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main.py
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# -*- coding:utf-8 -*-
import sys
import pygame
import time
import json
from random import random as rnd
from enum import Enum
import data.items
# types
class o_type(Enum):
effect = -2
scene = -1
ground = 0
wall = 1
monster = 2
npc = 3
floor = 4
trigger = 5
door = 6
barrier = 7
item = 8
class d_type(Enum):
yellow = 0
blue = 1
red = 2
magic = 3
fence = 4
class atk_type(Enum):
physic = 0
magic = 1
poisonous = 2
double = 3
triple = 4
bloodsuck = 5
class npc_type(Enum):
fairy = 0
trader = 1
old_man = 2
thief = 3
else_npc = 4
god = 5
icons = {
"npc_0" : "resources/NPC/仙女 0.png",
"npc_1" : "resources/NPC/老人 0.png",
"npc_2" : "resources/NPC/商人 0.png",
"npc_3" : "resources/NPC/盜賊 0.png",
"player": "resources/勇者/down 0.png",
"nicolas": "resources/NPC/尼古拉 0.png",
"blue_god": "resources/NPC/blue_god1 0.png"
}
monsters = {}
monster = json.load(open("data/monsters_data.json", encoding="utf-8"))
floors = {}
for i in monster['monster']:
monsters[i['id']] = i
parameter = {
'this_floor': 0,
'teleport_points': set(),
'level': 1,
'health': 1000,
'attack_method': atk_type.physic,
'attack': 12,
'defence': 8,
'agility': 1,
'money': 0,
'0_key': 1,
'1_key': 1,
'2_key': 1,
'sword': -1,
'shield': -1,
'is_poisoning': False,
'tools': set(),
'variables': {
}
}
# game_system
class tools():
def __init__(self, screen):
self.screen = screen
def showMonsterInfo(self):
global this_floor, parameter, floors, scenes, information
monsters = []
for i in this_floor.objects:
if i.o_type == o_type.monster and i.valid and i.showed:
monster = (i.property['name'], i.property['path'], i.property['hp'], i.property['atk'], i.property['dfs'], i.property['money'], i.property['atk_type'], i.property['info'])
if not monster in monsters:
monsters.append(monster)
monsters.sort(key = lambda x: int(x[1]))
# Drawing
gauss = lambda x: int(x) if float(int(x)) == float(x) else int(x) + 1
font = pygame.font.Font("resources/GenRyuMinTW_Regular.ttf", 20)
t = 0
while True:
this_scenes = []
for i in range(min(len(monsters) - t, 2)):
if i + t < len(monsters):
if parameter['attack'] <= monsters[t + i][4]:
damage = 9999999
else:
damage = (monsters[t + i][3] - parameter['defence']) * (gauss(monsters[t + i][2] / (parameter['attack'] - monsters[t + i][4] * (2 if parameter['attack_method'] == atk_type.double else (3 if parameter['attack_method'] == atk_type.triple else 1)))) - 1)
if monsters[t + i][6] == atk_type.magic.value:
if parameter['attack'] <= monsters[t + i][4]:
damage = 9999999
else:
damage = (monsters[t + i][3]) * (gauss(monsters[t + i][2] / (parameter['attack'] - monsters[t + i][4] * (2 if parameter['attack_method'] == atk_type.double else (3 if parameter['attack_method'] == atk_type.triple else 1)))) - 1)
if damage != 9999999 and monsters[t + i][6] == atk_type.double.value:
damage *= 2
elif damage != 9999999 and monsters[t + i][6] == atk_type.double.triple.value:
damage *= 3
if monsters[t + i][6] == atk_type.bloodsuck.value and "artisan_49" in self.parameter['variables']:
damage = (monsters[t + i][3] - parameter['defence']) * (gauss(monsters[t + i][2] / int(parameter['attack'] - monsters[t + i][4] * 1.5 * (2 if parameter['attack_method'] == atk_type.double else (3 if parameter['attack_method'] == atk_type.triple else 1)))) - 1)
this_scenes.append(object(self.screen, "resources/怪物/" + monsters[t + i][1] + ",0.png" , 3, 5 * i + 3.5, dynamic = False, o_type = o_type.scene, multiple = 2))
this_scenes.append(text_object(self.screen, font.render(monsters[t + i][0] , True , (255,255,255)), (3.5, 5.2 * i + 0.25)))
this_scenes.append(text_object(self.screen, font.render("生命: " + str(monsters[t + i][2]) , True , (255,255,255)), (3.5, 5.2 * i + 1)))
