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papermc.py
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papermc.py
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# Paper Minecraft Remake
# Copyright (c)2022 cjplays Development
# All Rights Reserved
#- Setup -#
# Imports
import pygame
import pygame.freetype
import time
import random
# Pygame Setup
pygame.init()
clock = pygame.time.Clock()
FPS = 60
# Fonts Setup
invenFont = pygame.freetype.Font("Archivo-Regular.ttf")
invenFont.size = 50
invenFont.fgcolor = [171, 171, 171]
invenTileFont = pygame.freetype.Font("Archivo-Regular.ttf")
invenTileFont.size = 30
invenTileFont.fgcolor = [111,111,111]
steveFont = pygame.freetype.Font("Archivo-Regular.ttf")
steveFont.size = 100
steveFont.fgcolor = [36,36,36]
steveFont2 = pygame.freetype.Font("Archivo-Regular.ttf")
steveFont2.size = 30
steveFont2.fgcolor = [36,36,36]
withSteveRect = pygame.Rect(100,452,175,175)
withoutSteveRect = pygame.Rect(1705,452,175,175)
withSteve = pygame.image.load("Boulder.png")
withoutSteve = pygame.image.load("BoulderBack.png")
# Dictionary Setup [contains grids for the building space and inventory]
tilerects = {}
tilecolors = {}
invenrects = {}
invenoutlines = {}
invenblocks = {}
# Default building block is air
mode = "air"
# Steve setup
stevemove = "n"
steveX = 0
steveY = 555
steve = pygame.image.load("Boulder.png")
steveH, steveW = steve.get_size()
# Steve's bounding box
steveCollision = pygame.Rect(steveX,steveY,steveH,steveW)
# Variable used to fix a bug with selection cursor
currentsquare = False
# Inventory is closed by default
inventory = False
# Defines colors for blocks. "mouse" is the color of the cursor when hovering over the block
colors = {"air":[0, 213, 255],"dirt":[130, 69, 0],"grass":[0, 224, 67],
"stone":[115, 115, 115],"mouseair":[0,203,255],"mousedirt":[120,59,0],
"mousegrass":[0,214,57],"mousestone":[105,105,105],"inventory":[222,222,222],
"mouseinventory":[212,212,212],"sand":[255, 235, 189],"mousesand":[245,225,189],"red concrete":[171, 2, 2],"mousered concrete":[161,0,0],
"orange concrete":[255,165,0],"mouseorange concrete":[245,155,0],"yellow concrete":[235, 214, 5],"mouseyellow concrete":[225,204,0],
"lime concrete":[86, 207, 10],"mouselime concrete":[76,197,0], "green concrete":[0, 112, 26], "mousegreen concrete": [0,102,16],"light blue concrete":[22, 204, 224],
"mouselight blue concrete":[12, 194, 214],"cyan concrete":[14, 156, 144],"mousecyan concrete":[4,146,134],"blue concrete":[0, 43, 107],"mouseblue concrete":[0,33,97],
"purple concrete":[126, 0, 199], "mousepurple concrete":[116, 0, 189],"black concrete":[10,10,10],"mouseblack concrete":[0,0,0],"white concrete":[255,255,255],
"mousewhite concrete":[245,245,245],"magenta concrete":[196, 0, 199],"mousemagenta concrete":[186,0,189],"brown concrete":[105, 64, 8],"mousebrown concrete":[95,54,0],"pink concrete":[255, 120, 246],
"mousepink concrete":[245,110,236],"light gray concrete":[140, 140, 140],"mouselight gray concrete":[130,130,130],"gray concrete":[94, 94, 94],"mousegray concrete":[84,84,84], "water":[15, 127, 255],"mousewater":[0,117,245],
"ice":[15, 250, 246],"mouseice":[5,240,236],"end stone":[240, 255, 143],"mouseend stone":[230,245,133],"obsidian":[34, 0, 36],"mouseobsidian":[24,0,26],"diamond block":[43, 194, 224],"mousediamond block":[33,184,214],"gold block":[240, 217, 48],
"mousegold block":[230,207,38]}
# More pygame setup
w = pygame.display.set_mode([1920,1080])
# Allows the user to play with/without steve
choice = False
w.fill([173,173,173])
steveFont.render_to(w,[450,0],"CHOOSE GAMEMODE")
