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TowerDefense.py
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324 lines (262 loc) · 14.5 KB
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import pygame
import Helper
import UI
import Path
import math
import Player
import GameObject
def main():
# Initialise screen
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption('TowerDefense.py - Grundkurs Python WS15/16')
state = Helper.STATESELECT
# Initialise Field
fields = Path.Field(Helper.FIELDSIZE, Helper.FIELDSTART, Helper.FIELDEND)
pathdict = fields.getpath()
player = Player.Player(Helper.PLAYERDATA)
# Initialise UI
ui = initUI()
background = pygame.image.load("Images/background.png").convert()
screen.blit(background, pygame.Rect(0, 0, 600, 800))
pygame.display.flip()
clock = pygame.time.Clock()
FPS = 60
speed = 1
turrets = []
projectiles = []
wave = GameObject.Wave(Helper.WAVES[0], Helper.animations(pygame, "Images/GenericEnemy.png"),
pathdict, (Helper.FIELDSIZE / 2, -Helper.FIELDSTART))
preview = None
shift = False
info = None
console_text = [Helper.CONSOLESTART]
level = 0
myfont = pygame.font.SysFont("Verdana", 11)
label_score = UI.Text(Helper.LABELPOS["score"], myfont)
label_lives = UI.Text(Helper.LABELPOS["lives"], myfont)
label_money = UI.Text(Helper.LABELPOS["money"], myfont)
label_level = UI.Text(Helper.LABELPOS["level"], myfont)
label_console = UI.Text(Helper.LABELPOS["console"], myfont)
label_info = UI.Text(Helper.LABELPOS["info"], myfont)
label_upgrade = UI.Text(Helper.LABELPOS["upgrade"], myfont)
# Event loop
while 1:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
if event.type == pygame.KEYDOWN and event.key == pygame.K_LSHIFT:
shift = True
if event.type == pygame.KEYDOWN and event.key == pygame.K_LCTRL:
speed = 10
if event.type == pygame.KEYUP and event.key == pygame.K_LSHIFT:
shift = False
if event.type == pygame.KEYUP and event.key == pygame.K_LCTRL:
speed = 1
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
click = ui.click(event.pos)
if click == Helper.STATESELECT:
pos = Helper.postocoord(event.pos)
if state == Helper.STATETOWER1:
if not outsideoffield(pos):
image = pygame.image.load(Helper.TOWER1DATA["image"]).convert_alpha()
image = pygame.transform.scale(image,
(Helper.FIELDCELLWIDTH * 2, Helper.FIELDCELLHEIGHT * 2))
imagew = pygame.image.load(Helper.TOWER1DATA["poss"]).convert_alpha()
imagew = pygame.transform.scale(imagew,
(Helper.FIELDCELLWIDTH * 2, Helper.FIELDCELLHEIGHT * 2))
turret = GameObject.Tower(image, imagew, pos, Helper.TOWER1DATA)
if fields.available(pos, turret.size()) and player.getMoney() >= turret.getCost():
turrets.append(turret)
player.addMoney(turret.getCost() * -1)
for i in range(0, turret.size()):
for j in range(0, turret.size()):
fields.deactivate((pos[0] + i, pos[1] + j), turret)
pathdict = fields.getpath()
preview = getPreview(player, fields, event.pos, Helper.TOWER1DATA)
if info is not None:
info.deselect()
info = turret
if state == Helper.STATETOWER2:
if not outsideoffield(pos):
image = pygame.image.load(Helper.TOWER2DATA["image"]).convert_alpha()
image = pygame.transform.scale(image,
(Helper.FIELDCELLWIDTH * 2, Helper.FIELDCELLHEIGHT * 2))
imagew = pygame.image.load(Helper.TOWER2DATA["poss"]).convert_alpha()
imagew = pygame.transform.scale(imagew,
(Helper.FIELDCELLWIDTH * 2, Helper.FIELDCELLHEIGHT * 2))
turret = GameObject.Tower(image, imagew, pos, Helper.TOWER2DATA)
if fields.available(pos, turret.size()) and player.getMoney() >= turret.getCost():
turrets.append(turret)
player.addMoney(turret.getCost() * -1)
for i in range(0, turret.size()):
for j in range(0, turret.size()):
fields.deactivate((pos[0] + i, pos[1] + j), turret)
pathdict = fields.getpath()
preview = getPreview(player, fields, event.pos, Helper.TOWER2DATA)
if info is not None:
info.deselect()
info = turret
if state == Helper.STATESELECT:
if info is not None:
info.deselect()
info = fields.getTower(pos)
if click is not None:
if not shift:
state = click
preview = None
if click == Helper.STATEGO and wave.done():
if level < Helper.MAXLEVEL:
level += 1
wave = GameObject.Wave(Helper.WAVES[level],
Helper.animations(pygame, Helper.WAVES[level]["im"]),
pathdict, (Helper.FIELDSIZE / 2, -Helper.FIELDSTART))
state = Helper.STATESELECT
console_text.append(
"Level " + str(level) + ": " + str(Helper.WAVES[level]["type"]) + " enemies - "
+ str(Helper.WAVES[level]["hp"]) + " hp, worth " + str(
Helper.WAVES[level]["score"]) + "g each.")
