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main.py
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184 lines (123 loc) · 4.62 KB
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# IMPORT LIBRARIES
import pygame
import math
import sys
pygame.init()
# DEFINE GLOBAL VARIABLES
BG_COLOR = (100,100,100)
WINDOW_CAPTION = "Window"
PYGAME_INFO = pygame.display.Info()
SCREEN_SIZE = pygame.Vector2(PYGAME_INFO.current_w,PYGAME_INFO.current_h)
RENDERABLE_OBJECTS = []
PIXEL_SIZE = 5
RENDER_LAYERS = {
"Floor" : pygame.surface.Surface(SCREEN_SIZE),
"Blood" : pygame.surface.Surface(SCREEN_SIZE),
"Debris" : pygame.surface.Surface(SCREEN_SIZE),
"Props" : pygame.surface.Surface(SCREEN_SIZE),
"Walls" : pygame.surface.Surface(SCREEN_SIZE),
"EnemyOutline" : pygame.surface.Surface(SCREEN_SIZE),
"Enemies" : pygame.surface.Surface(SCREEN_SIZE),
"PlayerOutline" : pygame.surface.Surface(SCREEN_SIZE),
"Player" : pygame.surface.Surface(SCREEN_SIZE),
"MainOutline" : pygame.surface.Surface(SCREEN_SIZE),
"Main" : pygame.surface.Surface(SCREEN_SIZE),
"Particles" : pygame.surface.Surface(SCREEN_SIZE),
"Light" : pygame.surface.Surface(SCREEN_SIZE),
"Debug" : pygame.surface.Surface(SCREEN_SIZE)
}
# IMPORT CUSTOM SCRIPTS
import Assets.WalkingTurret
import WalkingTurret
import assets
import GameLib
import player
# MAKE WINDOW
window = pygame.display.set_mode((SCREEN_SIZE.x,SCREEN_SIZE.y-64),pygame.RESIZABLE)
pygame.display.flip()
running = True
# INIT OBJECTS
MainSurf = pygame.surface.Surface(SCREEN_SIZE)
MAIN_CAMERA = GameLib.Camera()
#MAIN_CAMERA.moveWithArrows = True
Player = player.player(MainSurf)
Player.worldPosition = pygame.Vector2(500,500)
RENDERABLE_OBJECTS.append(Player)
ENEMIES = []
RENDERABLE_OBJECTS.append(WalkingTurret.WalkingTurret(MainSurf,Player,pygame.Vector2(500,500)))
PIXELRES = 60
TIMER = 0
PIXELRESTIMER = True
TILEMAPMANAGEROBJECT = GameLib.tilemapManager()
# DEBUG CRAP
testgunasset = assets.grabTestGun()
testgunasset = GameLib.scaleSurfaceBy(testgunasset,PIXEL_SIZE)
testgunwithoutline = GameLib.createOutline(testgunasset,PIXEL_SIZE,pygame.color.Color(255,255,255))
# DEFINE CLASSES
# DEFINE FUNCTIONS
def update_():
global PIXELRES
global TIMER
global PIXELRESTIMER
TIMER += 1
for object in RENDERABLE_OBJECTS:
object.update()
if TIMER % 1 == 0 and PIXELRESTIMER == True:
PIXELRES = max(PIXELRES - 1, 5)
if PIXELRES <= 5:
PIXELRESTIMER = False
def render_():
global MainSurf
global PIXELRES
drawGizmos()
# CAMERA SMOOTH =D
smoothing = 20
difference = (Player.worldPosition - MAIN_CAMERA.position)/smoothing
MAIN_CAMERA.position += pygame.Vector2(difference)
window.fill(BG_COLOR)
pygame.display.set_caption(WINDOW_CAPTION)
'''for key in RENDER_LAYERS.keys():
window.blit(RENDER_LAYERS[key],pygame.Vector2(0,0))'''
MAIN_CAMERA.update()
TILEMAPMANAGEROBJECT.renderTilemap(MAIN_CAMERA,MainSurf)
for object in RENDERABLE_OBJECTS:
object.render_(MAIN_CAMERA.position - SCREEN_SIZE/2)
'''tempsurf = MainSurf
tempsurf = GameLib.scaleSurfaceBy(MainSurf,1/PIXEL_SIZE)
MainSurf = GameLib.scaleSurfaceBy(tempsurf,PIXEL_SIZE)'''
#window.blit(MainSurf,pygame.Vector2(0,0))
window.blit(GameLib.alignPixelsToGrid(MainSurf, PIXELRES),pygame.Vector2(0,0))
def drawGizmos():
#MainSurf.blit(testgunasset,pygame.Vector2(500,500))
#MainSurf.blit(testgunwithoutline,pygame.Vector2(600,500))
pygame.draw.circle(MainSurf,pygame.color.Color(0,0,255),pygame.Vector2(0,0) - MAIN_CAMERA.position,15)
pygame.draw.circle(MainSurf,pygame.color.Color(255,255,255),pygame.mouse.get_pos(),5)
pygame.draw.line(MainSurf,pygame.color.Color(0,0,255),Player.worldPosition - MAIN_CAMERA.position, (Player.worldPosition - MAIN_CAMERA.position) + pygame.Vector2(math.cos(Player.movingAngle) * 50, math.sin(Player.movingAngle) * 50))
render_()
# INITIALIZE APP
# MAINLOOP
clock = pygame.time.Clock()
while running:
# PER FRAME EVENTS
update_()
# KEYBINDS & SHIT
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
sys.exit()
break
if event.type == pygame.MOUSEWHEEL and not PIXELRESTIMER:
if event.y > 0:
PIXELRES = min(PIXELRES + event.y, 100)
elif event.y < 0:
PIXELRES = max(PIXELRES + event.y, 1)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
pixelres = 5
WINDOW_CAPTION = 'Window - FPS: ' + str(round(clock.get_fps(),2))
render_()
pygame.display.flip()
MainSurf.fill(BG_COLOR)
#for key in RENDER_LAYERS.keys():
#RENDER_LAYERS[key].fill(pygame.color.Color(0,0,0,0))
clock.tick(60)