diff --git a/main.py b/main.py new file mode 100644 index 0000000..785a05c --- /dev/null +++ b/main.py @@ -0,0 +1,147 @@ +#!/usr/bin/env python3 +from sys import argv +import pygame as pg +# locals +from ship import Ship +from gem import Gem +from block import Block +from starfield import Starfield +from read_level import read_level + +# Colors +BLACK = (0,)*3 +WHITE = (255,)*3 + +# Graphical Environment +WIN_SIZE = (640, 480) +MAX_FPS = 60 + +# Game constants + +# Sprite positions + +if len(argv) >= 2: + (start, gem_pos, block_pos) = read_level(argv[1]) +else: + start = (0,0) + gem_pos = [(100,100)] + block_pos = [] + + +# Setup +pg.init() +clock = pg.time.Clock() + +font = pg.font.SysFont('Courier',24) + +pg.display.set_caption(f"Space Collector") +screen = pg.display.set_mode(WIN_SIZE) +scr_rect = screen.get_rect() + +map_rect = pg.Rect( + (start[0]-scr_rect.width/2, + start[1]-scr_rect.height/2), + scr_rect.size + ) + +the_starfield = Starfield(screen); + +the_ship = Ship(start,scr_rect) +the_ship.rect.x = scr_rect.centerx - the_ship.rect.width / 2 +the_ship.rect.y = scr_rect.centery - the_ship.rect.height / 2 + +disp_sprites = pg.sprite.Group() +gems = pg.sprite.Group(map(Gem,gem_pos)) +blocks = pg.sprite.Group(map(Block, block_pos)) +moving = pg.sprite.Group(gems,blocks) + +# Game loop +carry_on = True +win = False + +while carry_on: + + # Quitting states + for event in pg.event.get(): + if event.type == pg.QUIT: + carry_on = False + elif event.type==pg.KEYDOWN: + if event.key==pg.K_ESCAPE: + carry_on = False + + ### Game Logic ### + + mouse_events = pg.mouse.get_pressed() + if mouse_events[0]: + the_ship.deceleration = 0 + the_ship.velocity += 1 + if mouse_events[2]: + the_ship.deceleration = 1 + + mousev = pg.math.Vector2(pg.mouse.get_pos()) + mousev -= scr_rect.center + + # ship movement + if mousev.length() > the_ship.SIZE/2: + the_ship.direction += mousev.normalize()/(the_ship.velocity+1) + the_ship.direction.normalize_ip() + + the_ship.velocity = max(the_ship.velocity - the_ship.deceleration, 0) + if the_ship.velocity == 0: + the_ship.deceleration = 0 + + # Move ship + the_ship.change = (the_ship.velocity*the_ship.direction) + the_ship.map_pos.x += round(the_ship.change.x) + the_ship.map_pos.y += round(the_ship.change.y) + + # Move camera to follow ship + map_rect.x = the_ship.map_pos.x - map_rect.w/2 + map_rect.y = the_ship.map_pos.y - map_rect.h/2 + + + for s in moving: + # Display on screen sprites + if not map_rect.colliderect(s.map_rect): + s.remove(disp_sprites) + continue + + s.add(disp_sprites) + if not win: + s.collide_ship(the_ship) + + if len(gems) == 0: + win = True + + ### Display Logic ### + screen.fill(BLACK) + + the_starfield.draw(screen, map_rect) + + disp_sprites.update(map_rect=map_rect) + disp_sprites.draw(screen) + + the_ship.update(rot_vector= the_ship.direction) + screen.blit(the_ship.image, the_ship.rect) + + if not win: + elapsed_time = pg.time.get_ticks()/1000 + elapsed_minutes = int(elapsed_time // 60) + elapsed_seconds = int(elapsed_time // 1) % 60 + + time_string = f"{elapsed_minutes:d}:{elapsed_seconds:02d}" + time_label = font.render(time_string, 1, WHITE) + time_pos = (screen.get_width()-10-time_label.get_width(),10) + screen.blit(time_label, time_pos) + + if win: + gem_str = f"Level Complete!" + else: + gem_str = f"Gems to collect:{len(gems):3d} " + gem_label = font.render(gem_str,True, WHITE) + screen.blit(gem_label, (10, 10)) + + pg.display.flip() + clock.tick(MAX_FPS) + +pg.quit() diff --git a/read_level.py b/read_level.py new file mode 100644 index 0000000..cdee754 --- /dev/null +++ b/read_level.py @@ -0,0 +1,35 @@ +from xml.etree import ElementTree +from itertools import chain + +def read_level(file_path): + schema = '{http://www.w3.org/2000/svg}' + root = ElementTree.parse(file_path).getroot() + active = next(filter( + lambda g: g.get('id') == "ACTIVE", + root.iter(f"{schema}g"))) + block_pos = [ ( + float(rect.get('x')), + float(rect.get('y')), + float(rect.get('width')), + float(rect.get('height')), + ) + for rect in active.iter(f"{schema}rect") + ] + gem_pos = [] + ellipses = chain( + active.iter(f"{schema}circle"), + active.iter(f"{schema}ellipse") + ) + for ellipse in ellipses: + if ellipse.get('id') == "START": + start = ( + float(ellipse.get(f'cx')), + float(ellipse.get(f'cy')), + ) + else: + gem_pos.append(( + float(ellipse.get('cx')), + float(ellipse.get('cy')), + )) + + return (start, gem_pos, block_pos) diff --git a/starfield.py b/starfield.py new file mode 100644 index 0000000..0c11a82 --- /dev/null +++ b/starfield.py @@ -0,0 +1,41 @@ +import pygame as pg +import random + +WHITE = (255,)*3 + +def snap(x, scale): + return int(x//scale)*scale + + +class Starfield: + + def __init__(self, + screen, + inv_density=10, + grid_step=31, + paralax = 2, + star_color=WHITE, + star_size = 1): + self.rng = random.Random() + self.screen = screen + self.inv_density = inv_density + self.paralax = paralax + self.grid_step = grid_step + self.star_color = star_color + self.star_size = star_size + + def draw(self, screen, map_pos): + sky_pos = pg.math.Vector2((map_pos.x, map_pos.y))/self.paralax + xstart = snap(sky_pos.x, self.grid_step) + ystart = snap(sky_pos.y, self.grid_step) + xstop = xstart + screen.get_rect().width + ystop = ystart + screen.get_rect().width + for x in range(xstart, xstop, self.grid_step): + for y in range(ystart, ystop, self.grid_step): + self.rng.seed(hash((x,y))) + if self.rng.randint(0, self.inv_density) == 0: + xoff = self.rng.randint(0, self.grid_step) + yoff = self.rng.randint(0, self.grid_step) + cx = x + xoff - sky_pos.x + cy = y + yoff - sky_pos.y + pg.draw.circle(screen, self.star_color, (cx,cy), self.star_size)