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game.py
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404 lines (309 loc) · 16.3 KB
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import json
import pygame
import pygetwindow
import sys
import time
from typing import NoReturn
from objects.platform import Platform
from objects.player import Player, handle_player_inputs, handle_player_lives
from objects.projectile import handle_projectile_logic
from screen.character_selection import character_selection_screen
from screen.settings import settings_screen
from screen.pause import draw_pause_screen
from screen.volume import change_volume_screen
from misc.characters import *
from misc.colors import *
from misc.files import *
from preferences.key_bindings import *
from util.translator import translate
def main() -> NoReturn:
"""Función que contiene el \"core\" del juego."""
#Importar ajustes
with open("preferences/options.json", "r") as options_file:
preferences = json.load(options_file)
VSYNC = preferences["vsync"]
LANG = preferences["lang"]
with open("preferences/volume.json", "r") as volume_file:
volume_preferences = json.load(volume_file)
SFX = volume_preferences["sfx"]
MUSIC = volume_preferences["music"]
#Inicializar cosas generales
pygame.init()
clock: pygame.time.Clock = pygame.time.Clock()
prev_time: float = time.time()
deltaTime: float = 0
debug: bool = False
pause: bool = False
# Pantalla
fullscreen: bool = True
screen: pygame.Surface = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption(translate("title"))
pygame.display.set_icon(pygame.image.load("assets/images/icon.png"))
#Superficie para poder utilizar transparencia
surface: pygame.Surface = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA)
#Dejar que el jugador seleccione los personajes deseados
characters: tuple = character_selection_screen( #Formato: nombre por defecto, personaje por defecto, color por defecto
translate("player1.name"), "random", "#FF0000",
translate("player2.name"), "random", "#0000FF"
)
#Crear grupos de sprites y los jugadores
players: pygame.sprite.Group = pygame.sprite.Group()
player1: Player = Player(1/3 * SCREEN_WIDTH, 0, characters[0], characters[2], characters[4])
player2: Player = Player(2/3 * SCREEN_WIDTH, 0, characters[1], characters[3], characters[5])
players.add(player1, player2)
#Crear las plataformas
platforms: tuple = (
Platform(relres(360, 500, 1200, 300), "big"),
Platform(relres(640, 250, 200, 30), "small"),
Platform(relres(1080, 250, 200, 30), "small")
)
#Ajustar volumen desde preferencias guardadas
sfx_volume = SFX
music_volume = MUSIC
change_volumes(SFX, MUSIC)
#Reproducir música
pygame.mixer.music.play(-1) #hacer que la música entre en bucle, especificándole -1 ciclos
#Bucle del juego (lo que pasa cada tick)
while True:
#Delta time (actualizar de manera constante independientemente de los FPS)
now = time.time()
deltaTime = (now - prev_time)
prev_time = now
#Si el juego está pausado, dibujar el menú de pausa y pausar la música
if pause:
pygame.mixer.music.pause()
resume, quit, change_characters, change_volume_button, options = draw_pause_screen(surface, SCREEN_WIDTH, SCREEN_HEIGHT)
else:
resume = quit = change_characters = change_volume_button = options = None
#Manejo de eventos
for event in pygame.event.get():
pause, debug, sfx_volume, music_volume = handle_game_events(event, pause, debug, players, resume, quit, change_characters, change_volume_button, options, sfx_volume, music_volume)
#Si el juego NO está pausado, actualizar como de costumbre
if not pause:
#Si la música está pausada, continuar reproduciéndola
if pygame.mixer.music.get_busy:
pygame.mixer.music.unpause()
#Manejo de teclas
keys_list = list(pygame.key.get_pressed())
prev_keys = keys_list.copy()
keys = pygame.key.ScancodeWrapper(keys_list)
handle_player_inputs(keys, players, prev_keys, deltaTime)
#Lógica de proyectiles
handle_projectile_logic(players, platforms)
#Actualizar ataques cuerpo a cuerpo
for player in players:
player.update_attack(deltaTime, player2 if player == player1 else player1)
#Actualizar jugadores
players.update(platforms, deltaTime)
handle_player_lives(players)
#Dibujar el pantalla todos los objetos
render(screen, players, platforms, debug)
#Superficie gris semi-transparente
if pause:
screen.blit(surface, (0, 0))
pygame.mixer.pause()
#Actualizar juego
pygame.display.update()
clock.tick(FPS) #de momento voy a mantener los FPS fijados a 60 para no romper nada más
def handle_game_events(event: pygame.event.Event, pause: bool, debug: bool, players: pygame.sprite.Group,
resume: pygame.Surface, quit: pygame.Surface, change_characters: pygame.Surface,
change_volume_button: pygame.Surface, options: pygame.Surface,
sfx_volume: float, music_volume: float) -> tuple[bool, bool, float, float]:
"""Maneja todos los eventos del juego, es decir, las cosas que ocurren, tal y como la pulsación de teclas y cerrado de ventana."""