pygame.draw.ellipse(w,[36,36,36],withSteveRect,4)
pygame.draw.ellipse(w,[36,36,36],withoutSteveRect,4)
w.blit(withSteve, [100,452])
w.blit(withoutSteve, [1705,452])
steveFont2.render_to(w,[75,652],"Steve Enabled")
steveFont2.render_to(w,[1690,652],"Steve Disabled")
running = True
while not choice:
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
choice = False
running = False
if event.type == pygame.MOUSEBUTTONDOWN:
mX,mY = pygame.mouse.get_pos()
if withSteveRect.collidepoint(mX,mY):
choice = True
steveon = True
if withoutSteveRect.collidepoint(mX,mY):
choice = True
steveon = False
# Creates default landstape and defines Rects for the basic grid of blocks
for i in range(1,17):
for j in range(1,10):
if 1 <= j <= 6:
tilecolors[str(i) + " " + str(j)] = "air"
elif j == 7:
tilecolors[str(i) + " " + str(j)] = "grass"
elif j == 8:
tilecolors[str(i) + " " + str(j)] = "dirt"
else:
tilecolors[str(i) + " " + str(j)] = "stone"
tilerects[str(i) + " " + str(j)] = pygame.Rect(i * 120 - 120, j * 120 - 120, 120, 120)
pygame.draw.rect(w,colors[tilecolors[str(i) + " " + str(j)]],tilerects[str(i) + " " + str(j)])
# Defines rects for inventory tiles
for i in range(1,17):
for j in range(1,9):
invenoutlines[str(i) + " " + str(j)] = pygame.Rect(i * 120 - 120,(j * 120 - 120) + 120,119,119)
invenrects[str(i) + " " + str(j)] = pygame.Rect((i * 120 - 120) + 4, ((j * 120 - 120) + 120) + 4, 111,111)
# Fills in inventory tiles with blocks
invenblocks["1 1"] = "air"
invenblocks["2 1"] = "dirt"
invenblocks["3 1"] = "stone"
invenblocks["4 1"] = "grass"
invenblocks["5 1"] = "sand"
invenblocks["6 1"] = "water"
invenblocks["7 1"] = "ice"
invenblocks["8 1"] = "end stone"
invenblocks["9 1"] = "obsidian"
invenblocks["10 1"] = "diamond block"
invenblocks["11 1"] = "gold block"
invenblocks["1 8"] = "red concrete"
invenblocks["2 8"] = "orange concrete"
invenblocks["3 8"] = "yellow concrete"
invenblocks["4 8"] = "lime concrete"
invenblocks["5 8"] = "green concrete"
invenblocks["6 8"] = "light blue concrete"
invenblocks["7 8"] = "cyan concrete"
invenblocks["8 8"] = "blue concrete"
invenblocks["9 8"] = "purple concrete"
invenblocks["10 8"] = "black concrete"
invenblocks["11 8"] = "white concrete"
invenblocks["12 8"] = "magenta concrete"
invenblocks["13 8"] = "brown concrete"
invenblocks["14 8"] = "pink concrete"
invenblocks["15 8"] = "light gray concrete"
invenblocks["16 8"] = "gray concrete"
# Creates empty tiles for non-defined inventory spaces
for i in range(1,17):
for j in range(1,9):
if (str(i) + " " + str(j)) not in invenblocks:
invenblocks[str(i) + " " + str(j)] = "inventory"
pygame.display.flip()
# Redraws landscape after closing inventory
def redraw():
for i in tilerects:
pygame.draw.rect(w,colors[tilecolors[i]],tilerects[i])
pygame.display.flip()
if steveon:
w.blit(steve,[steveX,steveY])
# Draws steve
if steveon:
w.blit(steve,[steveX,steveY])
# Main loop
while running:
# Event loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.MOUSEMOTION:
# Gets mouse position for cursor
mX, mY = pygame.mouse.get_pos()
if not inventory:
# Makes sure steve is not drawn over
steveMouseCollision = pygame.Rect(steveX - 60, steveY - 60, steveH + 180, steveW + 180)
for i in tilerects:
if tilerects[i].collidepoint(mX,mY) and currentsquare != i and (not steveMouseCollision.collidepoint(mX,mY) or not steveon):
# Erases old cursor
try:
pygame.draw.rect(w,colors[tilecolors[currentsquare]],tilerects[currentsquare])
except:
pygame.draw.rect(w,colors[tilecolors[i]],tilerects[i])
# Sets up cursor to be erased when it is moved
currentsquare = i
# Draws new cursor
pygame.draw.rect(w,colors["mouse" + tilecolors[i]],tilerects[i])
