2021-09-10 19:22:30 +02:00
|
|
|
import pygame, os, math, time
|
|
|
|
import gamedata.definitions as lib
|
|
|
|
import gamedata.scenes as scenes
|
|
|
|
import gamedata.objects.gameloop as gameloop
|
|
|
|
from gamedata.objects.particles import Particle
|
|
|
|
|
|
|
|
class Game():
|
|
|
|
def __init__(self):
|
|
|
|
|
|
|
|
self.DISPLAY_WIDTH, self.DISPLAY_HEIGHT = 1280, 720
|
|
|
|
self.window = pygame.Surface((self.DISPLAY_WIDTH,self.DISPLAY_HEIGHT))
|
|
|
|
self.realwindow = pygame.display.set_mode((self.DISPLAY_WIDTH,self.DISPLAY_HEIGHT))
|
2021-09-15 21:53:10 +02:00
|
|
|
pygame.display.set_caption("Pinmik Panik !")
|
2021-09-10 19:22:30 +02:00
|
|
|
pygame.init()
|
|
|
|
pygame.mixer.init()
|
|
|
|
|
|
|
|
font = "gamedata/font.ttf"
|
2021-09-15 20:51:39 +02:00
|
|
|
self.fontfile = pygame.font.Font(font,32)
|
|
|
|
self.fontfilesmall = pygame.font.Font(font,16)
|
|
|
|
self.fontfilebig = pygame.font.Font(font,64)
|
2021-09-10 19:22:30 +02:00
|
|
|
|
|
|
|
self.logs = []
|
|
|
|
|
|
|
|
self.running = True
|
|
|
|
self.init_inputs()
|
|
|
|
self.gameloop = gameloop.GameLoop() # Je crée une boucle de jeu
|
|
|
|
def load_image(filename):
|
|
|
|
return pygame.image.load(filename).convert_alpha()
|
|
|
|
self.sprite_lib = self.init_assets("gamedata/assets/",load_image) # Dico qui contient chaques images du dossier assets
|
|
|
|
pygame.display.set_icon(self.sprite_lib["icon.png"])
|
|
|
|
self.sound_lib = self.init_assets("gamedata/sounds/",pygame.mixer.Sound) # Pareil, mais pour les musiques / sons
|
|
|
|
|
|
|
|
self.sound_volumes = {}
|
|
|
|
for i in self.sound_lib.keys():
|
|
|
|
self.sound_volumes[i] = 1
|
|
|
|
self.spriteLists = {} # Tiendra des listes préarrangées
|
|
|
|
|
|
|
|
self.scenes = scenes # Je stoque mes modules à l'intérieur de ma classe pour y avoir accès partout
|
|
|
|
self.scene = None
|
|
|
|
self.lib = lib
|
|
|
|
self.pygame = pygame
|
|
|
|
self.math = math
|
|
|
|
|
|
|
|
self.elapsedtime = 0
|
2021-09-18 18:27:52 +02:00
|
|
|
|
2021-09-17 11:03:32 +02:00
|
|
|
self.datadir = lib.get_save_dir("pinmikpanik")
|
|
|
|
self.dataname = "highscore.ini"
|
|
|
|
self.settingsname = "settings.ini"
|
|
|
|
|
|
|
|
highscore = lib.loadscore(self.datadir,self.dataname)
|
|
|
|
bgm,sfx = lib.loadsettings(self.datadir,self.settingsname)
|
|
|
|
bgm,sfx = bgm/100,sfx/100
|
2021-09-10 19:22:30 +02:00
|
|
|
|
|
|
|
self.globals = {} # Un dico pour ranger toute les valeurs globales, pour communiquer entre objets par exemples
|
|
|
|
self.globals["camerax"] = 0
|
|
|
|
self.globals["cameray"] = 0
|
|
|
|
self.globals["scamerax"] = 3
|
|
|
|
self.globals["scameray"] = 0
|
2021-09-13 22:16:02 +02:00
|
|
|
self.globals["debug"] = False
|
2021-09-17 11:03:32 +02:00
|
|
|
self.globals["highscore"] = highscore
|
2021-09-10 19:22:30 +02:00
|
|
|
self.scaleCamera()
|
|
|
|
|
2021-09-17 11:03:32 +02:00
|
|
|
self.globals["bgmvolume"] = bgm
|
|
|
|
self.globals["sfxvolume"] = sfx
|
2021-09-10 19:22:30 +02:00
|
|
|
|
|
|
|
self.reinit_volumes()
|
|
|
|
|
|
|
|
self.pasttime = time.time()
|
|
|
|
|
|
|
|
# Je charge la scene de base
|
2021-09-16 08:19:35 +02:00
