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game.py
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import os
import sys
import time
import pyray
import raylib
from entities.player import Player
from entities.enemy import Enemy
from camera import Camera
from particles import ParticleSystem
from UI.main_menu import MainMenu
from UI.pause_menu import PauseMenu
from UI.death_menu import DeathMenu
from map_loader import load_map
from UI.player_info import PlayerInfo
import images
import sounds
import shaders
from music_manager import MusicManager
from settings_manager import SettingsManager
class Game:
def __init__(self, width=1366, height=768, fps=60):
self.settings_manager = SettingsManager()
self.settings = self.settings_manager.settings
self.width = self.settings.get("resolution", (1366, 768))[0]
self.height = self.settings.get("resolution", (1366, 768))[1]
self.fullscreen = self.settings.get("fullscreen", False)
self.shaders_enabled = self.settings.get("shaders_enabled", False)
shaders.shaders_enabled = self.shaders_enabled
self.fps = fps
self.player = None
self.blocks = []
self.enemies = []
self.camera = None
self.weapon_particle_system = ParticleSystem()
self.main_menu = MainMenu(self.width, self.height)
self.pause_menu = PauseMenu(self.width, self.height)
self.death_menu = DeathMenu(self.width, self.height)
self.main_menu.load_maps('maps')
self.intro_zooming = True
self.player_info = None
self.show_settings_from_pause = False
self.music_manager = MusicManager()
self.level_music_loaded = False
def show_loading_screen(self, message):
pyray.begin_drawing()
pyray.clear_background(pyray.Color(0, 0, 0, 255))
raylib.DrawText(message.encode('utf-8'), self.width // 2 - 100, self.height // 2, 20, raylib.WHITE)
pyray.end_drawing()
def run(self):
raylib.SetConfigFlags(raylib.FLAG_MSAA_4X_HINT)
raylib.InitWindow(self.width, self.height, b"Jeff the Grappler")
if self.fullscreen:
pyray.toggle_fullscreen()
self.render_texture = pyray.load_render_texture(self.width, self.height)
if self.fps is not None:
pyray.set_target_fps(self.fps)
pyray.set_exit_key(pyray.KeyboardKey.KEY_NULL)
self.show_loading_screen("Compiling Sounds...")
sounds.load_sounds()
self.show_loading_screen("Compiling Textures...")
images.load_textures()
self.show_loading_screen("Compiling Shaders...")
shaders.load_shaders()
self.music_manager.load_music("music")
self.music_manager.play_music()
while not pyray.window_should_close():
start_time = time.time()
self.music_manager.update_music()
if pyray.is_key_pressed(pyray.KeyboardKey.KEY_ESCAPE):
self.pause_menu.toggle()
if self.main_menu.show_menu or self.main_menu.show_map_selection or self.main_menu.show_settings:
self.main_menu.render()
self.update_resolution()
elif self.pause_menu.is_visible:
self.pause_menu.render()
if self.pause_menu.resume_button.is_clicked:
self.pause_menu.toggle()
if self.pause_menu.settings_button.is_clicked:
self.pause_menu.toggle()
self.show_settings_from_pause = True
self.main_menu.show_settings = True
self.main_menu.opened_from_pause_menu = True # Set flag
if self.pause_menu.main_menu_button.is_clicked:
self.blocks = []
self.player = None
self.pause_menu.toggle()
self.main_menu.show_menu = True
elif self.show_settings_from_pause:
self.main_menu.render()
if not self.main_menu.show_settings:
self.show_settings_from_pause = False
self.pause_menu.toggle()
elif self.death_menu.is_visible:
self.death_menu.render()
if self.death_menu.retry_button.is_clicked:
self.reset_game()
if self.death_menu.main_menu_button.is_clicked:
self.blocks = []
self.player = None
self.death_menu.toggle()
self.main_menu.show_menu = True
else:
if not self.level_music_loaded:
self.music_manager.load_music("level_music")
self.music_manager.play_music()
self.level_music_loaded = True
if self.player:
self.player_info = PlayerInfo(self.player)
if not self.blocks and self.main_menu.selected_map:
map_data = load_map(os.path.join('maps', self.main_menu.selected_map))
self.blocks = map_data['blocks']
self.enemies = map_data['enemies']
for enemy in self.enemies:
enemy.particle_system = self.weapon_particle_system
player_data = map_data['player']
self.player = Player(
player_data['width'], player_data['height'], player_data['x'], player_data['y'],
pyray.Color(player_data['color']['r'], player_data['color']['g'], player_data['color']['b'],
player_data['color']['a']),
self.weapon_particle_system,
inventory_data=player_data.get('inventory', [])
)
self.camera = Camera(self.width, self.height, self.player.x + self.player.width / 2,
self.player.y + self.player.height / 2, 5, initial_zoom=2.0)
self.intro_zooming = True
self.update(delta_time)
self.render()
end_time = time.time()
delta_time = end_time - start_time
pyray.close_window()
sys.exit()
def update_resolution(self):
if self.width != pyray.get_screen_width() or self.height != pyray.get_screen_height():
