forked from marblexu/PythonPlantsVsZombies
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathlevel.py
More file actions
549 lines (494 loc) · 21.8 KB
/
level.py
File metadata and controls
549 lines (494 loc) · 21.8 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
__author__ = 'marble_xu'
import os
import json
import pygame as pg
from .. import tool
from .. import constants as c
from ..component import map, plant, zombie, menubar
class Level(tool.State):
def __init__(self):
tool.State.__init__(self)
def startup(self, current_time, persist):
self.game_info = persist
self.persist = self.game_info
self.game_info[c.CURRENT_TIME] = current_time
self.map_y_len = c.GRID_Y_LEN
self.map = map.Map(c.GRID_X_LEN, self.map_y_len)
self.loadMap()
self.setupBackground()
self.initState()
def loadMap(self):
map_file = 'level_' + str(self.game_info[c.LEVEL_NUM]) + '.json'
file_path = os.path.join('source', 'data', 'map', map_file)
f = open(file_path)
self.map_data = json.load(f)
f.close()
def setupBackground(self):
img_index = self.map_data[c.BACKGROUND_TYPE]
self.background_type = img_index
self.background = tool.GFX[c.BACKGROUND_NAME][img_index]
self.bg_rect = self.background.get_rect()
self.level = pg.Surface((self.bg_rect.w, self.bg_rect.h)).convert()
self.viewport = tool.SCREEN.get_rect(bottom=self.bg_rect.bottom)
self.viewport.x += c.BACKGROUND_OFFSET_X
def setupGroups(self):
self.sun_group = pg.sprite.Group()
self.head_group = pg.sprite.Group()
self.plant_groups = []
self.zombie_groups = []
self.hypno_zombie_groups = [] #zombies who are hypno after eating hypnoshroom
self.bullet_groups = []
for i in range(self.map_y_len):
self.plant_groups.append(pg.sprite.Group())
self.zombie_groups.append(pg.sprite.Group())
self.hypno_zombie_groups.append(pg.sprite.Group())
self.bullet_groups.append(pg.sprite.Group())
def setupZombies(self):
def takeTime(element):
return element[0]
self.zombie_list = []
for data in self.map_data[c.ZOMBIE_LIST]:
self.zombie_list.append((data['time'], data['name'], data['map_y']))
self.zombie_start_time = 0
self.zombie_list.sort(key=takeTime)
def setupCars(self):
self.cars = []
for i in range(self.map_y_len):
_, y = self.map.getMapGridPos(0, i)
self.cars.append(plant.Car(-25, y+20, i))
def update(self, surface, current_time, mouse_pos, mouse_click):
self.current_time = self.game_info[c.CURRENT_TIME] = current_time
if self.state == c.CHOOSE:
self.choose(mouse_pos, mouse_click)
elif self.state == c.PLAY:
self.play(mouse_pos, mouse_click)
self.draw(surface)
def initBowlingMap(self):
print('initBowlingMap')
for x in range(3, self.map.width):
for y in range(self.map.height):
self.map.setMapGridType(x, y, c.MAP_EXIST)
def initState(self):
if c.CHOOSEBAR_TYPE in self.map_data:
self.bar_type = self.map_data[c.CHOOSEBAR_TYPE]
else:
self.bar_type = c.CHOOSEBAR_STATIC
if self.bar_type == c.CHOOSEBAR_STATIC:
self.initChoose()
else:
card_pool = menubar.getCardPool(self.map_data[c.CARD_POOL])
self.initPlay(card_pool)
if self.bar_type == c.CHOSSEBAR_BOWLING:
self.initBowlingMap()
def initChoose(self):
self.state = c.CHOOSE
self.panel = menubar.Panel(menubar.all_card_list, self.map_data[c.INIT_SUN_NAME])
def choose(self, mouse_pos, mouse_click):
if mouse_pos and mouse_click[0]:
self.panel.checkCardClick(mouse_pos)
if self.panel.checkStartButtonClick(mouse_pos):
self.initPlay(self.panel.getSelectedCards())