|
|
|
scenes.main(self)
|
2021-09-10 19:22:30 +02:00
|
|
|
|
|
|
|
def set_camera(self,posx,posy):
|
|
|
|
self.globals["camerax"], self.globals["cameray"] = posx,posy
|
|
|
|
|
|
|
|
def log(*args):
|
|
|
|
args[0].logs.append(" ".join(args[1:]))
|
|
|
|
print(" ".join(args[1:]))
|
|
|
|
|
|
|
|
def reinit_volumes(self):
|
|
|
|
|
|
|
|
for i in self.sound_lib.keys(): # J'applique de base les volumes
|
|
|
|
if i.startswith("sfx/"):
|
|
|
|
self.sound_lib[i].set_volume(self.globals["sfxvolume"]*self.sound_volumes[i])
|
|
|
|
if i.startswith("bgm/"):
|
|
|
|
self.sound_lib[i].set_volume(self.globals["bgmvolume"]*self.sound_volumes[i])
|
|
|
|
|
|
|
|
def set_volume(self,sound,newvolume):
|
|
|
|
self.sound_volumes[sound] = newvolume
|
|
|
|
self.reinit_volumes()
|
|
|
|
|
|
|
|
def game_loop(self):
|
|
|
|
|
|
|
|
self.dt = time.time()-self.pasttime
|
|
|
|
self.elapsedtime += self.dt
|
|
|
|
self.pasttime = time.time()
|
|
|
|
|
|
|
|
self.check_events() # Détecte les entrées clavier
|
|
|
|
self.window.fill((0)*3) # Remplis l'écran de noir
|
|
|
|
if self.gameloop: # Si j'ai une boucle de jeu, la lancer
|
|
|
|
self.gameloop.step(self) # La logique de la boucle
|
|
|
|
self.gameloop.draw(self) # L'affichage de la boucle
|
|
|
|
if self.scene :
|
|
|
|
self.scene(self)
|
|
|
|
self.scene = False
|
|
|
|
pygame.display.update() # Mettre à jour l'affichage
|
|
|
|
|
|
|
|
|
|
|
|
def init_inputs(self):
|
|
|
|
|
|
|
|
self.inputs = {}
|
|
|
|
self.inputs["unicode"] = ""
|
|
|
|
self.inputs["mouse"] = {
|
|
|
|
"pos" : [0,0], # Position
|
|
|
|
"rel" : [0,0], # Mouvement relatif
|
|
|
|
"click" : 0 # Timer du click
|
|
|
|
}
|
|
|
|
self.inputs["keys"] = {
|
|
|
|
"escape":{
|
|
|
|
"timer" : 0, # Timer de la touche
|
|
|
|
"realtime" : 0, # Temps réel préssé
|
|
|
|
"pressed" : False,
|
|
|
|
"keycode" : pygame.K_ESCAPE # Code pygame de la touche en question
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
self.no_unicode = [pygame.K_ESCAPE,pygame.K_BACKSPACE,pygame.K_RETURN]
|
|
|
|
|
|
|
|
|
|
|
|
def check_events(self):
|
|
|
|
self.inputs["unicode"] = ""
|
|
|
|
for event in pygame.event.get():
|
|
|
|
if event.type == pygame.QUIT:
|
|
|
|
self.running = False
|
|
|
|
if event.type == pygame.KEYDOWN:
|
|
|
|
for i in self.inputs["keys"].keys():
|
|
|
|
if event.key == self.inputs["keys"][i]["keycode"]: # Vérifie si une des touches du dico est préssée
|
|
|
|
self.inputs["keys"][i]["pressed"] = True
|
|
|
|
else:
|
|
|
|
if event.key not in self.no_unicode:
|
|
|
|
self.inputs["unicode"] = event.unicode # Je récupère la "lettre" de la touche préssée
|
|
|
|
if event.type == pygame.KEYUP:
|
|
|
|
for i in self.inputs["keys"].keys():
|
|
|
|
if event.key == self.inputs["keys"][i]["keycode"]: # Vérifie si une des touches du dico est préssée
|
|
|
|
self.inputs["keys"][i]["pressed"] = False
|
|
|
|
|
|
|
|
self.inputs["mouse"]["pos"] = pygame.mouse.get_pos() # Position
|
|
|
|
self.inputs["mouse"]["rel"] = pygame.mouse.get_rel() # Déplacement par rapport à la frame précédente
|
2021-09-11 14:27:40 +02:00
|
|
|
# Getting mouse position on camera
|
|
|
|
