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screen.py
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import logging
import pyxel
from typing import Callable, Generator, Tuple
from map_gen import map_seed
from entity import (Enemy, Player, Portal, Projectile, verifyCollision,
Item, levelUp, exp_walk, space_button, a_button, ciclone, arrow)
from sprites import LEFT, RIGHT, UP, DOWN
from sprites import Inimigos, Personagens, Objetos, Efeitos, Colors
from hud import PlayerHUD
log = logging.getLogger(__name__)
def center_x_text(y, text, colkey=9, bg=None):
x = pyxel.width / 2 - len(text) * 2
if bg:
pyxel.rect(x-1, y-1, len(text) * 4 + 2, 5 + 2, bg)
pyxel.text(x, y, text, colkey)
class TitleScreen:
def __init__(self, app):
self.app = app
self.current_option = 0
self.deadzone = 2000
self.characters = [Player(0, 0, Personagens.WARRIOR[DOWN], Personagens.WARRIOR, skill_1=ciclone),
Player(0, 0, Personagens.ARCHER[DOWN], Personagens.ARCHER, skill_1=arrow),
Player(0, 0, Personagens.MAGE[DOWN], Personagens.MAGE, skill_1=a_button),
CreditsScreen]
self.current_player = 0
def controller(self):
if pyxel.btnp(pyxel.KEY_LEFT):
self.current_player = (self.current_player - 1) % 3
if pyxel.btnp(pyxel.KEY_RIGHT):
self.current_player = (self.current_player + 1) % 3
if pyxel.btnp(pyxel.KEY_DOWN) or pyxel.btnv(pyxel.GAMEPAD1_AXIS_LEFTY) > self.deadzone:
self.current_player = 3
if pyxel.btnp(pyxel.KEY_UP) or pyxel.btnv(pyxel.GAMEPAD1_AXIS_LEFTY) < -self.deadzone:
self.current_player = 0
if pyxel.btnp(pyxel.KEY_RETURN) or pyxel.btnp(pyxel.GAMEPAD1_BUTTON_START):
match self.current_player:
case 0:
self.app.select_player = self.characters[self.current_player]
self.app.switch_screen(GameScreen)
case 1:
self.app.select_player = self.characters[self.current_player]
self.app.switch_screen(GameScreen)
case 2:
self.app.select_player = self.characters[self.current_player]
self.app.switch_screen(GameScreen)
case 3:
self.app.switch_screen(CreditsScreen)
# self.app.switch_screen(self.menu_options[self.current_option])
def update(self):
self.controller()
def draw(self):
pyxel.cls(1)
for y in range(pyxel.height):
for x in range(pyxel.width):
n = pyxel.noise(x/20, y/20, pyxel.frame_count / 40)
if n > 0.7:
point_val = 1
elif n > 0.4:
point_val = 2
elif n > 0.2:
point_val = 3
elif n > 0:
point_val = 4
elif n > -0.3:
point_val = 5
elif n > -0.7:
point_val = 6
else:
point_val = 0
pyxel.pset(x, y, point_val)
first30 = pyxel.height * 0.3
center_x_text(first30 / 2, "TITULO DO JOGO", 9, 13)
color = pyxel.frame_count % 15
option = self.characters[3].name
center_x_text(first30 + 30, option, color if self.current_player == 3 else 0, 12)
char1 = self.characters[0]
char2 = self.characters[1]
char3 = self.characters[2]
x = 76
y = 50
pyxel.circ(x + 3, y + char2.sprite[3] // 2, char2.sprite[3], Colors.BLACK)
pyxel.circb(x + 3, y + char2.sprite[3] // 2, char2.sprite[3], pyxel.frame_count % 15 if self.current_player == 0 else 11)
pyxel.circ(x + 23, y + char3.sprite[3] // 2, char3.sprite[3], Colors.BLACK)
pyxel.circb(x + 23, y + char3.sprite[3] // 2, char3.sprite[3], pyxel.frame_count % 15 if self.current_player == 1 else 11)
pyxel.circ(x - 17, y + char1.sprite[3] // 2, char1.sprite[3], Colors.BLACK)