player1, player2 = players
#Cerrar el juego si el jugador lanza el evento de cierre por medio de cerrar la ventana o terminar el proceso
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#Pulsación de teclas (detecta las teclas sólo cuando son pulsadas, pero no si son mantenidas)
elif event.type == pygame.KEYDOWN:
if event.key == K_pause: #pausa
pause = not pause
if not pause:
pygame.mixer.unpause() #no funciona pero bueno
elif event.key == K_fullscreen: #pantalla completa
fullscreen = not fullscreen
if fullscreen:
pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.FULLSCREEN, vsync=VSYNC)
try:
window = pygetwindow.getWindowsWithTitle(translate("title"))[0]
window.moveTo(0, 0)
except IndexError:
pass
else:
pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), vsync=VSYNC)
try:
window = pygetwindow.getWindowsWithTitle(translate("title"))[0]
window.moveTo(100, 100)
except IndexError:
pass
elif event.key == K_debug: #dibujar información de debug
debug = not debug
elif event.key == K_player1_jump and not pause: #salto de jugador 1
player1.jump()
elif event.key == K_player2_jump and not pause: #salto de jugador 2
player2.jump()
elif event.key == K_player1_projectile and not pause: #proyectiles de jugador 1
player1.shoot()
elif event.key == K_player2_projectile and not pause: # proyectiles de jugador 2
player2.shoot()
elif event.key == K_player1_attack and not pause: #ataques cuerpo a cuerpo de jugador 1
player1.attack()
elif event.key == K_player2_attack and not pause: #ataques cuerpo a cuerpo de jugador 2
player2.attack()
elif event.key == K_quit: #cerrar el juego por medio de la pulsación de la tecla de cerrado
pygame.quit()
sys.exit()
#Hacer que los botones del menú de pausa funcionen
elif event.type == pygame.MOUSEBUTTONDOWN and pause:
#Cerrar menú de pausa y continuar la partida
if resume.collidepoint(event.pos):
pause = False
#Cerrar juego
if quit.collidepoint(event.pos):
pygame.quit()
sys.exit()
#Cambiar personajes
if change_characters.collidepoint(event.pos):
#Almacenar vida y puntos de vida totales anteriores de los jugadores
old_player1_hp = player1.hp
old_player1_total_hp = player1.character["health"]
old_player2_hp = player2.hp
old_player2_total_hp = player2.character["health"]
#Dejar a los jugadores elegir sus nuevos personajes
characters = character_selection_screen(player1.name, player1.character["name"], player1.color, player2.name, player2.character["name"], player2.color)
#Cambiar personajes, nombres y colores a los deseados
player1.__init__(player1.rect.x, player1.rect.y, characters[0], characters[2], characters[4])
player2.__init__(player2.rect.x, player2.rect.y, characters[1], characters[3], characters[5])
#Multiplicar nueva vida total por la relatividad de la vida y vida total anteriores al cambio
new_player1_hp = (old_player1_hp / old_player1_total_hp) * player1.hp
new_player2_hp = (old_player2_hp / old_player2_total_hp) * player2.hp
#Convertir a números enteros para evitar errores con la vida
player1.hp = int(new_player1_hp)
player2.hp = int(new_player2_hp)
#Ajustar volumen
if change_volume_button.collidepoint(event.pos):
volumes = change_volume_screen(sfx_volume, music_volume)
sfx_volume = volumes[0]
music_volume = volumes[1]
change_volumes(sfx_volume, music_volume)
#Ajustes / configuración
if options.collidepoint(event.pos):
VSYNC, fullscreen, LANG = settings_screen()
if fullscreen:
pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.FULLSCREEN, vsync=VSYNC)
try:
window = pygetwindow.getWindowsWithTitle(translate("title"))[0]
window.moveTo(0, 0)
except IndexError:
pass
else:
pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), vsync=VSYNC)
try:
window = pygetwindow.getWindowsWithTitle(translate("title"))[0]
window.moveTo(100, 100)
except IndexError:
pass
#Mantener la variable "pause" actualizada, además de los valores de volumen
return pause, debug, sfx_volume, music_volume
def change_volumes(sfx: float = 1, music: float = 1) -> None:
"""Ajusta el volumen de los efectos sonoros y de la música."""
pygame.mixer.music.set_volume(0.07 * music)
death_sound.set_volume(0.9 * sfx)
attack_sound.set_volume(0.7 * sfx)
projectile_sound.set_volume(0.2 * sfx)
void_death_sound.set_volume(0.07 * sfx)
damage_sound.set_volume(0.8 * sfx)
game_end_sound.set_volume(0.1 * sfx)
def render(screen: pygame.Surface, players: pygame.sprite.Group, platforms: tuple, debug: bool) -> None:
"""Dibuja todos los objetos necesarios en pantalla."""