mx = self.inputs["mouse"]["pos"][0]*self.globals["cameraw"]/self.DISPLAY_WIDTH+self.globals["camerax"]
|
|
|
|
my = self.inputs["mouse"]["pos"][1]*self.globals["camerah"]/self.DISPLAY_HEIGHT+self.globals["cameray"]
|
|
|
|
self.inputs["mouse"]["campos"] = [mx,my]
|
2021-09-10 19:22:30 +02:00
|
|
|
|
|
|
|
# Augmente le timer si la touche est préssée, le reset sinon
|
|
|
|
for i in self.inputs["keys"].keys():
|
|
|
|
if self.inputs["keys"][i]["pressed"]:
|
|
|
|
self.inputs["keys"][i]["timer"]+=1
|
|
|
|
self.inputs["keys"][i]["realtime"]+=self.dt
|
|
|
|
else:
|
|
|
|
self.inputs["keys"][i]["timer"]=0
|
|
|
|
self.inputs["keys"][i]["realtime"]=0
|
|
|
|
# Timer du click
|
|
|
|
boutons = pygame.mouse.get_pressed()
|
|
|
|
if boutons[0]: # Si click gauche
|
|
|
|
self.inputs["mouse"]["click"]+=1
|
|
|
|
else:
|
|
|
|
self.inputs["mouse"]["click"] = 0
|
|
|
|
|
|
|
|
def init_assets(self,path,function,recursive=True):
|
|
|
|
dico = {}
|
|
|
|
self.scan_dir(path,path,dico,function,recursive)
|
|
|
|
return dico
|
|
|
|
|
|
|
|
def scan_dir(self,dirpath,origin,dico,function,recursive=True):
|
|
|
|
scanner = os.scandir(path=dirpath)
|
|
|
|
for i in scanner: # Je passe à travers toutes les données d'un dossier, fichiers et sous dossiers compris
|
|
|
|
# i.path est le chemin du fichier, par exemple
|
|
|
|
# Si c'est une image, je l'importe et l'ajoute à la librairie
|
|
|
|
finalpath = i.path.replace("\\","/")
|
|
|
|
if i.is_file() or not recursive:
|
|
|
|
finalpath = finalpath.replace(origin,'') # J'enleve l'origine (dans ce cas 'assets/' car c'est redontant, tout les sprites sont dedans
|
|
|
|
dico[finalpath] = function(i.path)
|
|
|
|
# Si c'est un dossier, je répete l'opération mais à l'intérieur de celui ci
|
|
|
|
if i.is_dir() and recursive:
|
|
|
|
self.scan_dir(i.path,origin,dico,function,recursive)
|
|
|
|
scanner.close()
|
|
|
|
|
|
|
|
def getSpriteDir(self,directory,ext=".png",assetdir="sprite_lib"):
|
|
|
|
keys = (directory,ext,assetdir)
|
|
|
|
assetdir = getattr(self,assetdir) # Si je ne précise pas quel type de ressource, je cherche dans mes sprites
|
|
|
|
if keys in self.spriteLists.keys():
|
|
|
|
return self.spriteLists[keys]
|
|
|
|
else:
|
|
|
|
# Organise les sprites
|
|
|
|
sprite_list = []
|
|
|
|
index = 0
|
|
|
|
while directory+str(index)+ext in assetdir.keys():
|
|
|
|
sprite_list.append(assetdir[directory+str(index)+ext])
|
|
|
|
index+=1
|
|
|
|
# Le stoque pour éviter de les réorganiser à chaque fois
|
|
|
|
self.spriteLists[keys] = sprite_list
|
|
|
|
|
|
|
|
return sprite_list
|
|
|
|
|
|
|
|
def addParticle(self,sprites,posx,posy,velx=0,vely=0,modvelx=0,modvely=0,flipx=False,flipy=False,fps=15):
|
|
|
|
p = Particle(self,sprites,posx,posy,velx,vely,modvelx,modvely,flipx,flipy,fps)
|
|
|
|
self.gameloop.summon(p)
|
|
|
|
|
|
|
|
def scaleCamera(self,neww=None,newh=None):
|
|
|
|
if not neww:
|
|
|
|
neww=self.DISPLAY_WIDTH
|
|
|
|
if not newh:
|
|
|
|
newh=self.DISPLAY_HEIGHT
|
|
|
|
self.globals["cameraw"] = neww
|
|
|
|
self.globals["camerah"] = newh
|
|
|
|
|
|
|
|
self.globals["tempsubsurface"] = pygame.Surface((neww,newh))
|