if level == Helper.MAXLEVEL:
console_text.append("You did it! Last Level incoming.")
if click == Helper.STATEDELETE and info is not None:
player.addMoney(info.sell())
turrets.remove(info)
for i in range(0, info.size()):
for j in range(0, turret.size()):
fields.activate((info.pos()[0] + i, info.pos()[1] + j))
info = None
pathdict = fields.getpath()
state = Helper.STATESELECT
if click == Helper.STATEUPGRADE and info is not None:
if player.getMoney() >= info.getCost():
player.addMoney(-info.getCost())
info.upgrade()
state = Helper.STATESELECT
if click == Helper.STATETOWER1:
if info is not None:
info.deselect()
info = GameObject.Tower(None, None, (None, None), Helper.TOWER1DATA)
if click == Helper.STATETOWER2:
if info is not None:
info.deselect()
info = GameObject.Tower(None, None, (None, None), Helper.TOWER2DATA)
if event.button == 3:
if info is not None:
info.deselect()
info = None
state = Helper.STATESELECT
preview = None
if event.type == pygame.MOUSEMOTION:
ui.update(event.pos)
if state == Helper.STATETOWER1:
preview = getPreview(player, fields, event.pos, Helper.TOWER1DATA)
if state == Helper.STATETOWER2:
preview = getPreview(player, fields, event.pos, Helper.TOWER2DATA)
if player.getLives() > 0:
lives = wave.update(pathdict, speed)
if lives > 0:
player.removeLives(lives)
console_text.append("Lives remaining: " + str(player.getLives()))
elif lives == -1:
console_text.append("You are blocking every possible path!")
console_text.append("Better sell a tower and rework your maze.")
minionpos = wave.minionpositions()
for t in turrets:
for m in minionpos:
if math.sqrt(math.pow((t.pos()[0] + 1 - m[0]), 2) + math.pow((t.pos()[1] + 1 - m[1]),
2)) <= t.getRange():
shoot = t.shoot()
if shoot[0]:
value = wave.hit(minionpos.index(m), shoot[1], shoot[2], shoot[3])
player.addScore(value)
player.addMoney(value)
p = GameObject.projectile(t.pos(),
m, Helper.FIELDDATA, Helper.SHOOTDURATION,
pygame.image.load(
Helper.PROJETILE[t.projectile()]).convert_alpha())
projectiles.append(p)
break
t.update(speed)
else:
console_text.append("Game over! You got wrecked, sorry.")
draw(screen, ui, turrets, wave, background, preview, projectiles, speed)
if console_text.__len__() > 3:
label_console.setText([console_text[console_text.__len__() - 3],
console_text[console_text.__len__() - 2],
console_text[console_text.__len__() - 1]]).draw(screen)
else:
label_console.setText(console_text).draw(screen)
if info is not None:
if info.pos()[0] is not None:
info.select()
pos = info.pos()
pos = ((pos[0] + 1) * Helper.FIELDCELLWIDTH + Helper.FIELDOFFSETX,
(pos[1] + 1) * Helper.FIELDCELLHEIGHT + Helper.FIELDOFFSETY)
pygame.draw.circle(screen, (255, 255, 255), pos, info.getRange() * Helper.FIELDCELLWIDTH, 1)
upgrade_text = info.getUpgrade()
label_upgrade.setText(upgrade_text).draw(screen)
ui.activ()
else:
ui.deactiv()
info_text = info.getInfo()
label_info.setText(info_text).draw(screen)
else:
ui.deactiv()
if level == Helper.MAXLEVEL and wave.done():
console_text.append("Congratulations! You won.")
