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Original file line number | Diff line number | Diff line change |
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@@ -1,185 +1,186 @@ | ||
import pygame | ||
|
||
from classes.Animation import Animation | ||
from classes.Camera import Camera | ||
from classes.Collider import Collider | ||
from classes.EntityCollider import EntityCollider | ||
from classes.Input import Input | ||
from classes.Sprites import Sprites | ||
from entities.EntityBase import EntityBase | ||
from entities.Mushroom import RedMushroom | ||
from traits.bounce import bounceTrait | ||
from traits.go import GoTrait | ||
from traits.jump import JumpTrait | ||
from classes.Pause import Pause | ||
|
||
spriteCollection = Sprites().spriteCollection | ||
smallAnimation = Animation( | ||
[ | ||
spriteCollection["mario_run1"].image, | ||
spriteCollection["mario_run2"].image, | ||
spriteCollection["mario_run3"].image, | ||
], | ||
spriteCollection["mario_idle"].image, | ||
spriteCollection["mario_jump"].image, | ||
) | ||
bigAnimation = Animation( | ||
[ | ||
spriteCollection["mario_big_run1"].image, | ||
spriteCollection["mario_big_run2"].image, | ||
spriteCollection["mario_big_run3"].image, | ||
], | ||
spriteCollection["mario_big_idle"].image, | ||
spriteCollection["mario_big_jump"].image, | ||
) | ||
|
||
|
||
class Mario(EntityBase): | ||
def __init__(self, x, y, level, screen, dashboard, sound, gravity=0.75): | ||
super(Mario, self).__init__(x, y, gravity) | ||
self.camera = Camera(self.rect, self) | ||
self.sound = sound | ||
self.input = Input(self) | ||
self.inAir = False | ||
self.inJump = False | ||
self.powerUpState = 0 | ||
self.invincibilityFrames = 0 | ||
self.traits = { | ||
"jumpTrait": JumpTrait(self), | ||
"goTrait": GoTrait(smallAnimation, screen, self.camera, self), | ||
"bounceTrait": bounceTrait(self), | ||
} | ||
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||
self.levelObj = level | ||
self.collision = Collider(self, level) | ||
self.screen = screen | ||
self.EntityCollider = EntityCollider(self) | ||
self.dashboard = dashboard | ||
self.restart = False | ||
self.pause = False | ||
self.pauseObj = Pause(screen, self, dashboard) | ||
|
||
def update(self): | ||
if self.invincibilityFrames > 0: | ||
self.invincibilityFrames -= 1 | ||
self.updateTraits() | ||
self.moveMario() | ||
self.camera.move() | ||
self.applyGravity() | ||
self.checkEntityCollision() | ||
self.input.checkForInput() | ||
|
||
def moveMario(self): | ||
self.rect.y += self.vel.y | ||
self.collision.checkY() | ||
self.rect.x += self.vel.x | ||
self.collision.checkX() | ||
|
||
def checkEntityCollision(self): | ||
for ent in self.levelObj.entityList: | ||
collisionState = self.EntityCollider.check(ent) | ||
if collisionState.isColliding: | ||
if ent.type == "Item": | ||
self._onCollisionWithItem(ent) | ||
elif ent.type == "Block": | ||
self._onCollisionWithBlock(ent) | ||
elif ent.type == "Mob": | ||
self._onCollisionWithMob(ent, collisionState) | ||
|
||
def _onCollisionWithItem(self, item): | ||
self.levelObj.entityList.remove(item) | ||
self.dashboard.points += 100 | ||
self.dashboard.coins += 1 | ||
self.sound.play_sfx(self.sound.coin) | ||
|
||
def _onCollisionWithBlock(self, block): | ||
if not block.triggered: | ||
self.dashboard.coins += 1 | ||
self.sound.play_sfx(self.sound.bump) | ||
block.triggered = True | ||
|
||
def _onCollisionWithMob(self, mob, collisionState): | ||
if isinstance(mob, RedMushroom) and mob.alive: | ||
self.powerup(1) | ||
self.killEntity(mob) | ||
self.sound.play_sfx(self.sound.powerup) | ||
elif collisionState.isTop and (mob.alive or mob.alive == "shellBouncing"): | ||
self.sound.play_sfx(self.sound.stomp) | ||
self.rect.bottom = mob.rect.top | ||
self.bounce() | ||
self.killEntity(mob) | ||
elif collisionState.isTop and mob.alive == "sleeping": | ||
self.sound.play_sfx(self.sound.stomp) | ||
self.rect.bottom = mob.rect.top | ||
mob.timer = 0 | ||
self.bounce() | ||
mob.alive = False | ||
elif collisionState.isColliding and mob.alive == "sleeping": | ||
if mob.rect.x < self.rect.x: | ||
mob.leftrightTrait.direction = -1 | ||
mob.rect.x += -5 | ||