this_scenes.append(text_object(self.screen, font.render("攻擊: " + str(monsters[t + i][3]) , True , (255,255,255)), (6, 5.2 * i + 1)))
this_scenes.append(text_object(self.screen, font.render("防禦: " + str(monsters[t + i][4]) , True , (255,255,255)), (8.5, 5.2 * i + 1)))
this_scenes.append(text_object(self.screen, font.render("金錢: " + str(monsters[t + i][5]) , True , (255,255,255)), (3.5, 5.2 * i + 1.75)))
this_scenes.append(text_object(self.screen, font.render("預估傷害: " + str(damage), True , (255,255,255)), (8.5, 5.2 * i + 1.75)))
if len(monsters[t + i][-1]) >= 13:
this_scenes.append(text_object(self.screen, font.render("介紹: ", True , (255,255,255)), (3.5, 5.2 * i + 2.5)))
for j in range(len(monsters[t + i][-1]) // 16 + 1):
this_scenes.append(text_object(self.screen, font.render(monsters[t + i][-1][j * 16: j * 16 + 16], True , (255,255,255)), (4.5, 5.2 * i + 0.6 * j + 3.3)))
else:
this_scenes.append(text_object(self.screen, font.render("介紹: " + monsters[t + i][-1], True , (255,255,255)), (3.5, 5.2 * i + 2.5)))
this_scenes.append(text_object(self.screen, font.render("(Q(或D) 退出; 左右鍵 翻頁)", True , (255,255,255)), (5.8, 11.2)))
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
t = max(t - 2, 0)
elif event.key == pygame.K_RIGHT:
if t + 2 < len(monsters):
t += 2
if event.key == ord('q') or event.key == ord("d"):
return
self.screen.fill((0,0,0))
update_screen(self.screen, scenes + information + this_scenes)
time.sleep(0.0015)
def fly(self):
global this_floor, parameter, conversation_control, floors
now = this_floor.this_floor
t = list(parameter['teleport_points'])
m = t.index(parameter['this_floor'])
while True:
key = conversation_control.print_word("","你要去 " + str(t[m]) + " 樓",keys = [pygame.K_UP,pygame.K_DOWN, ord('w'), ord('s'),ord('q'),ord("f"), 32],prompt = "(Q 退出)")
if key == ord('w') or key == pygame.K_UP:
if m + 1 <= len(t) - 1:
m += 1
elif key == ord("s") or key == pygame.K_DOWN:
if m - 1 >= 0:
m -= 1
elif key == 32 or key == ord("f"): # ASCII(SPACE) = 32
if t[m] >= parameter['this_floor']:
if "from_lower" in floors[t[m]].config:
play_audio("miss")
jump(self.screen, t[m], floors[t[m]].config["from_lower"])
else:
conversation_control.print_word("","無法找到著陸點")
else:
if "from_upper" in floors[t[m]].config:
play_audio("miss")
jump(self.screen, t[m], floors[t[m]].config["from_upper"])
elif "from_lower" in floors[t[m]].config:
play_audio("miss")
jump(self.screen, t[m], floors[t[m]].config["from_lower"])
else:
conversation_control.print_word("","無法找到著陸點")
return
else:
return
class fight():
def __init__(self, screen):
self.screen = screen
self.objects = []
self.in_fighting = False
def fight_with(self, monster):
global this_floor, grounds, information, scenes,warrior
self.in_fighting = True
path, hp, atk, dfs, agl, name, money, attack_type, sound, dexterity, img = monster.property['path'], monster.property['hp'], monster.property['atk'], monster.property['dfs'], monster.property['agility'], monster.property['name'], monster.property['money'], monster.property['atk_type'], monster.property['sound'], monster.property['dex'], monster.property['img']
font = pygame.font.Font("resources/GenRyuMinTW_Regular.ttf", 24)
font2 = pygame.font.Font("resources/GenRyuMinTW_Regular.ttf", 18)
add_hp = 0
i = 1
if attack_type == atk_type.double.value:
i = 2
elif attack_type == atk_type.triple.value:
i = 3
_attack_times = 1
if parameter['attack_method'] == atk_type.double: _attack_times = 2
if parameter['attack_method'] == atk_type.triple: _attack_times = 3
j = i; _attack_times_left = _attack_times
counter = 3
this_scenes = []
this_scenes.append(object(self.screen, "resources/字/fgt_box.png", 13, 14, o_type = o_type.scene, multiple = 1))
this_scenes.append(text_object(self.screen, font.render(str(name) , True , (255,255,255)), (2, 1.3)))
this_scenes.append(text_object(self.screen, font.render(str("勇者") , True , (255,255,255)), (9.5, 1.3)))