player1, player2 = players
# superficie buffer para la resolución relativa
buffer_surface = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA)
#Fondo
buffer_surface.blit(bg_image, (0, 0))
# Icono de jugador 1
if player1.should_render_dead_icon:
buffer_surface.blit(player1.dead_icon, relres(480, 830))
else:
buffer_surface.blit(player1.icon, relres(480, 840))
# Nombre de jugador 1
player1_name_surface = font.render(player1.name, True, player1.color)
player1_text_width = player1_name_surface.get_width()
player1_text_width += relres(20) # Añadir padding (espacio a los lados)
pygame.draw.rect(buffer_surface, WHITE, relres(480, 950, player1_text_width / SCREEN_WIDTH * 1920, 45), 0, 8)
buffer_surface.blit(player1_name_surface, relres(490, 955))
# Vida de jugador 1
if player1.lives >= 0:
buffer_surface.blit(title_font.render(f"{str(player1.hp)} hp", True, WHITE), relres(480, 900))
# Vidas de jugador 1
if player1.lives == 2:
buffer_surface.blit(heart_image, relres(550, 997))
buffer_surface.blit(heart_image, relres(515, 997))
buffer_surface.blit(heart_image, relres(480, 997))
elif player1.lives == 1:
buffer_surface.blit(heart_image, relres(515, 997))
buffer_surface.blit(heart_image, relres(480, 997))
elif player1.lives == 0:
buffer_surface.blit(heart_image, relres(480, 997))
elif player1.lives < 0:
buffer_surface.blit(title_font.render(translate("dead"), True, DARK_RED), relres(480, 900))
# Icono de jugador 2
buffer_surface.blit(player2.icon, relres(1315, 840))
# Nombre de jugador 2
player2_name_surface = font.render(player2.name, True, player2.color)
player2_text_width = player2_name_surface.get_width()
player2_text_width += relres(20) # Añadir padding (espacio a los lados)
pygame.draw.rect(buffer_surface, WHITE, relres(1315, 950, player2_text_width / SCREEN_WIDTH * 1920, 45), 0, 8)
buffer_surface.blit(player2_name_surface, relres(1325, 955))
# Vida de jugador 2
if player2.lives >= 0:
buffer_surface.blit(title_font.render(f"{str(player2.hp)} hp", True, WHITE), relres(1315, 900))
# Vidas de jugador 2
if player2.lives == 2:
buffer_surface.blit(heart_image, relres(1385, 997))
buffer_surface.blit(heart_image, relres(1350, 997))
buffer_surface.blit(heart_image, relres(1315, 997))
elif player2.lives == 1:
buffer_surface.blit(heart_image, relres(1350, 997))
buffer_surface.blit(heart_image, relres(1315, 997))
elif player2.lives == 0:
buffer_surface.blit(heart_image, relres(1315, 997))
elif player2.lives < 0:
buffer_surface.blit(title_font.render(translate("dead"), True, DARK_RED), relres(1315, 900))
#Plataformas
for platform in platforms:
platform.draw(buffer_surface)
#Jugadores
for player in players:
player.draw(buffer_surface)
#Proyectiles
for player in players:
player.draw_projectiles(buffer_surface)
# Etiquetas de nombre para los jugadores
for player in players:
player_nametag = small_font.render(player.name, True, hex_to_rgb(player.color))
player_name_width = player_nametag.get_width() + 20
player_name_height = relres(30)
player_name_x = player.rect.x + (player.rect.width // 2) - (player_name_width // 2)
player_name_y = player.rect.y - player_name_height - 10
pygame.draw.rect(buffer_surface, WHITE, (player_name_x, player_name_y, player_name_width, player_name_height), 0, 8)
buffer_surface.blit(player_nametag, (player_name_x + 10, player_name_y + 2))
# Hitboxes y otra información debug (si están activadas)
if debug:
for platform in platforms:
platform.draw_hitboxes(buffer_surface)
for player in players:
player.draw_hitboxes(buffer_surface)
for projectile in player1.projectiles:
projectile.draw_hitboxes(buffer_surface)
for projectile in player2.projectiles:
projectile.draw_hitboxes(buffer_surface)
buffer_surface.blit(font.render(f"Player 1 status: {player1.status}", True, BLACK), relres(0, 0))
buffer_surface.blit(font.render(f"Player 2 status: {player2.status}", True, BLACK), relres(0, 30))
buffer_surface.blit(font.render(f"Player 1 inv.: {player1.invulnerable} ({int(player1.invulnerability_timer * 1000)} ms)", True, BLACK), relres(0, 60))
buffer_surface.blit(font.render(f"Player 2 inv.: {player2.invulnerable} ({int(player2.invulnerability_timer * 1000)} ms)", True, BLACK), relres(0, 90))
# Escalar la superficie "buffer" para ajustarse al tamaño de la ventana
scaled_surface = pygame.transform.smoothscale(buffer_surface, (screen.get_width(), screen.get_height()))
# Dibujar la superficie escalada en la pantalla
screen.blit(scaled_surface, (0, 0))