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game.py
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477 lines (392 loc) · 16.7 KB
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from typing import Optional, NoReturn
import pygame
import inventory
import level
import collision
import character.player as player
import json
import time
import pokemon.pokemon as pokemon
import hud.hud as hud
import pokemon.abilitys_ as abilitys_
import item.items as items
import sys
import pokemon.battle.wild_start as wild_start
import utils
import option
import pokemon.status.status as status_
import sounds
screen = None
CASE_SIZE = 32
# SCREEN_SIZE = (1920, 1080)
SURFACE_SIZE = (1060, 600)
DIRECTION = ["top", "left", "down", "right"]
game_instance: Optional['Game'] = None
FONT_12: pygame.font.Font = None
FONT_16: pygame.font.Font = None
FONT_20: pygame.font.Font = None
FONT_24: pygame.font.Font = None
FONT_BOLD_58: pygame.font.Font = None
FONT_SIZE_12 = (0, 0)
FONT_SIZE_16 = (0, 0)
FONT_SIZE_20 = (0, 0)
FONT_SIZE_24 = (0, 0)
came_scroll = (0, 0)
POKEDEX_NEVER_SEEN = 0
POKEDEX_SEEN = 1
POKEDEX_CATCH = 2
INPUT_TYPE_KEYBOARD = 0
INPUT_TYPE_GAMEPAD = 1
class Cache(object):
def __init__(self):
self.cache = {}
def clear(self):
self.cache.clear()
def put(self, key, value):
self.cache[key] = value
def put_return(self, key, value):
self.cache[key] = value
return value
def have(self, key):
return key in self.cache
def get_or_null(self, key):
try:
return self.cache[key]
except KeyError:
return None
def get(self, key):
if key in self.cache:
return self.cache[key]
else:
raise KeyError("No value load for key {}".format(key))
class RenderTickCounter(object):
def __init__(self, tps: float, time_millis: int):
self.tick_time = 1000.0 / tps
self.prevTimeMillis = time_millis
self.lastFrameDuration = 0
self.tickDelta = 0
def begin_render_tick(self, time_millis: int) -> int:
self.lastFrameDuration = (time_millis - self.prevTimeMillis) / self.tick_time
self.prevTimeMillis = time_millis
self.tickDelta += self.lastFrameDuration
i = int(self.tickDelta)
self.tickDelta -= float(i)
return i
IMAGE_CACHE = Cache()
DISPLAYER_CACHE = Cache()
POKE_CACHE = Cache()
POKE_SOUND_CACHE = Cache()
class Game(object):
def __init__(self, screen_s: pygame.Surface):
self.screen = screen_s
# asset load
global FONT_12, FONT_SIZE_12, FONT_16, FONT_SIZE_16, FONT_20, FONT_SIZE_20, FONT_24, FONT_SIZE_24, FONT_BOLD_58
FONT_12 = pygame.font.Font("assets/font/Togalite-Regular.otf", 12)
FONT_16 = pygame.font.Font("assets/font/Togalite-Medium.otf", 16)
FONT_20 = pygame.font.Font("assets/font/Togalite-Medium.otf", 20)
FONT_24 = pygame.font.Font("assets/font/Togalite-Medium.otf", 24)
FONT_BOLD_58 = pygame.font.Font("assets/font/Togalite-bold.otf", 58)
FONT_SIZE_12 = FONT_12.size('X')
FONT_SIZE_16 = FONT_16.size('X')
FONT_SIZE_20 = FONT_20.size('X')
FONT_SIZE_24 = FONT_24.size('X')
self.lang_ios = "en"
self.lang = {}
self.poke_lang = {}
self.ability_lang = {}
self.save_name = ""
self._save = {}
self.inv: Optional['inventory.Inventory'] = None
self.load_save("save")
# todo: lang selector
self.load_lang(self.lang_ios)
self.load_poke_lang(self.lang_ios)
self.load_ability_lang(self.lang_ios)
sounds.load_poke_sound()
items.load()
status_.load()
abilitys_.load()
pokemon.Pokemon.load_pokemons()
hud.load_hud_item()
pygame.joystick.init()