def initPlay(self, card_list):
self.state = c.PLAY
if self.bar_type == c.CHOOSEBAR_STATIC:
self.menubar = menubar.MenuBar(card_list, self.map_data[c.INIT_SUN_NAME])
else:
self.menubar = menubar.MoveBar(card_list)
self.drag_plant = False
self.hint_image = None
self.hint_plant = False
if self.background_type == c.BACKGROUND_DAY and self.bar_type == c.CHOOSEBAR_STATIC:
self.produce_sun = True
else:
self.produce_sun = False
self.sun_timer = self.current_time
self.removeMouseImage()
self.setupGroups()
self.setupZombies()
self.setupCars()
def play(self, mouse_pos, mouse_click):
if self.zombie_start_time == 0:
self.zombie_start_time = self.current_time
elif len(self.zombie_list) > 0:
data = self.zombie_list[0]
if data[0] <= (self.current_time - self.zombie_start_time):
self.createZombie(data[1], data[2])
self.zombie_list.remove(data)
for i in range(self.map_y_len):
self.bullet_groups[i].update(self.game_info)
self.plant_groups[i].update(self.game_info)
self.zombie_groups[i].update(self.game_info)
self.hypno_zombie_groups[i].update(self.game_info)
for zombie in self.hypno_zombie_groups[i]:
if zombie.rect.x > c.SCREEN_WIDTH:
zombie.kill()
self.head_group.update(self.game_info)
self.sun_group.update(self.game_info)
if not self.drag_plant and mouse_pos and mouse_click[0]:
result = self.menubar.checkCardClick(mouse_pos)
if result:
self.setupMouseImage(result[0], result[1])
elif self.drag_plant:
if mouse_click[1]:
self.removeMouseImage()
elif mouse_click[0]:
if self.menubar.checkMenuBarClick(mouse_pos):
self.removeMouseImage()
else:
self.addPlant()
elif mouse_pos is None:
self.setupHintImage()
if self.produce_sun:
if(self.current_time - self.sun_timer) > c.PRODUCE_SUN_INTERVAL:
self.sun_timer = self.current_time
map_x, map_y = self.map.getRandomMapIndex()
x, y = self.map.getMapGridPos(map_x, map_y)
self.sun_group.add(plant.Sun(x, 0, x, y))
if not self.drag_plant and mouse_pos and mouse_click[0]:
for sun in self.sun_group:
if sun.checkCollision(mouse_pos[0], mouse_pos[1]):
self.menubar.increaseSunValue(sun.sun_value)
for car in self.cars:
car.update(self.game_info)
self.menubar.update(self.current_time)
self.checkBulletCollisions()
self.checkZombieCollisions()
self.checkPlants()
self.checkCarCollisions()
self.checkGameState()
def createZombie(self, name, map_y):
x, y = self.map.getMapGridPos(0, map_y)
if name == c.NORMAL_ZOMBIE:
self.zombie_groups[map_y].add(zombie.NormalZombie(c.ZOMBIE_START_X, y, self.head_group))
elif name == c.CONEHEAD_ZOMBIE:
self.zombie_groups[map_y].add(zombie.ConeHeadZombie(c.ZOMBIE_START_X, y, self.head_group))
elif name == c.BUCKETHEAD_ZOMBIE:
self.zombie_groups[map_y].add(zombie.BucketHeadZombie(c.ZOMBIE_START_X, y, self.head_group))
elif name == c.FLAG_ZOMBIE:
self.zombie_groups[map_y].add(zombie.FlagZombie(c.ZOMBIE_START_X, y, self.head_group))
elif name == c.NEWSPAPER_ZOMBIE:
self.zombie_groups[map_y].add(zombie.NewspaperZombie(c.ZOMBIE_START_X, y, self.head_group))
def canSeedPlant(self):
x, y = pg.mouse.get_pos()
return self.map.showPlant(x, y)
def addPlant(self):
pos = self.canSeedPlant()
if pos is None:
return
if self.hint_image is None:
self.setupHintImage()
x, y = self.hint_rect.centerx, self.hint_rect.bottom
map_x, map_y = self.map.getMapIndex(x, y)
if self.plant_name == c.SUNFLOWER:
new_plant = plant.SunFlower(x, y, self.sun_group)
elif self.plant_name == c.PEASHOOTER:
new_plant = plant.PeaShooter(x, y, self.bullet_groups[map_y])
elif self.plant_name == c.SNOWPEASHOOTER:
new_plant = plant.SnowPeaShooter(x, y, self.bullet_groups[map_y])
elif self.plant_name == c.WALLNUT:
new_plant = plant.WallNut(x, y)
elif self.plant_name == c.CHERRYBOMB:
new_plant = plant.CherryBomb(x, y)
elif self.plant_name == c.THREEPEASHOOTER:
new_plant = plant.ThreePeaShooter(x, y, self.bullet_groups, map_y)
elif self.plant_name == c.REPEATERPEA:
new_plant = plant.RepeaterPea(x, y, self.bullet_groups[map_y])
elif self.plant_name == c.CHOMPER:
new_plant = plant.Chomper(x, y)
elif self.plant_name == c.PUFFSHROOM:
new_plant = plant.PuffShroom(x, y, self.bullet_groups[map_y])
elif self.plant_name == c.POTATOMINE:
new_plant = plant.PotatoMine(x, y)
elif self.plant_name == c.SQUASH:
new_plant = plant.Squash(x, y)
elif self.plant_name == c.SPIKEWEED:
new_plant = plant.Spikeweed(x, y)
elif self.plant_name == c.JALAPENO:
new_plant = plant.Jalapeno(x, y)
elif self.plant_name == c.SCAREDYSHROOM:
new_plant = plant.ScaredyShroom(x, y, self.bullet_groups[map_y])
elif self.plant_name == c.SUNSHROOM:
new_plant = plant.SunShroom(x, y, self.sun_group)
elif self.plant_name == c.ICESHROOM:
new_plant = plant.IceShroom(x, y)
elif self.plant_name == c.HYPNOSHROOM:
new_plant = plant.HypnoShroom(x, y)
elif self.plant_name == c.WALLNUTBOWLING:
new_plant = plant.WallNutBowling(x, y, map_y, self)
elif self.plant_name == c.REDWALLNUTBOWLING:
new_plant = plant.RedWallNutBowling(x, y)
if new_plant.can_sleep and self.background_type == c.BACKGROUND_DAY:
new_plant.setSleep()
self.plant_groups[map_y].add(new_plant)
if self.bar_type == c.CHOOSEBAR_STATIC:
self.menubar.decreaseSunValue(self.select_plant.sun_cost)
self.menubar.setCardFrozenTime(self.plant_name)
else:
self.menubar.deleateCard(self.select_plant)
if self.bar_type != c.CHOSSEBAR_BOWLING:
self.map.setMapGridType(map_x, map_y, c.MAP_EXIST)
self.removeMouseImage()
#print('addPlant map[%d,%d], grid pos[%d, %d] pos[%d, %d]' % (map_x, map_y, x, y, pos[0], pos[1]))
def setupHintImage(self):
pos = self.canSeedPlant()
if pos and self.mouse_image:
if (self.hint_image and pos[0] == self.hint_rect.x and
pos[1] == self.hint_rect.y):
return
width, height = self.mouse_rect.w, self.mouse_rect.h
image = pg.Surface([width, height])
image.blit(self.mouse_image, (0, 0), (0, 0, width, height))
image.set_colorkey(c.BLACK)
image.set_alpha(128)
self.hint_image = image
self.hint_rect = image.get_rect()
self.hint_rect.centerx = pos[0]
self.hint_rect.bottom = pos[1]
self.hint_plant = True
else:
self.hint_plant = False
def setupMouseImage(self, plant_name, select_plant):
frame_list = tool.GFX[plant_name]
if plant_name in tool.PLANT_RECT:
data = tool.PLANT_RECT[plant_name]
x, y, width, height = data['x'], data['y'], data['width'], data['height']
else:
x, y = 0, 0
rect = frame_list[0].get_rect()
width, height = rect.w, rect.h
if (plant_name == c.POTATOMINE or plant_name == c.SQUASH or
plant_name == c.SPIKEWEED or plant_name == c.JALAPENO or
plant_name == c.SCAREDYSHROOM or plant_name == c.SUNSHROOM or
plant_name == c.ICESHROOM or plant_name == c.HYPNOSHROOM or
plant_name == c.WALLNUTBOWLING or plant_name == c.REDWALLNUTBOWLING):
color = c.WHITE
else:
color = c.BLACK
self.mouse_image = tool.get_image(frame_list[0], x, y, width, height, color, 1)
self.mouse_rect = self.mouse_image.get_rect()
pg.mouse.set_visible(False)
