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main.py
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import pygame
import random
import button
pygame.init()
clock = pygame.time.Clock()
fps = 60
#game window
bottom_panel = 200
screen_width = 640
screen_height = 440 + bottom_panel
screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption('Merc Arena')
current_fighter = 1 #1=merc 2=enemy1 3=enemy2
total_fighters = 3
action_cooldown = 0
action_wait_time = 90
attack =False
potion =False
potion_effect = 15
clicked =False
game_over = 0
font = pygame.font.SysFont('Roboto', 26)
black=(0,0,0)
red=(255,0,0)
green=(0,255,0)
#images
#bg image
background = pygame.image.load('images/background/bg_img_Medium.jpeg').convert_alpha()
bottom = pygame.image.load('images/bottompanel/panel.jpeg').convert_alpha()
potion = pygame.image.load('images/icons/potion.png').convert_alpha()
victory = pygame.image.load('images/icons/victory.png').convert_alpha()
defeat = pygame.image.load('images/icons/defeat.png').convert_alpha()
restart = pygame.image.load('images/icons/restart.png').convert_alpha()
sword = pygame.image.load('images/icons/sword.png').convert_alpha()
#function to add text to panel since text cannot be directly written on to the pygame window
def draw_text(text,font,text_color,x,y):
img = font.render(text,True,text_color)
screen.blit(img,(x,y))
#blit method - for placing the image on to the screen
def draw_img():
screen.blit(background, (0,0))
def draw_panel():
screen.blit(bottom, (0,screen_height - bottom_panel))
draw_text(f'{merc.name} HP: {merc.hp}',font, black ,100,screen_height-bottom_panel +10)
for count, i in enumerate(enemy_list):
draw_text(f'{i.name} HP: {i.hp}',font, black ,400,(screen_height-bottom_panel +10)+count*60)
class Fighter():
def __init__(self,x,y,name, max_hp,strength,potions):
self.name = name
self.max_hp = max_hp
self.hp = max_hp
self.strength = strength
self.start_potions = potions
self.potions = potions
self.alive = True
self.animation_list = [] #each action and its frames
self.frame_index = 0
self.action = 0 # 0: idle 1: attack 2: hurt 3: dead
self.update_time = pygame.time.get_ticks()
#Idle
temp_list = []
for i in range(8):
img = pygame.image.load(f'images/{self.name}/Idle/{i}.png')
img = pygame.transform.scale(img, (img.get_width() * 4, img.get_height() * 4))
temp_list.append(img)
self.animation_list.append(temp_list)
#Attack
temp_list = []
for i in range(7):
img = pygame.image.load(f'images/{self.name}/Attack/{i}.png')
img = pygame.transform.scale(img, (img.get_width() * 4, img.get_height() * 4))
temp_list.append(img)
self.animation_list.append(temp_list)
#Hurt
temp_list = []
for i in range(2):
img = pygame.image.load(f'images/{self.name}/Hurt/{i}.png')
img = pygame.transform.scale(img, (img.get_width() * 4, img.get_height() * 4))
temp_list.append(img)
self.animation_list.append(temp_list)
#Death
temp_list = []
for i in range(8):
img = pygame.image.load(f'images/{self.name}/Death/{i}.png')
img = pygame.transform.scale(img, (img.get_width() * 4, img.get_height() * 4))
temp_list.append(img)
self.animation_list.append(temp_list)
self.image = self.animation_list[self.action][self.frame_index]
self.rect = self.image.get_rect()
self.rect.center = (x, y)
def update(self):
animation_cooldown = 100
self.image = self.animation_list[self.action][self.frame_index]
if pygame.time.get_ticks() - self.update_time > animation_cooldown:
self.update_time = pygame.time.get_ticks()
self.frame_index += 1
if self.frame_index >= len(self.animation_list[self.action]):
if self.action ==3:
self.frame_index = len(self.animation_list[self.action]) - 1
else:
self.idle()
def idle(self):
self.action = 0
self.frame_index = 0
self.update_time = pygame.time.get_ticks()
#update healthbar on each attack
def attack(self, target):
rand = random.randint(-5, 5)
damage = self.strength + rand
target.hp -= damage
target.hurt()
if target.hp < 1:
target.hp = 0
target.alive = False
target.death()
#instance of damage_text class, each damage stored into the group
damagetext = damage_text(target.rect.centerx,target.rect.y,str(damage),red)
damage_text_group.add(damagetext)
self.action = 1
self.frame_index = 0
self.update_time = pygame.time.get_ticks()
def hurt(self):
self.action = 2
self.frame_index = 0
self.update_time = pygame.time.get_ticks()
def death(self):
self.action = 3
self.frame_index = 0