this_scenes.append(text_object(self.screen, font.render("ATK: " + str(atk) , True , (255,255,255)), (2, 5.2)))
this_scenes.append(text_object(self.screen, font.render("ATK: " + str(parameter['attack']) , True , (255,255,255)), (9, 5.2)))
this_scenes.append(text_object(self.screen, font.render("DFS: " + str(dfs) , True , (255,255,255)), (2, 5.9)))
this_scenes.append(text_object(self.screen, font.render("DFS: " + str(parameter['defence']) , True , (255,255,255)), (9, 5.9)))
this_scenes.append(text_object(self.screen, font2.render("按下(Q)逃離戰鬥" , True , (255,255,255)), (9, 6.7)))
message_timer = 5
effects = []
offset_monster = offset_player = 0
while self.in_fighting and ((hp > 0 and parameter['health'] > 0) or (counter < 4 or 4 < counter < 9)):
objects = []
objects.append(object(self.screen, monster.path , 4 + offset_monster, 6, dynamic = True, o_type = o_type.scene, multiple = 3))
objects.append(object(self.screen, icons['player'], 11 + offset_player, 6, o_type = o_type.scene, multiple = 3))
if offset_player > 0:
offset_player -= 0.3
else: offset_player = 0
if offset_monster > 0:
offset_monster -= 0.3
else: offset_monster = 0
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN and event.key == ord("q"):
parameter['health'] = max(parameter['health'] - add_hp, 1)
self.quit()
if counter == 4:
if rnd() > (agl - parameter['agility'])/110:
if rnd() < (parameter['agility'] - agl / 8)/110:
hpcost = max(parameter['attack'] - dfs, 0) * 2
if parameter['sword'] != -1:
play_audio("critical_cut")
effects.append(effect(self.screen, "resources/攻擊/sword" + str(parameter['sword']) + " %s.png", 4, 6, dynamic = True, o_type = o_type.effect, multiple = 1))
effects.append(effect(self.screen, "resources/攻擊/hit %s.png", 4, 6, dynamic = True, o_type = o_type.effect, multiple = 1))
else:
play_audio("critical_hit")
effects.append(effect(self.screen, "resources/攻擊/hit %s.png", 4, 6, dynamic = True, o_type = o_type.effect, multiple = 1))
else:
hpcost = max(parameter['attack'] - dfs, 0)
if parameter['sword'] != -1:
play_audio("cut")
effects.append(effect(self.screen, "resources/攻擊/sword" + str(parameter['sword']) + " %s.png", 4, 6, dynamic = True, o_type = o_type.effect, multiple = 1))
else:
play_audio("hit")
effects.append(effect(self.screen, "resources/攻擊/hit %s.png", 4, 6, dynamic = True, o_type = o_type.effect, multiple = 1))
if attack_type == atk_type.bloodsuck.value and "artisan_49" in self.parameter['variables']:
hpcost = int(hpcost * 1.5)
hp -= hpcost
if parameter["attack_method"] == atk_type.bloodsuck:
suckedBlood_amount += min(int(rnd() * 0.6 * hpcost * parameter['level'] / 10), hpcost * 0.8)
parameter['health'] += suckedBlood_amount
add_hp += suckedBlood_amount
hp = max(hp, 0)
if _attack_times_left != 1:
counter = 0
_attack_times_left -= 1
else:
_attack_times_left = _attack_times
else:
play_audio("miss")
offset_monster = 1.5
if parameter['sword'] != -1:
effects.append(effect(self.screen, "resources/攻擊/sword" + str(parameter['sword']) + " %s.png", 4, 6, dynamic = True, o_type = o_type.effect, multiple = 1))
if counter == 9 and j >= 0:
if j == 0:
j = i
counter = 0
continue
else:
j -= 1
counter = 5
if attack_type == atk_type.poisonous.value:
if rnd() < 0.2:
parameter['is_poisoning'] = True
if rnd() > (parameter['agility'] - agl / 6)/110:
if rnd() < (dexterity - parameter['agility'])/110:
if attack_type == atk_type.magic.value:
parameter['health'] -= max(atk, 0) * 2
else:
parameter['health'] -= max(atk - parameter['defence'], 0) * 2
if attack_type == atk_type.bloodsuck.value:
hp += int(max(atk - parameter['defence'], 0) * 0.7 * rnd())
play_audio("critical_" + sound)
effects.append(effect(self.screen, "resources/攻擊/" + img + " %s.png", 11, 6, dynamic = True, o_type = o_type.effect, multiple = 1))
else:
if attack_type == atk_type.bloodsuck.value:
hp += int(max(atk - parameter['defence'], 0) * 0.35 * rnd())
if attack_type == atk_type.magic.value:
parameter['health'] -= max(atk, 0)
else:
parameter['health'] -= max(atk - parameter['defence'], 0)
play_audio(sound)
effects.append(effect(self.screen, "resources/攻擊/" + img + " %s.png", 11, 6, dynamic = True, o_type = o_type.effect, multiple = 1))
parameter['health'] = max(parameter['health'], 0)
else:
offset_player = 1.5
play_audio("miss")
if img != "hit":
effects.append(effect(self.screen, "resources/攻擊/" + img + " %s.png", 11, 6, dynamic = True, o_type = o_type.effect, multiple = 1))
if message_timer >= 0:
message_timer -= 1
if message_timer == -1:
del this_scenes[-1]
objects.append(text_object(self.screen, font.render("HP: " + str(hp) , True , (255,255,255)), (2, 4.5)))
objects.append(text_object(self.screen, font.render("HP: " + str(parameter['health']) , True , (255,255,255)), (9, 4.5)))
update_screen(self.screen, grounds + scenes + information + [warrior] + this_floor.objects + this_scenes + objects + effects)
time.sleep(0.0325)
counter += 1
objects = []
if not self.in_fighting:
return
self.in_fighting = False
if hp == 0:
parameter['money'] += money
monster.valid = False
monster.visible = False
return
t = time.time()
while time.time() - t <= 3:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
self.screen.fill((0,0,0))
object(self.screen, "resources/字/loss.png", 8, 8, o_type = o_type.scene, multiple = 1).blitme()
pygame.display.flip()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
counter += 1
time.sleep(0.075)
def quit(self):
self.in_fighting = False
self.objects = []
class conversation():
def __init__(self, screen):
self.in_conversation = False
self.screen = screen
self.objects = []
self.queue = []
def choice(self, path, text, choices,prompt = "", now_index = 0):
global key_system
while True:
self.objects = []
self.objects.append(object(self.screen, "resources/字/fgt_box.png", 13, 14, o_type = o_type.scene, multiple = 1))
if path != "":
if path in icons:
self.objects.append(object(self.screen, icons[path], 8, 3.5, o_type = o_type.scene, multiple = 1.5))
else:
self.objects.append(object(self.screen, path, 8, 3.5, o_type = o_type.scene, multiple = 1.5))
font = pygame.font.Font("resources/GenRyuMinTW_Regular.ttf", 23)
for i, j in enumerate(text.split("\n")):
self.objects.append(text_object(self.screen, font.render(j , True , (255,255,255)), (1, 3 + i * 0.7)))
for i, j in enumerate(choices):
self.objects.append(text_object(self.screen, font.render(str(j) + " <-----" if i == now_index else str(j) , True , (255,255,255)), (5, 4.5 + i * 0.6)))
font = pygame.font.Font("resources/GenRyuMinTW_Regular.ttf", 14)
if prompt:
self.objects.append(text_object(self.screen, font.render("(上下鍵選擇、SPACE購買、Q離開)" , True , (255,255,255)), (8, 6.7)))
else:
self.objects.append(text_object(self.screen, font.render(str(prompt) , True , (255,255,255)), (8, 6.7)))
read_key = key_system.in_conversation([pygame.K_UP, pygame.K_DOWN, ord("q"), ord(" ")])
self.in_conversation = True
if read_key == ord("q"):
self.in_conversation = False
return -1
elif read_key == ord(" "):
self.in_conversation = False
return now_index
elif read_key == pygame.K_UP:
now_index = max(now_index - 1, 0)
elif read_key == pygame.K_DOWN:
now_index = min(now_index + 1, len(choices) - 1)
def print_word(self, name, text, path = "",prompt = "", keys = []):
global key_system
if self.in_conversation:
self.queue.append((name, text, path))
return
self.in_conversation = True
self.objects.append(object(self.screen, "resources/字/msg_box.png", 13, 15, o_type = o_type.scene, multiple = 1))
if path != "":
if path in icons:
self.objects.append(object(self.screen, icons[path], 1.75, 11.25, o_type = o_type.scene, multiple = 1.5))
else:
self.objects.append(object(self.screen, path, 1.75, 11.25, o_type = o_type.scene, multiple = 1.5))
font = pygame.font.Font("resources/GenRyuMinTW_Regular.ttf", 32)
self.objects.append(text_object(self.screen, font.render(name , True , (255,255,255)), (2, 9.5)))
font = pygame.font.Font("resources/GenRyuMinTW_Regular.ttf", 20)
for i, j in enumerate(text.split("\n")):
self.objects.append(text_object(self.screen, font.render(j , True , (255,255,255)), (1, 10.5 + i * 0.6)))
font = pygame.font.Font("resources/GenRyuMinTW_Regular.ttf", 14)
if prompt == "":
if keys == []:
self.objects.append(text_object(self.screen, font.render("按任意鍵退出" , True , (255,255,255)), (11, 11.5)))
else:
self.objects.append(text_object(self.screen, font.render("(" + ",".join([str(chr(i)) for i in keys]) + ")" , True , (255,255,255)), (11, 11.5)))
else:
self.objects.append(text_object(self.screen, font.render(prompt , True , (255,255,255)), (11, 11.5)))
return key_system.in_conversation(keys)
def end_conversation(self, key = -1):
self.in_conversation = False
if self.queue != []:
arg = self.queue[0]
del self.queue[0]
self.print_word(arg[0], arg[1], arg[2])
else:
self.objects = []
# graph object
class text_object():
def __init__(self, screen, text, location):
self.text = text
self.location = location
self.screen = screen
def blitme(self):
self.screen.blit(self.text, (int(self.location[0] * 48 + 336), int(self.location[1] * 48 + 96)))
class object():
def __init__(self, screen, path, x , y,dynamic = False, o_type = o_type.ground, multiple = 1.5, arg = {}, script = None, floor = None, script_before = None):
# RPG system
global conversation_control, parameter
self.script = script
self.script_before = script_before
if script != None:
self.script.conversation_control = conversation_control
self.script.__init__(self.script, arg)
self.script.play_audio = play_audio
self.script.parameter = parameter
self.script.status = self
if script_before != None:
self.script_before.conversation_control = conversation_control
self.script_before.__init__(self.script_before, arg)
self.script_before.play_audio = play_audio
self.script_before.parameter = parameter
self.script_before.status = self
# Initialize on canvas and map
self.screen = screen
self.floor = floor
if path != "":
self.visible = True
self.valid = True
self.dynamic = dynamic
if dynamic:
self.counter = 0
self.path = path
image = pygame.image.load(path % 0)
rect = image.get_rect()
image = pygame.transform.scale(image, (int(rect.width * multiple), int(rect.height * multiple)))
self.rect = image.get_rect()
else:
self.image = pygame.image.load(path)
self.rect = self.image.get_rect()
self.image = pygame.transform.scale(self.image, (int(self.rect.width * multiple), int(self.rect.height * multiple)))
self.rect = self.image.get_rect()
else:
self.visible = False
self.valid = True
self.o_type = o_type
self.location = [x,y]
self.init2(arg)
def init2(self, arg): # Overwrite
pass
def trigger(self):
if self.o_type == o_type.wall:
return False
return True
def blitme(self):
if self.visible:
self.rect.centerx = int(self.location[0] * 48 + 336 - self.rect.width // 2)
self.rect.bottom = int(self.location[1] * 48 + 96 - self.rect.height)
if self.dynamic:
image = pygame.transform.scale(pygame.image.load(self.path % self.counter),(self.rect.width, self.rect.height))
self.screen.blit(image, self.rect)
self.counter += 1
if self.counter == 4:
self.counter = 0
else:
self.screen.blit(self.image, self.rect)
# RPG system
def cost(self, item, amount):
return cost(item, amount)
def expire(self):
self.valid = False
self.visible = False
# game objects
class floor():
def __init__(self, screen, data):
global floors
self.scene = data["scene"]
self.screen = screen
self.object_type = object
self.monster_type = monster
self.o_type = o_type
if 'config' in data:
self.config = data['config']
else:
self.config = {
"allow_teleport_to": true,
"allow_teleport_out": true
}
if 'bgm' in data:
self.bgm = data['bgm']
else:
self.bgm = ""
if "program" in data:
module = __import__("scripts." + data['program'])
script = eval("module." + data['program'] + ".trigger")
self.script = script()
self.script.status = self
else:
self.script = None
if "program_before" in data:
module = __import__("scripts." + data['program_before'])
script = eval("module." + data['program_before'] + ".trigger")
self.script_before = script()
self.script_before.status = self
else:
self.script_before = None
self.ever_arrived = False
self.this_floor = data['floor']
self.whole_tower = floors
self.objects = []
self.tags = {}
self.floors = {}
for i in range(1,14):
for j in range(1,14):
if type(self.scene[i - 1][j - 1]) == list:
scene_datas = self.scene[i - 1][j - 1]
else:
scene_datas = [self.scene[i - 1][j - 1]]
for scene_data in scene_datas:
if scene_data == 1:
self.objects.append(object(screen, "resources/地形/wall.png", j, i, o_type = o_type.wall))
elif scene_data == 2:
self.objects.append(object(screen, "resources/地形/wall 2.png", j, i, o_type = o_type.wall))
elif scene_data == 3:
self.objects.append(object(screen, "resources/地形/wall 3.png", j, i, o_type = o_type.wall))
elif type(scene_data) == dict and scene_data['o_type'] == 4:
self.floors[(j, i)] = (scene_data['goto'], scene_data['location'])
if not "allow_teleport_to" in scene_data:
if scene_data['goto'] > self.this_floor:
self.config['from_upper'] = (j, i)
else:
self.config["from_lower"] = (j, i)
self.objects.append(object(screen, "resources/地形/" + str(scene_data['img']) + ".png", j, i, o_type = o_type.floor))
elif type(scene_data) == dict and scene_data['o_type'] == o_type.npc.value:
module = __import__("scripts." + scene_data['program'])
NPC = eval("module." + scene_data['program'] + ".NPC")
if scene_data["npc_type"] in {0, 1, 2, 3}:
path = "resources/NPC/" + ["仙女", "老人", "商人", "盜賊"][scene_data["npc_type"]] + " %s.png"
else:
path = "resources/NPC/" + scene_data["npc_type"] + " %s.png"
self.objects.append(npc(screen, path , j, i, dynamic = True, o_type = o_type.npc, arg = scene_data, script = NPC))
elif type(scene_data) == dict and scene_data['o_type'] == o_type.monster.value:
if "program" in scene_data:
module = __import__("scripts." + scene_data['program'])
MST1 = eval("module." + scene_data['program'] + ".monster")
else:
MST1 = None
if "program_before" in scene_data:
module = __import__("scripts." + scene_data['program_before'])
MST2 = eval("module." + scene_data['program_before'] + ".monster")
else:
MST2 = None
if "showed" not in scene_data:
scene_data["showed"] = True
path = "resources/怪物/" + str(scene_data["m_type"] - 2000) + ",%s.png"
self.objects.append(monster(screen, path , j, i, dynamic = True, o_type = o_type.monster, arg = {"m_type": scene_data["m_type"] - 2000,"showed": scene_data["showed"]}, script = MST1, script_before = MST2))
elif type(scene_data) == dict and scene_data['o_type'] == o_type.trigger.value:
module = __import__("scripts." + scene_data['program'])
trigger = eval("module." + scene_data['program'] + ".trigger")
path = scene_data['img'] if 'img' in scene_data else ''
self.objects.append(game_trigger(screen, path , j, i, o_type = o_type.trigger, script = trigger))
elif type(scene_data) == dict and scene_data['o_type'] == o_type.door.value:
if 'program' in scene_data:
module = __import__("scripts." + scene_data['program'])
trigger = eval("module." + scene_data['program'] + ".trigger")
else:
trigger = None
path = "resources/地形/門/" + ["黃","藍","紅","魔法","柵欄"][scene_data["d_type"]] + " 0.png"
self.objects.append(door(screen, path , j, i, o_type = o_type.door, arg = scene_data , script = trigger))
elif 62 >= scene_data >= 60:
self.objects.append(door(screen, "resources/地形/門/%s 0.png" % (["黃","藍","紅"][scene_data - 60]), j, i, o_type = o_type.door, arg = {"d_type": scene_data - 60}))
elif 71 >= scene_data >= 70:
self.objects.append(object(screen, "resources/地形/" + (["lava","star"][scene_data - 70]) + " %s.png", j, i, dynamic = True, o_type = o_type.wall))
elif 2000 > scene_data >= 1000:
self.objects.append(item(screen, "resources/道具/%s.png" % str(scene_data - 1000), j, i, o_type = o_type.item, arg = {'i_type': scene_data - 1000}))
elif scene_data >= 2000:
self.objects.append(monster(screen, "resources/怪物/" + str(scene_data - 2000) + ",%s.png", j, i, dynamic = True, o_type = o_type.monster, arg = {'m_type': scene_data % 1000, "showed": True}))
if type(scene_data) == dict and 'tag' in scene_data:
self.tags[scene_data['tag']] = self.objects[-1]
if type(scene_data) == dict and 'valid' in scene_data:
self.objects[-1].valid = scene_data['valid']
if type(scene_data) == dict and 'visible' in scene_data:
self.objects[-1].visible = scene_data['visible']
if self.objects:
self.objects[-1].floor = self
def blitme(self):
for i in self.objects:
i.blitme()
class effect(object):
def blitme(self):
if self.visible:
self.rect.centerx = self.location[0] * 48 + 336 - self.rect.width // 2
self.rect.bottom = self.location[1] * 48 + 96 - self.rect.height
if self.dynamic:
image = pygame.transform.scale(pygame.image.load(self.path % self.counter),(self.rect.width, self.rect.height))
self.screen.blit(image, self.rect)
self.counter += 1
if self.counter == 4:
self.visible = False
else:
self.screen.blit(self.image, self.rect)
class monster(object):
def init2(self, arg):
global monsters
self.property = monsters[arg["m_type"]]
self.showed = arg["showed"]
def trigger(self):
global fight_system, warrior
warrior.vector = [0, 0, warrior.vector[2]]
warrior.counter = 0
if self.script_before != None:
if self.script_before.trigger(self.script_before):
return
fight_system.fight_with(self)
if self.script != None:
self.script.trigger(self.script)
class npc(object):
def init2(self, arg):
self.name = arg["name"]
def trigger(self):
if self.script != None:
global warrior
warrior.vector = [0, 0, warrior.vector[2]]
warrior.counter = 0
self.script.cost = self.cost
self.script.trigger(self.script)
return False
class game_trigger(object):
def trigger(self):
if self.script != None:
t = self.script.trigger(self.script)
if t == False:
return False
return True
class door(object):
def init2(self, parameter):
self.d_type = parameter['d_type']
self.parameter = parameter
self.is_open = False
self.count = 0
def close(self):
self.is_open = False
self.visible = True
self.count = 0
path = "resources/地形/門/" + ["黃","藍","紅","魔法","柵欄"][self.d_type] + " 0.png"
self.image = pygame.image.load(path)
self.rect = self.image.get_rect()
self.image = pygame.transform.scale(self.image, (int(self.rect.width * 1.5), int(self.rect.height * 1.5)))
self.rect = self.image.get_rect()
play_audio("close_door")
def open(self):
self.is_open = True
if self.d_type <= 3:
play_audio("open_door")
elif self.d_type == 4:
play_audio("open_door2")
def trigger(self):
if not self.is_open:
if not self.d_type >= 3:
if cost(str(self.d_type) + "_key", 1, False):
self.is_open = True
play_audio("open_door")
return False
else:
if self.script!=None:
if self.script.trigger(self.script):
self.is_open = True
if self.d_type == 3:
play_audio("open_door")
elif self.d_type == 4:
play_audio("open_door2")
return False
else:
return False
else:
return not self.visible
def blitme(self):
if self.visible and not self.is_open:
self.rect.centerx = self.location[0] * 48 + 336 - self.rect.width // 2
self.rect.bottom = self.location[1] * 48 + 96 - self.rect.height
self.screen.blit(self.image, self.rect)
elif self.visible:
self.count += 1
if self.count == 4:
self.visible = False
return