self.sound.play_sfx(self.sound.kick) | ||
else: | ||
mob.rect.x += 5 | ||
mob.leftrightTrait.direction = 1 | ||
self.sound.play_sfx(self.sound.kick) | ||
mob.alive = "shellBouncing" | ||
elif collisionState.isColliding and mob.alive and not self.invincibilityFrames: | ||
if self.powerUpState == 0: | ||
self.gameOver() | ||
elif self.powerUpState == 1: | ||
self.powerUpState = 0 | ||
self.traits['goTrait'].updateAnimation(smallAnimation) | ||
x, y = self.rect.x, self.rect.y | ||
self.rect = pygame.Rect(x, y + 32, 32, 32) | ||
self.invincibilityFrames = 60 | ||
self.sound.play_sfx(self.sound.pipe) | ||
|
||
def bounce(self): | ||
self.traits["bounceTrait"].jump = True | ||
|
||
def killEntity(self, ent): | ||
if ent.__class__.__name__ != "Koopa": | ||
ent.alive = False | ||
else: | ||
ent.timer = 0 | ||
ent.alive = "sleeping" | ||
self.dashboard.points += 100 | ||
|
||
def gameOver(self): | ||
srf = pygame.Surface((640, 480)) | ||
srf.set_colorkey((255, 255, 255), pygame.RLEACCEL) | ||
srf.set_alpha(128) | ||
self.sound.music_channel.stop() | ||
self.sound.music_channel.play(self.sound.death) | ||
|
||
for i in range(500, 20, -2): | ||
srf.fill((0, 0, 0)) | ||
pygame.draw.circle( | ||
srf, | ||
(255, 255, 255), | ||
(int(self.camera.x + self.rect.x) + 16, self.rect.y + 16), | ||
i, | ||
) | ||
self.screen.blit(srf, (0, 0)) | ||
pygame.display.update() | ||
self.input.checkForInput() | ||
while self.sound.music_channel.get_busy(): | ||
pygame.display.update() | ||
self.input.checkForInput() | ||
self.restart = True | ||
|
||
def getPos(self): | ||
return self.camera.x + self.rect.x, self.rect.y | ||
|
||
def setPos(self, x, y): | ||
self.rect.x = x | ||
self.rect.y = y | ||
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||
def powerup(self, powerupID): | ||
if self.powerUpState == 0: | ||
if powerupID == 1: | ||
self.powerUpState = 1 | ||
self.traits['goTrait'].updateAnimation(bigAnimation) | ||
self.rect = pygame.Rect(self.rect.x, self.rect.y-32, 32, 64) | ||
self.invincibilityFrames = 20 | ||
import pygame | ||
|
||
from classes.Animation import Animation | ||
from classes.Camera import Camera | ||
from classes.Collider import Collider | ||
from classes.EntityCollider import EntityCollider | ||
from classes.Input import Input | ||
from classes.Sprites import Sprites | ||
from entities.EntityBase import EntityBase | ||
from entities.Mushroom import RedMushroom | ||
from traits.bounce import bounceTrait | ||
from traits.go import GoTrait | ||
from traits.jump import JumpTrait | ||
from classes.Pause import Pause | ||
|
||
spriteCollection = Sprites().spriteCollection | ||
smallAnimation = Animation( | ||
[ | ||
spriteCollection["mario_run1"].image, | ||
spriteCollection["mario_run2"].image, | ||
spriteCollection["mario_run3"].image, | ||
], | ||
spriteCollection["mario_idle"].image, | ||
spriteCollection["mario_jump"].image, | ||
) | ||
bigAnimation = Animation( | ||
[ | ||
spriteCollection["mario_big_run1"].image, | ||
spriteCollection["mario_big_run2"].image, | ||
spriteCollection["mario_big_run3"].image, | ||
], | ||
spriteCollection["mario_big_idle"].image, | ||
spriteCollection["mario_big_jump"].image, | ||
) | ||
|
||
|
||
class Mario(EntityBase): | ||
def __init__(self, x, y, level, screen, dashboard, sound, gravity=0.75): | ||
super(Mario, self).__init__(x, y, gravity) | ||
self.camera = Camera(self.rect, self) | ||
self.sound = sound | ||
self.input = Input(self) | ||
self.inAir = False | ||
self.inJump = False | ||
self.powerUpState = 0 | ||
self.invincibilityFrames = 0 | ||
self.traits = { | ||
"jumpTrait": JumpTrait(self), | ||
"goTrait": GoTrait(smallAnimation, screen, self.camera, self), | ||
"bounceTrait": bounceTrait(self), | ||
} | ||
|
||
self.levelObj = level | ||
self.collision = Collider(self, level) | ||
self.screen = screen | ||
self.EntityCollider = EntityCollider(self) | ||
self.dashboard = dashboard | ||
self.restart = False | ||
self.pause = False | ||
self.pauseObj = Pause(screen, self, dashboard) | ||
|
||
def update(self): | ||
if self.invincibilityFrames > 0: | ||
self.invincibilityFrames -= 1 | ||
self.updateTraits() | ||
self.moveMario() | ||
