Cowyeet/cowyeet.py

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#!/usr/bin/python3
import os
import pygame
import numpy
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from tools import pg # if you import pg from tools, you dont need to init pygame.
from tools.file_dict import FileDict
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# integrated settings (I dont trust my own settings class.)
DEFAULT_WINDOW_SIZE = (800, 600)
FPS = 60
SAVE_SETTINGS_ON_EXIT = True
pygame.init() # pygame initialization
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screen = pygame.display.set_mode(DEFAULT_WINDOW_SIZE)
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pygame.display.set_caption("Cowyeet 2.0")
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if os.path.isfile("settings.txt"): # If the settings exist, load them into a dict. Else create the settings with the default values.
settings = FileDict("settings.txt")
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else:
settings = FileDict()
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settings.path = "settings.txt"
settings["win_size"] = DEFAULT_WINDOW_SIZE
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settings["level_size_multiplier"] = 1
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settings.save()
# loading screen
default_font = pygame.font.SysFont("ubuntu", 16)
loading_text = default_font.render("Loading...", True, (240, 240, 240))
screen.fill((40, 40, 40))
screen.blit(loading_text, (400 - loading_text.get_width() / 2, 300 - loading_text.get_height() / 2))
pygame.display.update()
# /loading screen
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# functions
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# images
def load_texture(path: str):
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if os.path.isfile(path):
return pygame.image.load(path)
else:
return texture_not_found
def load_block_texture(path: str):
texture = load_texture(path)
return pygame.transform.scale(texture, (40 * settings["level_size_multiplier"], 40 * settings["level_size_multiplier"]))
# /images
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# coordinate calculations
def center_x(width: int):
return screen.get_width() / 2 - width / 2
def center_y(height: int):
return screen.get_height() / 2 - height / 2
def center(size):
width, height = size
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return center_x(width), center_y(height)
# /coordinate calculations
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# image calculations
def set_rot_point(img, pos):
w, h = img.get_size()
w, h = w * 2, h * 2
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img2 = pygame.Surface((w, h), pygame.SRCALPHA)
img2.blit(img, (w / 2 - pos[0], h / 2 - pos[1]))
return img2, (w, h)
# / image calculations
# game logic
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def start_level(lvl: int):
global level
page_switch("ingame")
level = lvl
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load_level(lvl)
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def load_level(lvl):
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global level_data
global lvl_width
global level_surface
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level_data = __import__("data.levels." + str(lvl), fromlist="data.levels")
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lvl_width, lvl_height = level_data.level_size
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level_surface = pygame.Surface((lvl_width * 40 * settings["level_size_multiplier"], lvl_height * 40 * settings["level_size_multiplier"]), pygame.SRCALPHA, 32)
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x = 0
y = 0
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for row in level_data.data_array:
x = 0
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for block in row:
rx = x * 40 * settings["level_size_multiplier"]
ry = y * 40 * settings["level_size_multiplier"]
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blit_block(block, (rx, ry))
x += 1
y += 1
def blit_block(block, position: tuple):
if not block == 0:
if block == 1:
level_surface.blit(stone_block_texture, position)
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elif block == 2:
level_surface.blit(dirt_block_texture, position)
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elif block == 3:
level_surface.blit(grass_block_texture, position)
elif block == 4:
level_surface.blit(rock_block_texture, position)
else:
level_surface.blit(texture_not_found, position)
# /game logic
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# page system
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def main_menu_page():
screen.blit(full_icon_texture, (center_x(full_icon_texture.get_width()), 128))
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buttons[start_button].blit()
def level_selector_page():
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buttons[lvl_one_button].blit()
screen.blit(choose_level_text, (screen.get_width() / 2 - choose_level_text.get_width() / 2, 16))
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def ingame_page():
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screen.fill(summer_sky)
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screen.blit(level_surface, (0, screen.get_height() - level_surface.get_height()))
lvl_size = settings["level_size_multiplier"]
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cx, cy = level_data.catapult_pos