label_score.setText([str(player.getScore())]).draw(screen)
label_lives.setText([str(player.getLives())]).draw(screen)
label_money.setText([str(player.getMoney())]).draw(screen)
label_level.setText([str(level)]).draw(screen)
pygame.display.flip()
def initUI():
ui = UI.Handler(UI.Field(Helper.FIELDUIDATA))
ui.addButton(UI.Button(Helper.TOWER1BUTTON, pygame.image.load(Helper.TOWER1BUTTON["imp"]).convert_alpha(),
pygame.image.load(Helper.TOWER1BUTTON["ima"]).convert_alpha(), True))
ui.addButton(UI.Button(Helper.TOWER2, pygame.image.load(Helper.TOWER2["imp"]).convert_alpha(),
pygame.image.load(Helper.TOWER2["ima"]).convert_alpha(), True))
ui.addButton(UI.Button(Helper.GO, pygame.image.load(Helper.GO["imp"]).convert_alpha(),
pygame.image.load(Helper.GO["ima"]).convert_alpha(), True))
ui.addButton(UI.Button(Helper.DELETE, pygame.image.load(Helper.DELETE["imp"]).convert_alpha(),
pygame.image.load(Helper.DELETE["ima"]).convert_alpha(), False))
ui.addButton(UI.Button(Helper.UPGRADE, pygame.image.load(Helper.UPGRADE["imp"]).convert_alpha(),
pygame.image.load(Helper.UPGRADE["ima"]).convert_alpha(), False))
return ui
def draw(screen, ui, turrets, wave, background, preview, projectiles, speed):
screen.blit(background, (0, 0))
ui.draw(screen)
wave.draw(screen, Helper.FIELDDATA)
for t in turrets:
t.draw(screen, Helper.FIELDDATA)
if preview is not None:
preview.draw(screen, Helper.FIELDDATA)
pos = preview.pos()
pos = ((pos[0] + 1) * Helper.FIELDCELLWIDTH + Helper.FIELDOFFSETX,
(pos[1] + 1) * Helper.FIELDCELLHEIGHT + Helper.FIELDOFFSETY)
pygame.draw.circle(screen, (255, 255, 255), pos, preview.getRange() * Helper.FIELDCELLWIDTH, 1)
for p in projectiles:
if p.update(speed):
p.draw(screen)
else:
projectiles.remove(p)
def outsideoffield(tpos):
return tpos[0] > Helper.FIELDSIZE - 2 or tpos[1] > Helper.FIELDSIZE - 2 or tpos[0] < 0 or tpos[1] < 0
def getPreview(player, fields, mousepos, data):
tpos = Helper.postocoord(mousepos)
image = pygame.image.load(data["image"]).convert_alpha()
image = pygame.transform.scale(image, (Helper.FIELDCELLHEIGHT * 2, Helper.FIELDCELLWIDTH * 2))
imagew = pygame.image.load(data["poss"]).convert_alpha()
imagew = pygame.transform.scale(imagew, (Helper.FIELDCELLHEIGHT * 2, Helper.FIELDCELLWIDTH * 2))
turret = GameObject.Tower(image, imagew, tpos, data)
turret.setImage(imagew)
if not (fields.available(tpos, turret.size()) and player.getMoney() >= turret.getCost()):
image = pygame.transform.scale(pygame.image.load(data["imp"]).convert_alpha(),
(Helper.FIELDCELLWIDTH * 2, Helper.FIELDCELLHEIGHT * 2))
turret.setImage(image)
preview = turret
if outsideoffield(tpos):
preview = None
return preview
if __name__ == '__main__': main()