self.width = pyray.get_screen_width()
self.height = pyray.get_screen_height()
self.render_texture = pyray.load_render_texture(self.width, self.height)
self.main_menu.width = self.width
self.main_menu.height = self.height
self.pause_menu.width = self.width
self.pause_menu.height = self.height
self.death_menu.width = self.width
self.death_menu.height = self.height
if self.camera:
self.camera.width = self.width
self.camera.height = self.height
def update(self, delta_time):
self.camera.update_target(self.player.x + self.player.width / 2, self.player.y + self.player.height / 2,
delta_time)
if self.intro_zooming:
self.camera.zoom_intro(delta_time)
if abs(self.camera.camera.zoom - self.camera.target_zoom) < 0.01:
self.intro_zooming = False
else:
self.camera.adjust_zoom(self.player.vx, delta_time)
self.player.movement(delta_time, self.blocks, self.camera)
for enemy in self.enemies:
enemy.movement(delta_time, self.blocks, self.player)
self.weapon_particle_system.update(delta_time, self.player, self.enemies, self.blocks)
self.check_player_health()
self.enemies = [enemy for enemy in self.enemies if not enemy.take_damage(0)]
def render(self):
# Render the scene to the texture
pyray.begin_texture_mode(self.render_texture)
pyray.clear_background(pyray.Color(0, 0, 0, 255))
if shaders.shaders_enabled:
pyray.begin_shader_mode(shaders.shaders["background"])
time_value = pyray.ffi.new("float *", raylib.GetTime())
raylib.SetShaderValue(shaders.shaders["background"],
raylib.GetShaderLocation(shaders.shaders["background"], b"time"),
time_value, raylib.SHADER_UNIFORM_FLOAT)
resolution_value = pyray.ffi.new("float[2]", [self.width, self.height])
raylib.SetShaderValue(shaders.shaders["background"],
raylib.GetShaderLocation(shaders.shaders["background"], b"resolution"),
resolution_value, raylib.SHADER_UNIFORM_VEC2)
pyray.draw_rectangle(0, 0, self.width, self.height, pyray.WHITE)
pyray.end_shader_mode()
else:
pyray.draw_rectangle_gradient_v(0, 0, self.width, self.height, pyray.Color(0, 0, 88, 255),
pyray.Color(0, 0, 0, 255))
self.camera.begin_mode()
self.player.draw(self.camera)
for block in self.blocks:
if block.__class__.__name__ == "LavaBlock":
block.draw(self.camera)
else:
block.draw()
for enemy in self.enemies:
enemy.draw(self.player)
self.weapon_particle_system.draw()
self.camera.end_mode()
pyray.end_texture_mode()
# Apply lighting shader to the rendered texture
pyray.clear_background(pyray.Color(0, 0, 0, 255))
if shaders.shaders_enabled:
pyray.begin_shader_mode(shaders.shaders["lighting"])
player_screen_pos = pyray.get_world_to_screen_2d(
pyray.Vector2(self.player.x + self.player.width / 2, self.player.y + self.player.height / 2),
self.camera.camera
)
light_pos_value = pyray.ffi.new("float[2]",
[player_screen_pos.x / self.width, player_screen_pos.y / self.height])
raylib.SetShaderValue(shaders.shaders["lighting"],
raylib.GetShaderLocation(shaders.shaders["lighting"], b"lightPos"),
light_pos_value, raylib.SHADER_UNIFORM_VEC2)
light_radius_value = pyray.ffi.new("float *", 0.5)
raylib.SetShaderValue(shaders.shaders["lighting"],
raylib.GetShaderLocation(shaders.shaders["lighting"], b"lightRadius"),
light_radius_value, raylib.SHADER_UNIFORM_FLOAT)
pyray.draw_texture_rec(self.render_texture.texture, pyray.Rectangle(0, 0, self.width, -self.height),
pyray.Vector2(0, 0), pyray.WHITE)
pyray.end_shader_mode()
else:
pyray.draw_texture_rec(self.render_texture.texture, pyray.Rectangle(0, 0, self.width, -self.height),
pyray.Vector2(0, 0), pyray.WHITE)
raylib.DrawFPS(10, 10)
raylib.DrawText(b"Player", 10, 30, 10, raylib.RED)
for parameter in self.player.__dict__:
text = f"{parameter}: {self.player.__dict__[parameter]}".encode('utf-8')
raylib.DrawText(text, 10, 40 + 10 * list(self.player.__dict__.keys()).index(parameter), 10, pyray.WHITE)
self.player.inventory.render(self.width, self.height)
if self.player_info:
self.player_info.render(self.width, self.height)
pyray.end_drawing()
def check_player_health(self):
if self.player.health <= 0:
self.death_menu.toggle()
def reset_game(self):
map_data = load_map(os.path.join('maps', self.main_menu.selected_map))
self.blocks = map_data['blocks']
self.enemies = map_data['enemies']
for enemy in self.enemies:
enemy.particle_system = self.weapon_particle_system
player_data = map_data['player']
self.player = Player(player_data['width'], player_data['height'], player_data['x'], player_data['y'],
pyray.Color(player_data['color']['r'], player_data['color']['g'],
player_data['color']['b'], player_data['color']['a']),
self.weapon_particle_system, inventory_data=player_data.get('inventory', []))
self.camera = Camera(self.width, self.height, self.player.x + self.player.width / 2,
self.player.y + self.player.height / 2, 3, initial_zoom=2.0)
self.intro_zooming = True
self.main_menu.show_menu = False
self.death_menu.toggle()
if __name__ == "__main__":
game = Game()
game.run()