cx = cx * 40 * lvl_size
cy = screen.get_height() - level_surface.get_height() + cy * 40 * lvl_size - catapult_frame_texture.get_height()
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screen.blit(catapult_frame_texture, (cx, cy))
screen.blit(catapult_arm_texture, (cx + 27 * 5 * lvl_size, cy - 35 * 5 * lvl_size))
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def page_selector():
if page == "main_menu":
main_menu_page()
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elif page == "level_selector":
level_selector_page()
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elif page == "ingame":
ingame_page()
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def page_switch(new_page: str=None):
global active_buttons
global page
if not new_page is None:
page = new_page
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if page == "main_menu":
active_buttons = [start_button]
elif page == "level_selector":
active_buttons = [lvl_one_button]
elif page == "ingame":
active_buttons = []
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# for button in buttons:
# button.active = False
#
# for button in active_buttons:
# button.active = True
# /page system
def close():
global running
running = False
def window_size_reload(new_size):
for button in text_buttons:
buttons[button].update()
settings["win_size"] = new_size
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def get_events():
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global last_frame_mouse_pressed
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for event in pygame.event.get():
if event.type == pygame.QUIT:
close()
return
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if event.type == pygame.MOUSEBUTTONDOWN:
pressed = mouse.get_pressed()
pos = mouse.get_pos()
if not last_frame_mouse_pressed:
for button in active_buttons:
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buttons[button].check(pos, pressed)
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last_frame_mouse_pressed = True
if event.type == pygame.VIDEORESIZE:
window_size_reload(event.size)
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def loop():
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global last_frame_mouse_pressed
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screen.fill(nero)
get_events()
if not running:
return
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pressed = mouse.get_pressed()
if not pressed[0] and not pressed[1] and not pressed[2]:
last_frame_mouse_pressed = False
page_selector()
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pygame.display.update()
clock.tick(FPS)
# variables
nero = (40, 40, 40) # colors (color names by https://www.color-blindness.com/color-name-hue/)
dim_gray = (100, 100, 100)
summer_sky = (50, 200, 220)
white_smoke = (240, 240, 240)
buttons = [] # misc
text_buttons = []
active_buttons = []
last_frame_mouse_pressed = False
page = "main_menu"
level = None
level_data = None
lvl_width = None
level_surface = None
# pygame objects
clock = pygame.time.Clock() # misc
mouse = pygame.mouse
bigger_default_font = pygame.font.SysFont("ubuntu", 32) # fonts
choose_level_text = bigger_default_font.render("Choose a level:", True, white_smoke) # texts
texture_not_found = pygame.image.load("textures/texture_not_found.png")
texture_not_found = pygame.transform.scale(texture_not_found, (40 * settings["level_size_multiplier"], 40 * settings["level_size_multiplier"]))
icon_texture = load_texture("textures/icon.png")
full_icon_texture = load_texture("textures/icon_full.png")
full_icon_texture = pygame.transform.scale(full_icon_texture, (260, 90))
catapult_frame_texture = load_texture("textures/catapult/frame.png")
catapult_frame_texture = pygame.transform.scale(catapult_frame_texture, (66 * 5 * settings["level_size_multiplier"], 31 * 5 * settings["level_size_multiplier"]))
catapult_arm_texture = load_texture("textures/catapult/arm.png")
catapult_arm_texture = pygame.transform.scale(catapult_arm_texture, (25 * 5 * settings["level_size_multiplier"], 53 * 5 * settings["level_size_multiplier"]))
stone_block_texture = load_block_texture("textures/terrain/stone_01.png")
dirt_block_texture = load_block_texture("textures/terrain/dirt_01.png")
grass_block_texture = load_block_texture("textures/terrain/grass_01.png")
rock_block_texture = load_block_texture("textures/terrain/rock_01.png")
# buttons
buttons.append(pg.TextButton("Start", center, screen, lambda: page_switch("level_selector"), text_color=white_smoke, bg_color=dim_gray, font=bigger_default_font))
start_button = len(buttons) - 1
text_buttons.append(start_button)
buttons.append(pg.TextButton("1", (128, 128), screen, lambda: start_level(1), text_color=white_smoke, bg_color=dim_gray, font=bigger_default_font, padding=(17, 8)))
lvl_one_button = len(buttons) - 1
text_buttons.append(lvl_one_button)
# /buttons
# /variables
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# loading completed
screen = pygame.display.set_mode(settings["win_size"], flags=pygame.RESIZABLE)
window_size_reload(settings["win_size"])
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pygame.display.set_icon(icon_texture)
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screen.fill(nero)
pygame.display.update()
page_switch("main_menu")
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running = True
while running:
loop()
pygame.quit()
if SAVE_SETTINGS_ON_EXIT:
settings.save()