self.joysticks = [pygame.joystick.Joystick(x) for x in range(pygame.joystick.get_count())]
pokemon.init_translate(self)
# ============
self.__render_tick_counter = RenderTickCounter(20.00, 0)
global game_instance
game_instance = self
self.display: 'pygame.Surface' = pygame.Surface(SURFACE_SIZE, pygame.HWSURFACE | pygame.SRCALPHA)
self.player: 'player.Player' = player.Player(self)
self.level = None
load_coord = self.get_save_value("last_level_coord", [100, 100])
self.load_level(self.get_save_value("last_level", "level_1"), load_coord[0], load_coord[1])
self.clock = pygame.time.Clock()
self.collision = collision.Collision()
self.debug = False
self.ignore_collision = False
self.time_matrix = [1] * 10
running = True
self.direct_battle: list[bool, bool] = ["--direct_battle" in sys.argv, True]
self.last_input_type = INPUT_TYPE_KEYBOARD
self.full_pokedex = "--full-pokedex" in sys.argv
while self.tick():
self.clock.tick(60)
print("end")
def load_lang(self, lang):
with open("assets/lang/text/{}.json".format(lang), 'r', encoding='utf-8') as file:
self.lang = json.load(file)
def load_poke_lang(self, lang):
with open("assets/lang/pokemon/{}.json".format(lang), 'r', encoding='utf-8') as file:
self.poke_lang = json.load(file)
def load_ability_lang(self, lang: str):
with open("assets/lang/ability/{}.json".format(lang), 'r', encoding='utf-8') as file:
self.ability_lang = json.load(file)
def load_save(self, save):
with open("data/save/{}.json".format(save), 'r', encoding='utf-8') as file:
self._save = json.load(file)
self.save_name = save
if self.get_save_value("last_save", 0) == 0:
self.save_data("last_save", int(time.time()))
self.pokedex: dict[str, int] = self.get_save_value("pokedex", {})
self.inv = inventory.Inventory(self.get_save_value("inventory", {}))
def save(self):
save = self.get_save_value("last_save", 0)
ct = int(time.time())
tp = self.get_save_value("time_played", 0)
self.save_data("time_played", tp + ct - save)
self.save_data("last_save", ct)
self.player.save(self._save)
self.save_data("pokedex", self.pokedex)
self.save_data("inventory", self.inv.get_data())
with open("data/save/{}.json".format(self.save_name), 'w', encoding='utf-8') as file:
# copy to escape current modification
json.dump(self._save.copy(), file)
def get_save_value(self, key, default):
return self._save.get(key, default)
def save_data(self, key, value):
if value:
self._save[key] = value
elif key in self._save:
del self._save[key]
def get_money(self) -> int:
return self.get_save_value("money", 0)
def set_money(self, amount) -> int:
self.save_data("money", amount)
return amount
def add_money(self, amount) -> int:
return self.set_money(self.get_money() + amount)
def remove_money(self, amount) -> int:
return self.set_money(max(self.get_money() + amount, 0))
def get_message(self, key: str) -> str:
if key in self.lang:
return self.lang[key]
else:
return key
def get_poke_message(self, key: str) -> dict[str, str]:
if key in self.poke_lang:
return self.poke_lang[key]
else:
return {}
def get_ability_message(self, key: str) -> dict[str, str]:
if key in self.ability_lang:
return self.ability_lang[key]
else:
return {}
def unload_level(self):
self.player.freeze_time = -1
global IMAGE_CACHE
IMAGE_CACHE.clear()
DISPLAYER_CACHE.clear()
def load_level(self, name, x, y):
self.player.freeze_time = 10
self.level = level.Level(name)
self.level.floor.load_asset()
self.level.layer_1.load_asset()