pyxel.circb(x - 17, y + char1.sprite[3] // 2, char1.sprite[3], pyxel.frame_count % 15 if self.current_player == 2 else 11)
pyxel.blt(x, y, *char1.sprite)
pyxel.blt(x + 20, y, *char2.sprite)
pyxel.blt(x - 20, y, *char3.sprite)
class CreditsScreen:
name = "Creditos"
def __init__(self, app):
self.app = app
def controller(self):
if pyxel.btnp(pyxel.KEY_ESCAPE):
self.app.switch_screen(GameScreen)
if pyxel.btnp(pyxel.KEY_RIGHT):
pass
if pyxel.btnp(pyxel.KEY_DOWN):
pass
if pyxel.btnp(pyxel.KEY_UP):
pass
if pyxel.btnp(pyxel.KEY_RETURN):
self.app.switch_screen(TitleScreen)
def update(self):
self.controller()
def draw(self):
pyxel.cls(1)
for y in range(pyxel.height):
for x in range(pyxel.width):
n = pyxel.noise(x/20, y/20, pyxel.frame_count / 40)
if n > 0.7:
point_val = 1
elif n > 0.4:
point_val = 2
elif n > 0.2:
point_val = 3
elif n > 0:
point_val = 4
elif n > -0.3:
point_val = 5
elif n > -0.7:
point_val = 6
else:
point_val = 0
pyxel.pset(x, y, point_val)
first30 = pyxel.height * 0.3
xpadd = pyxel.width // 10
ypadd = pyxel.height // 10
w = pyxel.width - xpadd * 2
h = pyxel.height - ypadd * 2
pyxel.rect(xpadd, ypadd, w, h, 5)
center_x_text(first30 / 2, "CREDITOS", 9, 13)
center_x_text(30, "FEITOR POR:", 9, 13)
center_x_text(40, "bhunao", 9, 13)
center_x_text(50, "los", 9, 13)
class GameScreen:
name = "game"
def __init__(self, app):
self.app = app
self.player = self.app.select_player
self.start()
self.t = 0
def start(self, level=1):
log.info(f"iniciando level {level}")
self.player = self.player
self.player.x = pyxel.width // 2
self.player.y = pyxel.height // 2
self.entities = []
self._trash = set()
self.player_hud = PlayerHUD()
self.bg_color = pyxel.rndi(0, 15)
self.direction = DOWN
self.points = 0
self.level = level
self.last_spawn = 0
self.portal = False
self.deadzone = 2000
map_entities = map_seed()
self.entities += map_entities
boss = Enemy(0, 0, Inimigos.BOSS[0], Inimigos.BOSS, vida=level*10)
self.entities.append(boss)
self.camera = [0, 0]
def spawn(self):
enemy_count = len([enemy for enemy in self.filter_entities(Enemy)])
if self.last_spawn + 10 < pyxel.frame_count and enemy_count < 10:
log.debug("spawning enemie")
self.last_spawn = pyxel.frame_count
x = pyxel.rndi(0, pyxel.width)
y = pyxel.rndi(0, pyxel.height)
new_enemy = Enemy(
x, y, Inimigos.TURRET[0], Inimigos.TURRET, vida=self.level)
self.entities.append(new_enemy)
if self.points >= 10 and not self.portal:
log.info(f"points {self.points}")
portal = Portal(pyxel.width // 2, pyxel.height // 2,
Objetos.PORTAL[0], Objetos.PORTAL)
self.entities.append(portal)
self.portal = True
def filter_entities(self, _type) -> Generator[Tuple[int, Callable], None, None]:
return ((i, entity) for i, entity in enumerate(self.entities) if isinstance(entity, _type))
def kill(self, entity_id) -> None:
self._trash.add(entity_id)
log.debug(f"entidade: {entity_id} foi movida para a lixeira")
def entities_collision(self):
for entity_id, projectile in self.filter_entities(Projectile):
projectile.duration -= 1
projectile.x += projectile.speedx
projectile.y += projectile.speedy
if projectile.duration <= 0:
self.kill(entity_id)
for entity_id, enemy in self.filter_entities(Enemy):
enemy.x += enemy.speedx
enemy.y += enemy.speedy
enemy.walk()
if verifyCollision(self.player, enemy):
pyxel.play(0, 1)
if self.player.x < enemy.x:
self.player.vida -= 1