self.update_time = pygame.time.get_ticks()
def reset(self):
self.alive = True
self.potions = self.start_potions
self.hp = self.max_hp
self.frame_index = 0
self.action = 0
self.update_time = pygame.time.get_ticks()
def draw(self):
screen.blit(self.image, self.rect)
class HealthBar():
def __init__(self, x, y, hp, max_hp):
self.x=x
self.y=y
self.hp=hp
self.max_hp=max_hp
def draw(self,hp):
self.hp=hp
ratio=self.hp/self.max_hp
pygame.draw.rect(screen, red, (self.x,self.y,150,20))
pygame.draw.rect(screen, green, (self.x,self.y, 150*ratio,20))
#using sprite- not the normal python class
class damage_text(pygame.sprite.Sprite):
def __init__(self,x,y,damage,color):
pygame.sprite.Sprite.__init__(self)
self.image = font.render(damage, True, color)
self.rect = self.image.get_rect()
self.rect.center = (x,y)
self.counter=0
#for vanishing the text
def update(self):
self.rect.y -= 1
self.counter += 1 #incremented during every iteration of the game loop
if self.counter >30:
self.kill()
damage_text_group = pygame.sprite.Group()
#instances of class fighter
merc = Fighter(180, 260, 'merc', 30, 10 ,3)
enemy1 = Fighter(400, 270, 'enemy', 20, 6, 1)
enemy2 = Fighter(520, 270, 'enemy', 20, 6, 1)
enemy_list = []
enemy_list.append(enemy1)
enemy_list.append(enemy2)
#instances of class HealthBar
merc_healthbar =HealthBar(100,screen_height-bottom_panel+40,merc.hp,merc.max_hp)
enemy1_healthbar =HealthBar(400,screen_height-bottom_panel+40,enemy1.hp,enemy1.max_hp)
enemy2_healthbar =HealthBar(400,screen_height-bottom_panel+100,enemy2.hp,enemy2.max_hp)
#Button class in button.py
potion_button = button.Button(screen, 100, screen_height-bottom_panel + 70, potion, 64, 64)
restart_button = button.Button(screen, 260, 120, restart, 120, 50)
#game
run = True
while run:
clock.tick(fps)
#to draw background image and bottom panel
draw_img()
draw_panel()
#to draw the healthbars
merc_healthbar.draw(merc.hp)
enemy1_healthbar.draw(enemy1.hp)
enemy2_healthbar.draw(enemy2.hp)
# drawing characters
merc.update()
merc.draw()
for e in enemy_list:
e.update()
e.draw()
# vanishing damage and potion effect text
damage_text_group.update()
damage_text_group.draw(screen)
attack =False
potion =False
target = None
pygame.mouse.set_visible(True)
pos = pygame.mouse.get_pos()
for count, enemy in enumerate(enemy_list):
if enemy.rect.collidepoint(pos):
pygame.mouse.set_visible(False)
screen.blit(sword,pos) #sword icon
if clicked == True and enemy.alive == True:
attack = True
target = enemy_list[count]
if potion_button.draw():
potion = True
draw_text(str(merc.potions),font, red,160,screen_height - bottom_panel +90)
if game_over ==0:
if merc.alive == True:
if current_fighter == 1:
action_cooldown += 1
if action_cooldown >= action_wait_time:
if attack == True and target != None:
merc.attack(target)
current_fighter += 1
action_cooldown = 0
if potion == True:
if merc.potions > 0:
if merc.max_hp - merc.hp > potion_effect:
heal_amount = potion_effect
else:
heal_amount = merc.max_hp - merc.hp
merc.hp += heal_amount
merc.potions -= 1
damagetext = damage_text(merc.rect.centerx,merc.rect.y,str(heal_amount),green)
damage_text_group.add(damagetext)
current_fighter += 1
action_cooldown = 0
else:
game_over = -1
for count, enemy in enumerate(enemy_list):
if current_fighter == 2 + count:
if enemy.alive == True:
action_cooldown += 1
if action_cooldown >= action_wait_time:
if(enemy.hp/enemy.max_hp)<0.5 and enemy.potions >0:
if enemy.max_hp - enemy.hp > potion_effect:
heal_amount = potion_effect
else:
heal_amount = enemy.max_hp - enemy.hp
enemy.hp += heal_amount
enemy.potions -= 1
damagetext = damage_text(enemy.rect.centerx,enemy.rect.y,str(heal_amount),green)
damage_text_group.add(damagetext)
current_fighter += 1
action_cooldown = 0
else:
enemy.attack(merc)
current_fighter += 1
action_cooldown = 0
else:
current_fighter += 1
if current_fighter > total_fighters:
current_fighter = 1
alive_enemy = 0
for enemy in enemy_list:
if enemy.alive == True:
alive_enemy += 1
if alive_enemy ==0:
game_over = 1
if game_over!=0:
if game_over ==1:
screen.blit(victory,(1,1))
if game_over ==-1:
screen.blit(defeat,(1,1))
if restart_button.draw():
merc.reset()
for enemy in enemy_list:
enemy.reset()
current_fighter =1
action_cooldown
game_over = 0
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
clicked = True
else:
clicked = False
pygame.display.update()
pygame.quit()