self.player.set_pos((x, y))
if not self.level.can_cycling:
self.player.is_cycling = False
self.save_data("last_level", name)
self.save_data("last_level_coord", [x, y])
if self.level.is_poke_center:
self.save_data("last_poke_center_level", name)
self.save_data("last_poke_center_level_coord", self.level.poke_center_heal_coord)
self.level.load_sound()
def render(self):
self.collision.clear()
self.display.fill((0, 0, 0))
if self.player.have_open_menu():
self.player.current_menu.render(self.display)
else:
if self.player.current_battle is None or self.player.current_battle.need_render():
start = self.player.get_scroll_start()
# end = self.player.get_scroll_end()
if self.level:
start = self.level.check_cam_scroll(*start)
global came_scroll
came_scroll = start
self.level.floor.render(start[0], start[1], self.display, self.collision, [])
# self.player.tick(self.display)
self.level.layer_1.render(start[0], start[1], self.display,
self.collision, [(self.player.rect.y + self.player.size[0], self.player.render)])
self.level.npc_render(self.display, self.collision)
self.level.load_trigger(start[0], start[1], self.collision)
if self.debug:
self.render_collision()
# back_ground = pygame.Surface(surf.get_rect().size)
# back_ground.fill((0, 0, 0))
# back_ground.set_alpha(200)
# self.display.blit(back_ground, (0, 0))
if self.player.current_battle:
back = self.player.current_battle.tick(self.display)
if not isinstance(back, bool) or back:
self.player.current_battle.unload_assets()
self.player.current_battle = None
self.player.freeze_time = 2
if not isinstance(back, bool) and back is not None:
back()
self.level.load_sound()
if self.debug:
p_pos = self.player.get_pos()
surf = FONT_16.render("x: {:+.4f}, y: {:+.4f}".format(p_pos[0], p_pos[1]), True, (255, 255, 255))
surf2 = FONT_16.render(f"Last Render during {self.time_matrix[1]}ms", True, (255, 255, 255))
surf3 = FONT_16.render(f"move TPS {(1000 / max(1, self.time_matrix[3])):+4.2f}", True, (255, 255, 255))
surf4 = FONT_16.render(f"FPS: {(self.clock.get_fps()):+.1f} ", True, (255, 255, 255))
self.display.blit(surf, (0, 0))
self.display.blit(surf2, (0, 20))
self.display.blit(surf3, (0, 40))
self.display.blit(surf4, (0, 60))
self.render_hud(self.display)
self.screen.blit(pygame.transform.scale(self.display, self.screen.get_size()), (0, 0))
pygame.display.update()
def render_hud(self, display):
"""
:type display: pygame.Surface
"""
if self.player.current_dialogue:
self.player.current_dialogue.render(display)
def render_collision(self):
self.collision.debug_render(self.display)
self.player.get_box().debug_render(self.display)
def tick(self):
if self.player.freeze_time == -1:
self.collision.clear()
self.display.fill((0, 0, 0))
self.screen.blit(pygame.transform.scale(self.display, self.screen.get_size()), (0, 0))
pygame.display.update()
return True
self.time_matrix[0] = utils.current_milli_time()
self.render()
self.time_matrix[1] = utils.current_milli_time() - self.time_matrix[0]
# k = self.__render_tick_counter.begin_render_tick(utils.current_milli_time())
# for i in range(min(10, k)):
if self.player.freeze_time == 0:
self.time_matrix[2], self.time_matrix[3] = utils.current_milli_time(), utils.current_milli_time() - self.time_matrix[2]
self.player.move(self.collision)
elif self.player.freeze_time > 0:
self.player.freeze_time -= 1
self.player.speed_getter.get_delta(utils.current_milli_time(), 20)
