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sprites.py
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sprites.py
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import pygame
vec = pygame.math.Vector2
HEIGHT = 1080
WIDTH = 1920
signSprite = pygame.image.load("sprites/Sign.png")
goalSprite = pygame.image.load("sprites/Goal.png")
knightSprite = pygame.image.load("sprites/Knight.png")
boulderSprite = pygame.image.load("sprites/Boulder.png")
spawnerSprite = pygame.image.load("sprites/Spawner.png")
oldTreeSprite = pygame.image.load("sprites/OldTree.png")
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BROWN = (90, 54, 8)
class Boulder_Spawner_Sprite(pygame.sprite.Sprite):
def __init__(self, position):
super().__init__()
self.surf = spawnerSprite
self.rect = self.surf.get_rect(midbottom= position)
self.child = Boulder_Sprite(position)
self.position = position
def update(self, ds):
self.child.pos.x -= 16
if self.child.pos.x < -128:
self.child.pos = vec(self.position)
elif self.child.pos.x < 256:
self.child.bounce = False
self.child.bounce = not self.child.bounce
self.child.pos.y += 2 if self.child.bounce else -2
self.child.rect.midbottom = self.child.pos
ds.blit(self.child.surf, self.child.rect)
class Boulder_Sprite(pygame.sprite.Sprite):
def __init__(self, position):
super().__init__()
self.surf = boulderSprite
self.bounce = False
self.rect = self.surf.get_rect(center= position)
self.pos = vec(position)
class Sign_Sprite(pygame.sprite.Sprite):
def __init__(self, text, position):
super().__init__()
self.surf = signSprite
self.text = text
self.rect = self.surf.get_rect(center= position)
class Goal_Sprite(pygame.sprite.Sprite):
def __init__(self, position):
super().__init__()
self.surf = goalSprite
self.rect = self.surf.get_rect(center= position)
class Knight_Sprite(pygame.sprite.Sprite):
def __init__(self, position):
super().__init__()
self.surf = knightSprite
self.rect = self.surf.get_rect(center= position)
self.dead = False
self.bounce = False
self.pos = vec(position)
def update(self, snakex, FLOORS):
if self.dead:
return
if self.pos.y > 1300:
self.dead = True
return
on_floor = pygame.sprite.spritecollide(self, FLOORS, False)
if on_floor:
self.bounce = not self.bounce
self.pos.y += 1 if self.bounce else -1
else:
self.pos.y += 8
self.rect.midbottom = self.pos
return
if snakex < self.pos.x:
self.pos.x -= 6
elif snakex > self.pos.x:
self.pos.x += 6
self.rect.midbottom = self.pos
class Sign_Overlay(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.font = pygame.font.SysFont(None, 99)
self.visible = True
self.entities = []
self.change_text("Hello World!")
def change_text(self, display_text):
self.entities = []
bg = pygame.Surface((WIDTH/2, HEIGHT/2))
bg.fill(BROWN)
bg_rect = bg.get_rect(center = (WIDTH/2, HEIGHT / 2))
self.entities.append({"surf": bg, "rect": bg_rect})
text_array = display_text.split(' ')
current_line = ""
text_x = WIDTH/4 + 42
text_y = HEIGHT/4 + 42
for word in text_array:
if len(current_line) > 0:
current_line = current_line + " " + word
else:
current_line = word
if len(current_line) >= 15:
text_line = self.font.render(current_line, True, BLACK)
text_pos = (text_x, text_y)
self.entities.append({"surf": text_line, "rect": text_pos})
text_y += 84
current_line = ""
if len(current_line) > 0:
text_line = self.font.render(current_line, True, BLACK)
self.entities.append({"surf": text_line, "rect": (text_x, text_y)})
current_line = ""
class Floor(pygame.sprite.Sprite):
def __init__(self, size, pos):
super().__init__()
self.surf = pygame.Surface(size)
self.surf.fill((150, 75, 0))
self.rect = self.surf.get_rect(center=pos)
class Tree(pygame.sprite.Sprite):
def __init__(self, size, pos):
super().__init__()
self.surf = pygame.Surface(size)
self.surf.fill((150, 75, 0))
self.rect = self.surf.get_rect(center=pos)
class Fader(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.alpha = 255
self.surf = pygame.Surface((WIDTH, HEIGHT))
self.surf.fill((0,0,0))
self.rect = self.surf.get_rect(center = (WIDTH/2, HEIGHT/2))
self.FADEOUT = False
self.NEXT = False
self.FADEIN = True
self.WIN = False
self.LOSE = False