self.player.x -= 5
self.camera[0] -= 5
self.player_hud.height -= 5
enemy.x += 5
else:
self.player.vida -= 1
self.player.x += 5
self.camera[0] += 5
self.player_hud.height += 5
enemy.x -= 5
for project_id, projectile in self.filter_entities(Projectile):
if verifyCollision(enemy, projectile):
self.kill(project_id)
enemy.vida -= projectile.damage
pyxel.play(0, 0)
if enemy.vida <= 0:
self.kill(entity_id)
self.points += 1
item = Item(enemy.x, enemy.y,
Efeitos.EXP_ORB[0], Efeitos.EXP_ORB, enemy.exp)
self.entities.append(item)
for entity_id, item in self.filter_entities(Item):
exp_walk(self, item)
if verifyCollision(item, self.player):
if item.exp > 0:
self.player.exp_atual += item.exp
levelUp(self.player)
self.kill(entity_id)
log.debug(f"player ganhou {item.exp} de exp")
else:
self.kill(entity_id)
self.player.inventory.append(item)
log.debug(f"player pegou o item: {entity_id}")
for entity_id, portal in self.filter_entities(Portal):
if verifyCollision(portal, self.player):
self.start(self.level+1)
def controller(self):
for at in dir(pyxel):
if "GAMEPAD" in at:
attr = getattr(pyxel, at)
bo = pyxel.btn(attr)
if bo:
print(attr, at, bo)
#print(pyxel.GAMEPAD1_BUTTON_A, pyxel.GAMEPAD1_BUTTON_DPAD_LEFT)
#print(pyxel.btnv(pyxel.GAMEPAD2_AXIS_LEFTX),
# pyxel.btnv(pyxel.GAMEPAD1_AXIS_LEFTY))
if pyxel.btn(pyxel.KEY_LEFT) or pyxel.btn(pyxel.GAMEPAD1_BUTTON_DPAD_LEFT):
self.player.x = (self.player.x - 1)
self.player.sprite = self.player.spritelist[LEFT]
self.player.direct = LEFT
self.camera[0] -= 1
if pyxel.btn(pyxel.KEY_RIGHT) or pyxel.btn(pyxel.GAMEPAD1_BUTTON_DPAD_RIGHT):
self.player.x = (self.player.x + 1)
self.player.sprite = self.player.spritelist[RIGHT]
self.player.direct = RIGHT
self.camera[0] += 1
if pyxel.btn(pyxel.KEY_DOWN) or pyxel.btn(pyxel.GAMEPAD1_BUTTON_DPAD_DOWN):
self.player.y = (self.player.y + 1)
self.player.sprite = self.player.spritelist[DOWN]
self.player.direct = DOWN
self.camera[1] += 1
if pyxel.btn(pyxel.KEY_UP) or pyxel.btn(pyxel.GAMEPAD1_BUTTON_DPAD_UP):
self.player.y = (self.player.y - 1)
self.player.sprite = self.player.spritelist[UP]
self.player.direct = UP
self.camera[1] -= 1
if pyxel.btnp(pyxel.KEY_A) or pyxel.btnp(pyxel.GAMEPAD1_BUTTON_A):
self.entities += self.player.skill_1(self)
if pyxel.btnp(pyxel.KEY_SPACE) or pyxel.btnp(pyxel.GAMEPAD1_BUTTON_X):
self.entities += space_button(self)
def update(self):
self.t += 1
print (self.t % 6)
self.controller()
self.entities_collision()
self.spawn()
if self.player.vida <= 0:
self.start()
self.app.switch_screen(TitleScreen)
trash = reversed(sorted(self._trash))
for entity_id in trash:
del self.entities[entity_id]
self._trash.remove(entity_id)
log.debug(f"entidade: {entity_id} foi deletado")
def draw(self):
pyxel.camera(*self.camera)
pyxel.cls(self.bg_color)
pyxel.blt(self.player.x, self.player.y, *self.player.sprite)
for entity in self.entities:
if hasattr(entity, 'sprite_list') and entity.sprite_list != None:
frames_per_sprite = 3
sprite_frame = pyxel.frame_count % len(
entity.sprite_list) * frames_per_sprite
sprite_i = sprite_frame // frames_per_sprite
entity.sprite = entity.sprite_list[sprite_i]
pyxel.blt(entity.x, entity.y, *entity.sprite)
vida_texto = "points: {}".format(self.points)
pyxel.text(10, 10, vida_texto, 7)
self.player_hud.drawn(self.player, self.camera)