if self.direct_battle[0] and self.direct_battle[1] and len(self.level.wild_pokemon) > 0:
self.direct_battle[1] = False
wild_start.start_wild("TALL_GRASS", self.player)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
return False
if event.type == pygame.KEYUP or event.type == pygame.JOYBUTTONUP:
if event.type == pygame.KEYUP:
k = event.key
self.last_input_type = INPUT_TYPE_KEYBOARD
else:
k = event.button
self.last_input_type = INPUT_TYPE_GAMEPAD
if k in option.KEY_FORWARDS:
self.player.on_key_y(-1, True)
elif k in option.KEY_BACK:
self.player.on_key_y(1, True)
elif k in option.KEY_RIGHT:
self.player.on_key_x(1, True)
elif k in option.KEY_MENU_LEFT:
self.player.on_key_menu_x(-1, True)
elif k in option.KEY_FORWARDS:
self.player.on_key_menu_x(1, True)
elif k in option.KEY_LEFT:
self.player.on_key_x(-1, True)
elif k in option.KEY_ACTION:
self.player.action_unpress()
elif k in option.KEY_SPRINT:
self.player.on_key_sprint(event.type == pygame.JOYBUTTONUP, False)
elif event.type == pygame.KEYDOWN or event.type == pygame.JOYBUTTONDOWN:
k = event.key if event.type == pygame.KEYDOWN else event.button
if k in option.KEY_FORWARDS:
self.player.on_key_y(-1, False)
elif k in option.KEY_BACK:
self.player.on_key_y(1, False)
elif k in option.KEY_RIGHT:
self.player.on_key_x(1, False)
elif k in option.KEY_LEFT:
self.player.on_key_x(-1, False)
elif k in option.KEY_MENU_LEFT:
self.player.on_key_menu_x(-1, False)
elif k in option.KEY_MENU_RIGHT:
self.player.on_key_menu_x(1, False)
elif k in option.KEY_SPRINT:
self.player.on_key_sprint(event.type == pygame.JOYBUTTONDOWN, True)
elif k in option.KEY_BIKE:
self.player.cycling_press()
elif k in option.KEY_ACTION:
self.player.action_press()
elif k in option.KEY_QUITE:
self.player.escape_press()
elif k in option.KEY_MENU:
self.player.menu_press()
# debug
elif k == pygame.K_F3:
self.debug = not self.debug
elif k == pygame.K_F4:
self.ignore_collision = not self.ignore_collision
elif k == pygame.K_F5 and self.player.freeze_time == 0:
x, y = self.player.get_pos()
path = self.level.path
self.unload_level()
self.load_level(path, x, y)
elif k == pygame.K_F8:
self.player.backhoe_loader_press()
# elif event.type == pygame.JOYAXISMOTION:
# print("1", event.instance_id, event.axis, event.value)
# elif event.type == pygame.JOYBALLMOTION:
# print("2", event.instance_id, event.ball, event.rel)
elif event.type == pygame.JOYHATMOTION:
v = event.value
self.player.on_key_x(v[0], True, True)
self.player.on_key_y(-v[1], True, True)
return True
def get_pokedex_e(self, id_: int) -> int:
s_id = str(id_)
return self.pokedex[s_id] if s_id in self.pokedex else POKEDEX_NEVER_SEEN
def get_pokedex_status(self, id_: int) -> int:
if self.full_pokedex:
return 0b10
return self.get_pokedex_e(id_) & 0b11
def get_nb_view(self, id_: int) -> int:
return self.get_pokedex_e(id_) >> 2
def add_pokedex_view(self, id_: int) -> NoReturn:
if id_ < 1:
return
e = self.get_pokedex_e(id_)
if e & 0b11 == POKEDEX_NEVER_SEEN:
e &= ~0b11 | POKEDEX_SEEN
c = e >> 2
e &= 0b11
e |= (c + 1) << 2
self.pokedex[str(id_)] = e
def set_pokedex_catch(self, id_: int) -> NoReturn:
if id_ < 1:
return
self.pokedex[str(id_)] = self.get_pokedex_e(id_) & ~0b11 | POKEDEX_CATCH
def get_pokedex_catch_status_values(self):
return [(x & 0b11) for x in self.pokedex.values()]
def get_game_instance():
"""
:rtype: Game
"""
return game_instance