self.drag_plant = True
self.plant_name = plant_name
self.select_plant = select_plant
def removeMouseImage(self):
pg.mouse.set_visible(True)
self.drag_plant = False
self.mouse_image = None
self.hint_image = None
self.hint_plant = False
def checkBulletCollisions(self):
collided_func = pg.sprite.collide_circle_ratio(0.7)
for i in range(self.map_y_len):
for bullet in self.bullet_groups[i]:
if bullet.state == c.FLY:
zombie = pg.sprite.spritecollideany(bullet, self.zombie_groups[i], collided_func)
if zombie and zombie.state != c.DIE:
zombie.setDamage(bullet.damage, bullet.ice)
bullet.setExplode()
def checkZombieCollisions(self):
if self.bar_type == c.CHOSSEBAR_BOWLING:
ratio = 0.6
else:
ratio = 0.7
collided_func = pg.sprite.collide_circle_ratio(ratio)
for i in range(self.map_y_len):
hypo_zombies = []
for zombie in self.zombie_groups[i]:
if zombie.state != c.WALK:
continue
plant = pg.sprite.spritecollideany(zombie, self.plant_groups[i], collided_func)
if plant:
if plant.name == c.WALLNUTBOWLING:
if plant.canHit(i):
zombie.setDamage(c.WALLNUT_BOWLING_DAMAGE)
plant.changeDirection(i)
elif plant.name == c.REDWALLNUTBOWLING:
if plant.state == c.IDLE:
plant.setAttack()
elif plant.name != c.SPIKEWEED:
zombie.setAttack(plant)
for hypno_zombie in self.hypno_zombie_groups[i]:
if hypno_zombie.health <= 0:
continue
zombie_list = pg.sprite.spritecollide(hypno_zombie,
self.zombie_groups[i], False,collided_func)
for zombie in zombie_list:
if zombie.state == c.DIE:
continue
if zombie.state == c.WALK:
zombie.setAttack(hypno_zombie, False)
if hypno_zombie.state == c.WALK:
hypno_zombie.setAttack(zombie, False)
def checkCarCollisions(self):
collided_func = pg.sprite.collide_circle_ratio(0.8)
for car in self.cars:
zombies = pg.sprite.spritecollide(car, self.zombie_groups[car.map_y], False, collided_func)
for zombie in zombies:
if zombie and zombie.state != c.DIE:
car.setWalk()
zombie.setDie()
if car.dead:
self.cars.remove(car)
def boomZombies(self, x, map_y, y_range, x_range):
for i in range(self.map_y_len):
if abs(i - map_y) > y_range:
continue
for zombie in self.zombie_groups[i]:
if abs(zombie.rect.centerx - x) <= x_range:
zombie.setBoomDie()
def freezeZombies(self, plant):
for i in range(self.map_y_len):
for zombie in self.zombie_groups[i]:
if zombie.rect.centerx < c.SCREEN_WIDTH:
zombie.setFreeze(plant.trap_frames[0])
def killPlant(self, plant):
x, y = plant.getPosition()
map_x, map_y = self.map.getMapIndex(x, y)
if self.bar_type != c.CHOSSEBAR_BOWLING:
self.map.setMapGridType(map_x, map_y, c.MAP_EMPTY)
if (plant.name == c.CHERRYBOMB or plant.name == c.JALAPENO or
(plant.name == c.POTATOMINE and not plant.is_init) or
plant.name == c.REDWALLNUTBOWLING):
self.boomZombies(plant.rect.centerx, map_y, plant.explode_y_range,
plant.explode_x_range)
elif plant.name == c.ICESHROOM and plant.state != c.SLEEP:
self.freezeZombies(plant)
elif plant.name == c.HYPNOSHROOM and plant.state != c.SLEEP:
zombie = plant.kill_zombie
zombie.setHypno()
_, map_y = self.map.getMapIndex(zombie.rect.centerx, zombie.rect.bottom)
self.zombie_groups[map_y].remove(zombie)
self.hypno_zombie_groups[map_y].add(zombie)
plant.kill()
def checkPlant(self, plant, i):
zombie_len = len(self.zombie_groups[i])
if plant.name == c.THREEPEASHOOTER:
if plant.state == c.IDLE:
if zombie_len > 0:
plant.setAttack()
elif (i-1) >= 0 and len(self.zombie_groups[i-1]) > 0:
plant.setAttack()
elif (i+1) < self.map_y_len and len(self.zombie_groups[i+1]) > 0:
plant.setAttack()
elif plant.state == c.ATTACK:
if zombie_len > 0:
pass
elif (i-1) >= 0 and len(self.zombie_groups[i-1]) > 0:
pass
elif (i+1) < self.map_y_len and len(self.zombie_groups[i+1]) > 0:
pass
else:
plant.setIdle()
elif plant.name == c.CHOMPER:
for zombie in self.zombie_groups[i]:
if plant.canAttack(zombie):
plant.setAttack(zombie, self.zombie_groups[i])
break
elif plant.name == c.POTATOMINE:
for zombie in self.zombie_groups[i]:
if plant.canAttack(zombie):
plant.setAttack()
break
elif plant.name == c.SQUASH:
for zombie in self.zombie_groups[i]:
if plant.canAttack(zombie):
plant.setAttack(zombie, self.zombie_groups[i])
break
elif plant.name == c.SPIKEWEED:
can_attack = False
for zombie in self.zombie_groups[i]:
if plant.canAttack(zombie):
can_attack = True
break
if plant.state == c.IDLE and can_attack:
plant.setAttack(self.zombie_groups[i])
elif plant.state == c.ATTACK and not can_attack:
plant.setIdle()
elif plant.name == c.SCAREDYSHROOM:
need_cry = False
can_attack = False
for zombie in self.zombie_groups[i]:
if plant.needCry(zombie):
need_cry = True
break
elif plant.canAttack(zombie):
can_attack = True
if need_cry:
if plant.state != c.CRY:
plant.setCry()
elif can_attack:
if plant.state != c.ATTACK:
plant.setAttack()
elif plant.state != c.IDLE:
plant.setIdle()
elif(plant.name == c.WALLNUTBOWLING or
plant.name == c.REDWALLNUTBOWLING):
pass
else:
can_attack = False
if (plant.state == c.IDLE and zombie_len > 0):
for zombie in self.zombie_groups[i]:
if plant.canAttack(zombie):
can_attack = True
break
if plant.state == c.IDLE and can_attack:
plant.setAttack()
elif (plant.state == c.ATTACK and not can_attack):
plant.setIdle()
def checkPlants(self):
for i in range(self.map_y_len):
for plant in self.plant_groups[i]:
if plant.state != c.SLEEP:
self.checkPlant(plant, i)
if plant.health <= 0:
self.killPlant(plant)
def checkVictory(self):
if len(self.zombie_list) > 0:
return False
for i in range(self.map_y_len):
if len(self.zombie_groups[i]) > 0:
return False
return True
def checkLose(self):
for i in range(self.map_y_len):
for zombie in self.zombie_groups[i]:
if zombie.rect.right < 0:
return True
return False
def checkGameState(self):
if self.checkVictory():
self.game_info[c.LEVEL_NUM] += 1
self.next = c.GAME_VICTORY
self.done = True
elif self.checkLose():
self.next = c.GAME_LOSE
self.done = True
def drawMouseShow(self, surface):
if self.hint_plant:
surface.blit(self.hint_image, self.hint_rect)
x, y = pg.mouse.get_pos()
self.mouse_rect.centerx = x
self.mouse_rect.centery = y
surface.blit(self.mouse_image, self.mouse_rect)
def drawZombieFreezeTrap(self, i, surface):
for zombie in self.zombie_groups[i]:
zombie.drawFreezeTrap(surface)
def draw(self, surface):
self.level.blit(self.background, self.viewport, self.viewport)
surface.blit(self.level, (0,0), self.viewport)
if self.state == c.CHOOSE:
self.panel.draw(surface)
elif self.state == c.PLAY:
self.menubar.draw(surface)
for i in range(self.map_y_len):
self.plant_groups[i].draw(surface)
self.zombie_groups[i].draw(surface)
self.hypno_zombie_groups[i].draw(surface)
self.bullet_groups[i].draw(surface)
self.drawZombieFreezeTrap(i, surface)
for car in self.cars:
car.draw(surface)
self.head_group.draw(surface)
self.sun_group.draw(surface)
if self.drag_plant:
self.drawMouseShow(surface)