self.camera.move() | ||
self.applyGravity() | ||
self.checkEntityCollision() | ||
self.input.checkForInput() | ||
|
||
def moveMario(self): | ||
self.rect.y += self.vel.y | ||
self.collision.checkY() | ||
self.rect.x += self.vel.x | ||
self.collision.checkX() | ||
|
||
def checkEntityCollision(self): | ||
for ent in self.levelObj.entityList: | ||
collisionState = self.EntityCollider.check(ent) | ||
if collisionState.isColliding: | ||
if ent.type == "Item": | ||
self._onCollisionWithItem(ent) | ||
elif ent.type == "Block": | ||
self._onCollisionWithBlock(ent) | ||
elif ent.type == "Mob": | ||
self._onCollisionWithMob(ent, collisionState) | ||
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def _onCollisionWithItem(self, item): | ||
self.levelObj.entityList.remove(item) | ||
self.dashboard.points += 100 | ||
self.dashboard.coins += 1 | ||
self.sound.play_sfx(self.sound.coin) | ||
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||
def _onCollisionWithBlock(self, block): | ||
if not block.triggered: | ||
self.dashboard.coins += 1 | ||
self.sound.play_sfx(self.sound.bump) | ||
block.triggered = True | ||
|
||
def _onCollisionWithMob(self, mob, collisionState): | ||
if isinstance(mob, RedMushroom) and mob.alive: | ||
self.powerup(1) | ||
self.killEntity(mob) | ||
self.sound.play_sfx(self.sound.powerup) | ||
elif collisionState.isTop and (mob.alive or mob.alive == "shellBouncing"): | ||
self.sound.play_sfx(self.sound.stomp) | ||
self.rect.bottom = mob.rect.top | ||
self.bounce() | ||
self.killEntity(mob) | ||
elif collisionState.isTop and mob.alive == "sleeping": | ||
self.sound.play_sfx(self.sound.stomp) | ||
self.rect.bottom = mob.rect.top | ||
mob.timer = 0 | ||
self.bounce() | ||
mob.alive = False | ||
elif collisionState.isColliding and mob.alive == "sleeping": | ||
if mob.rect.x < self.rect.x: | ||
mob.leftrightTrait.direction = -1 | ||
mob.rect.x += -5 | ||
self.sound.play_sfx(self.sound.kick) | ||
else: | ||
mob.rect.x += 5 | ||
mob.leftrightTrait.direction = 1 | ||
self.sound.play_sfx(self.sound.kick) | ||
mob.alive = "shellBouncing" | ||
elif collisionState.isColliding and mob.alive and not self.invincibilityFrames: | ||
if self.powerUpState == 0: | ||
self.gameOver() | ||
elif self.powerUpState == 1: | ||
self.powerUpState = 0 | ||
self.traits['goTrait'].updateAnimation(smallAnimation) | ||
x, y = self.rect.x, self.rect.y | ||
self.rect = pygame.Rect(x, y + 32, 32, 32) | ||
self.invincibilityFrames = 60 | ||
self.sound.play_sfx(self.sound.pipe) | ||
|
||
def bounce(self): | ||
self.traits["bounceTrait"].jump = True | ||
|
||
def killEntity(self, ent): | ||
if ent.__class__.__name__ != "Koopa": | ||
ent.alive = False | ||
else: | ||
ent.timer = 0 | ||
ent.leftrightTrait.speed = 1 | ||
ent.alive = "sleeping" | ||
self.dashboard.points += 100 | ||
|
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def gameOver(self): | ||
srf = pygame.Surface((640, 480)) | ||
srf.set_colorkey((255, 255, 255), pygame.RLEACCEL) | ||
srf.set_alpha(128) | ||
self.sound.music_channel.stop() | ||
self.sound.music_channel.play(self.sound.death) | ||
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||
for i in range(500, 20, -2): | ||
srf.fill((0, 0, 0)) | ||
pygame.draw.circle( | ||
srf, | ||
(255, 255, 255), | ||
(int(self.camera.x + self.rect.x) + 16, self.rect.y + 16), | ||
i, | ||
) | ||
self.screen.blit(srf, (0, 0)) | ||
pygame.display.update() | ||
self.input.checkForInput() | ||
while self.sound.music_channel.get_busy(): | ||
pygame.display.update() | ||
self.input.checkForInput() | ||
self.restart = True | ||
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def getPos(self): | ||
return self.camera.x + self.rect.x, self.rect.y | ||
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def setPos(self, x, y): | ||
self.rect.x = x | ||
self.rect.y = y | ||
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def powerup(self, powerupID): | ||
if self.powerUpState == 0: | ||
if powerupID == 1: | ||
self.powerUpState = 1 | ||
self.traits['goTrait'].updateAnimation(bigAnimation) | ||
self.rect = pygame.Rect(self.rect.x, self.rect.y-32, 32, 64) | ||
self.invincibilityFrames = 20 |