pygame.display.flip()
if inventory:
# Same code as before for inventory
for i in invenrects:
if invenrects[i].collidepoint(mX,mY) and currentsquare != i:
temp = colors["mouse" + invenblocks[i]]
# Makes text readable on darker blocks
if temp[0] + temp[1] + temp[2] <= 345:
invenTileFont.fgcolor = [255,255,255]
else:
invenTileFont.fgcolor = [111,111,111]
# Erases old cursor
try:
pygame.draw.rect(w,colors[invenblocks[currentsquare]],invenrects[currentsquare])
except:
pygame.draw.rect(w,colors[invenblocks[i]],invenrects[i])
# Sets up cursor to be erased when it is moved
currentsquare = i
# Draws new cursor
pygame.draw.rect(w,colors["mouse" + invenblocks[i]], invenrects[i])
# Draws text for blocks
if invenblocks[i] != "inventory":
# Super complicated method for text wrapping in pygame
# Tsapp: add one number to your code
# pygame:
temptext = invenblocks[i].capitalize()
if len(temptext) < 7:
invenTileFont.render_to(w,[invenrects[i].x + 1,invenrects[i].y + 1],invenblocks[i].capitalize())
else:
temptext2 = {}
temptext3 = len(temptext) // 6
temptext4 = len(temptext) % 6
for j in range(1,temptext3 + 1):
#print(i)
temptext2[j] = temptext[(j * 6 - 6):j * 6]
if temptext4 > 0:
temptext2[temptext3 + 1] = temptext[len(temptext) - temptext4:]
for j in temptext2:
temptext2[j] = temptext2[j].lstrip(" ")
#print(temptext2)
invenTileFont.render_to(w,[invenrects[i].x + 1,invenrects[i].y + (j * 30) - 30],temptext2[j])
pygame.display.flip()
if event.type == pygame.MOUSEBUTTONDOWN:
if not inventory:
# Places block
tilecolors[currentsquare] = mode
pygame.draw.rect(w,colors[tilecolors[currentsquare]],tilerects[currentsquare])
if inventory:
# Selects block in inventory
mX,mY = pygame.mouse.get_pos()
for i in invenrects:
if i in invenblocks and invenrects[i].collidepoint(mX,mY) and invenblocks[i] != "inventory":
#print(invenblocks[i])
mode = invenblocks[i]
pygame.display.flip()
if event.type == pygame.KEYDOWN:
# Moves steve if enabled
if steveon:
if event.key == pygame.K_LEFT:
stevemove = "l"
if event.key == pygame.K_RIGHT:
stevemove = "r"
if event.key == pygame.K_SPACE:
# Opens inventory
if not inventory:
inventory = True
w.fill(colors["inventory"])
# Draws outlines
for i in invenoutlines:
pygame.draw.rect(w,colors["mouseinventory"],invenoutlines[i],4)
pygame.display.flip()
# Draws blocks
for i in invenrects:
if i in invenblocks:
pygame.draw.rect(w,colors[invenblocks[i]],invenrects[i])
pygame.display.flip()
# Writes "inventory" on the screen
invenFont.render_to(w, [50,50],"Inventory")
pygame.display.flip()
continue
# Closes inventory
if inventory:
inventory = False
redraw()
# Stops moving steve
if event.type == pygame.KEYUP:
if steveon:
if event.key == pygame.K_LEFT:
stevemove = "n"
if event.key == pygame.K_RIGHT:
stevemove = "n"
# Moves steve
if stevemove != "n" and not inventory and steveon:
# Makes sure steve is not walking inside blocks
steveH, steveW = steve.get_size()
steveCollision = pygame.Rect(steveX,steveY,steveH,steveW)
if stevemove == "l":
for i in tilerects:
if tilecolors[i] != "air":
if tilerects[i].colliderect(steveCollision):
stevemove = "n"
continue
# Erases old steve
pygame.draw.rect(w,colors["air"],steveCollision)
steveX -= 5
# Draws new steve
w.blit(steve,[steveX,steveY])
# Same code as above for moving right
if stevemove == "r":
for i in tilerects:
if tilecolors[i] != "air":
if tilerects[i].colliderect(steveCollision):
stevemove = "n"
continue
# Erases old steve
pygame.draw.rect(w,colors["air"],steveCollision)
steveX += 5
# Draws new steve
w.blit(steve,[steveX,steveY])
pygame.display.flip()
clock.tick(FPS)