path = "resources/地形/門/" + ["黃","藍","紅","魔法","柵欄"][self.d_type] + " %s.png" % self.count
self.image = pygame.image.load(path)
self.rect = self.image.get_rect()
self.image = pygame.transform.scale(self.image, (int(self.rect.width * 1.5), int(self.rect.height * 1.5)))
self.rect = self.image.get_rect()
self.rect.centerx = self.location[0] * 48 + 336 - self.rect.width // 2
self.rect.bottom = self.location[1] * 48 + 96 - self.rect.height
self.screen.blit(self.image, self.rect)
class item(object):
def init2(self, arg):
self.i_type = arg['i_type']
def trigger(self):
global conversation_control, item_system, warrior
self.valid = False
self.visible = False
item_system.trigger(self.i_type)
warrior.vector = [0, 0, warrior.vector[2]]
return True
class player(object):
def __init__(self, screen):
self.screen = screen
self.counter = 0
self.images = [[],[],[],[]]
for i in range(4):
self.images[0].append(pygame.transform.scale(pygame.image.load('resources/勇者/right %s.png' % i), (48, 48)))
self.images[1].append(pygame.transform.scale(pygame.image.load('resources/勇者/left %s.png' % i), (48, 48)))
self.images[2].append(pygame.transform.scale(pygame.image.load('resources/勇者/down %s.png' % i), (48, 48)))
self.images[3].append(pygame.transform.scale(pygame.image.load('resources/勇者/up %s.png' % i), (48, 48)))
self.rect = self.images[0][0].get_rect()
self.vector = [0,0,2]
self.location = [1,1]
self.speed = 3
def blitme(self):
self.rect.centerx = self.location[0] * 48 + 336 - self.rect.width// 2
self.rect.bottom = self.location[1] * 48 + 96 - self.rect.height
self.screen.blit(self.images[self.vector[2]][self.counter], self.rect)
def move(self, objs):
if self.vector[:2] != [0, 0]:
self.counter += 1
if self.counter == 4:
self.counter = 0
else:
return
for i in objs:
if i.valid and self.vector[:2] != [0, 0] and i.location == [self.location[0] + self.vector[0], self.location[1] + self.vector[1]]:
if i.o_type == o_type.floor:
t = this_floor.floors[(self.location[0] + self.vector[0], self.location[1] + self.vector[1])]
jump(self.screen, t[0], t[1])
return
if not i.trigger():
return
self.location[0] += self.vector[0]
self.location[1] += self.vector[1]
if parameter['is_poisoning']:
parameter['health'] -= 20
if parameter['health'] <= 0:
parameter['health'] = 1
# game operation
def jump(screen, destination, location):
global warrior, parameter, this_floor, open_bgm
if open_bgm and this_floor.bgm != floors[destination].bgm:
play_bgm(floors[destination].bgm)
warrior.vector = [0, 0, warrior.vector[2]]
if floors[destination].config['allow_teleport_to']:
parameter['teleport_points'].add(destination)
floors[parameter["this_floor"]] = this_floor
this_floor = floors[destination]
warrior.location = location
warrior.location = list(warrior.location)
parameter["this_floor"] = destination
if this_floor.script:
this_floor.script.trigger()
if not this_floor.ever_arrived and this_floor.script_before:
floors[destination].script_before.trigger()
this_floor.ever_arrived = True
def cost(item, amount, voice = True):
if parameter[item] >= amount:
parameter[item] -= amount
if voice and item == "money":
play_audio("gold")
else:
if voice and amount > 0:
play_audio("yes")
return True
if voice: play_audio("error")
return False
# system
class key_event():
def __init__(self, screen):
self.screen = screen
def check_events(self):
global warrior, tools_system, this_floor, parameter, conversation_control, open_bgm
if conversation_control.in_conversation:
return
for event in pygame.event.get():
if event.type == pygame.QUIT: # exit game
sys.exit()
if event.type == pygame.KEYDOWN: # move control
if event.key == pygame.K_RIGHT:
warrior.vector = [1, 0, 0]
elif event.key == pygame.K_LEFT:
warrior.vector = [-1,0, 1]
if event.key == pygame.K_DOWN:
warrior.vector = [0, 1, 2]
elif event.key == pygame.K_UP:
warrior.vector = [0,-1, 3]