def display(self, ds):
self.surf.set_alpha(self.alpha)
ds.blit(self.surf, self.rect)
def update(self):
if self.FADEOUT:
self.alpha += 8
if self.alpha >= 255:
self.FADEOUT = False
self.NEXT = True
self.FADEIN = True
elif self.FADEIN:
self.NEXT = False
self.alpha -= 8
if self.alpha <= 0:
self.FADEIN = False
self.WIN = False
self.LOSE = False
class Time_Overlay(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.ticks = 0
self.maxticks = None
self.font = pygame.font.SysFont(None, 99)
self.surf = self.font.render("00:00", True, BLACK)
self.rect = self.surf.get_rect(center= (100, 42))
self.best_time_surf = None
self.best_time_rect = None
def reset(self):
if (self.maxticks is None) or (self.ticks < self.maxticks):
self.maxticks = self.ticks
seconds = int(self.ticks / 30)
m, s = divmod(seconds, 60)
time_string = '{:02d}:{:02d}'.format(m, s)
self.best_time_surf = self.font.render("Best - {}".format(time_string), True, BLACK)
self.best_time_rect = self.best_time_surf.get_rect(center= (200, 100))
self.ticks = 0
self.surf = self.font.render("00:00", True, BLACK)
def display(self, ds):
self.ticks += 1
if (self.ticks % 30 == 0):
seconds = int(self.ticks / 30)
m, s = divmod(seconds, 60)
time_string = '{:02d}:{:02d}'.format(m, s)
self.surf = self.font.render(time_string, True, BLACK)
ds.blit(self.surf, self.rect)
if self.maxticks is not None:
ds.blit(self.best_time_surf, self.best_time_rect)
class Level_Overlay(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.ticks = 0
self.font = pygame.font.SysFont(None, 99)
self.surf = self.font.render("Level 1", True, BLACK)
self.rect = self.surf.get_rect(center= (350, 42))
def update(self, level):
self.surf = self.font.render("Level {}".format(level), True, BLACK)
class Volume_Overlay(pygame.sprite.Sprite):
# Will be a volume bar, test with just a blank bar
def __init__(self):
super().__init__()
self.bg = pygame.Surface((256, 64))
self.bg.fill((0, 0, 0))
self.rect = self.bg.get_rect(center=(1920-128-24, 42))
def display(self, volume, displaysurface):
displaysurface.blit(self.bg, self.rect)
VOL_WIDTH = int(256 * min(1, volume / 2000000))
self.fg = pygame.Surface((VOL_WIDTH, 64))
if (volume < 500000):
self.fg.fill((125, 125, 125))
else:
self.fg.fill((255, 255, 255))
displaysurface.blit(self.fg, self.rect)
noteDict = {'A': 500,
'A#': 550 ,
'B': 600,
'C': 650,
'C#': 700 ,
'D': 750,
'D#': 800 ,
'E': 850,
'F': 900,
'F#': 950 ,
'G': 1000,
'G#': 1050,
}
surf = 'surf'
rect = 'rect'
class Notes_Overlay(pygame.sprite.Sprite):
# Circle the right one in a different color
# Also add direction keys to remind the player
def __init__(self):
super().__init__()
self.entities = []
self.notes = ['C', 'C#', 'D', 'D#', 'E', 'F', 'F#', 'G', 'G#', 'A', 'A#', 'B']
self.font = pygame.font.SysFont(None, 99)
self.smfont = pygame.font.SysFont(None, 49)
self.new_note_x = 550
self.note_positions = {}
for note in self.notes:
new_note = self.font.render(note, True, WHITE if len(note) == 1 else BLACK)
self.entities.append({surf: new_note, rect: new_note.get_rect(center= (self.new_note_x, 42))})
self.note_positions[note] = self.new_note_x
self.new_note_x += 80
left_text = self.smfont.render("left", True, WHITE)
self.entities.append({
surf: left_text,
rect: left_text.get_rect(center = (self.note_positions['C'], 88))
})
right_text = self.smfont.render("right", True, WHITE)
self.entities.append({
surf: right_text,
rect: right_text.get_rect(center = (self.note_positions['A'], 88))
})
down_text = self.smfont.render("down", True, WHITE)
self.entities.append({
surf: down_text,
rect: down_text.get_rect(center = (self.note_positions['E'], 88))
})
up_text = self.smfont.render("up", True, WHITE)
self.entities.append({
surf: up_text,
rect: up_text.get_rect(center = (self.note_positions['F'], 88))
})
self.indicator = pygame.Surface((69, 69))
self.indicator.fill((255, 255, 0))
def display(self, note, volume, displaysurface):
if (note != 'x') and (volume > 500000):
displaysurface.blit(self.indicator, self.indicator.get_rect(center = (self.note_positions[note] , 42)))
for entity in self.entities:
displaysurface.blit(entity[surf], entity[rect])