[0] = 1
elif threat_volume[1] > 1:
threat_volume[0] = 1/threat_volume[1]
threat_volume[1] = 1
# normalize door1 sound
if door1_volume[0] > 1:
door1_volume[1] = 1/door1_volume[0]
door1_volume[0] = 1
elif door1_volume[1] > 1:
door1_volume[0] = 1/door1_volume[1]
door1_volume[1] = 1
# normalize door2 sound
if door2_volume[0] > 1:
door2_volume[1] = 1/door2_volume[0]
door2_volume[0] = 1
elif door2_volume[1] > 1:
door2_volume[0] = 1/door2_volume[1]
door2_volume[1] = 1
# normalize door3 sound
if door3_volume[0] > 1:
door3_volume[1] = 1/door3_volume[0]
door3_volume[0] = 1
elif door3_volume[1] > 1:
door3_volume[0] = 1/door3_volume[1]
door3_volume[1] = 1
# now, actually play the sounds
if wall_volume[0] or wall_volume[1]:
if not getChannelBusy(3):
playSfx("wall_chime", 3)
setChannelVolume(3, wall_volume[0], wall_volume[1])
elif getChannelBusy(3):
stopChannel(3)
if threat_volume[0] or threat_volume[1]:
if not getChannelBusy(2):
playSfx("evil", 2)
setChannelVolume(2, threat_volume[0], threat_volume[1])
elif getChannelBusy(2):
stopChannel(2)
if end_volume[0] or end_volume[1]:
if not getChannelBusy(1):
playSfx("gate", 1)
setChannelVolume(1, end_volume[0], end_volume[1])
elif getChannelBusy(1):
stopChannel(1)
if door1_volume[0] or door1_volume[1]:
if not getChannelBusy(7):
playSfx("door1", 7)
setChannelVolume(7, door1_volume[0], door1_volume[1])
elif getChannelBusy(7):
stopChannel(7)
if door2_volume[0] or door2_volume[1]:
if not getChannelBusy(8):
playSfx("door2", 8)
setChannelVolume(8, door2_volume[0], door2_volume[1])
elif getChannelBusy(8):
stopChannel(8)
if door3_volume[0] or door3_volume[1]:
if not getChannelBusy(9):
playSfx("door3", 9)
setChannelVolume(9, door3_volume[0], door3_volume[1])
elif getChannelBusy(9):
stopChannel(9)
if key1_volume[0] or key1_volume[1]:
if not getChannelBusy(4):
playSfx("key1", 4)
setChannelVolume(4, key1_volume[0], key1_volume[1])
elif getChannelBusy(4):
stopChannel(4)
if key2_volume[0] or key2_volume[1]:
if not getChannelBusy(5):
playSfx("key2", 5)
setChannelVolume(5, key2_volume[0], key2_volume[1])
elif getChannelBusy(5):
stopChannel(5)
if key3_volume[0] or key3_volume[1]:
if not getChannelBusy(6):
playSfx("key3", 6)
setChannelVolume(6, key3_volume[0], key3_volume[1])
elif getChannelBusy(6):
stopChannel(6)
# make sure we have a consistent update rate
cycle_dt = time.perf_counter() - cycle_start
if delta_t > cycle_dt:
time.sleep(delta_t - cycle_dt)
if end_flag:
print("CONGRATS!", c_map.get_name(), "completed!")
time.sleep(3)
return 1
return 0
## --- END OF play_map() ---
e1_maps = load_episode(ep_name)
number_of_maps = len(e1_maps)
i = 0
while i < number_of_maps:
success = play_map(e1_maps[i][1], difficulty)
if success:
i += 1
else:
pass
print("END OF EPISODE.")
time.sleep(5)
def init():
init_sound()
difficulty = int(input("Select difficulty (1 or 2):"))
play_episode("E1", difficulty)
init()