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main.py
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import os
import random
from typing import Dict, Optional, List
import arcade
import pyglet
from arcade.gui import UIManager
from pyglet.gl import GL_NEAREST
import assets
from map_creator import MapCreator, LoadMapButton
WINDOW_WIDTH = 1280
WINDOW_HEIGHT = 720
WINDOW_NAME = "Binary Defense"
SCALE = 4
TPS_NORMAL = 40
TPS_FAST = 100
TPS_FASTEST = 150
# GUI_STYLE = arcade.gui.UIStyle(
# font="resources/fonts/Welbut",
# color=arcade.color.WHITE
# )
# arcade.gui.UIStyle.set_default_style(GUI_STYLE)
class StartButton(arcade.gui.UIImageButton):
def __init__(self, name: str, switch_to, window: arcade.Window, **kwargs):
super().__init__(
arcade.load_texture(f"resources/images/{name}.png"),
arcade.load_texture(f"resources/images/{name}_hover.png"),
arcade.load_texture(f"resources/images/{name}_press.png"),
**kwargs
)
self.switch_to = switch_to
self.window: arcade.Window = window
def on_click(self):
super().on_click()
x = self.switch_to(self.window)
self.window.show_view(x)
# x.load_map(assets.maps.Map("1.map"))
class DeathScreen(arcade.View):
def __init__(self, wave_no: int):
super().__init__()
self.ui_manager = arcade.gui.UIManager()
self.sprites = arcade.SpriteList(use_spatial_hash=True)
self.wave_no = wave_no
self.button_return = StartButton("button_big_empty", TitleScreen, self.window, text="Main Menu")
self.button_return.position = WINDOW_WIDTH/2, 128
self.ui_manager.add_ui_element(self.button_return)
self.death_text = arcade.Sprite("resources/images/text_death.png", scale=SCALE * 3)
self.death_text.position = WINDOW_WIDTH/2, WINDOW_HEIGHT - 128
self.sprites.append(self.death_text)
def on_draw(self):
arcade.start_render()
# self.ui_manager.on_draw()
self.sprites.draw(filter=GL_NEAREST)
arcade.draw_text(
f"you made it to wave {self.wave_no}",
WINDOW_WIDTH/2,
256,
(255, 0, 0),
font_name="resources/fonts/Welbut",
font_size=20,
anchor_x="center"
)
def on_hide_view(self):
self.ui_manager.unregister_handlers()
# self.ui_manager.disable()
def on_show_view(self):
# self.ui_manager.enable()
pass
class ResumeButton(StartButton):
def on_press(self):
self.window.show_view(self.switch_to)
class QuitButton(StartButton):
def __init__(self, es: "EscapeScreen", window: arcade.Window):
super().__init__("button_big_empty", None, window, text="Quit")
self.es = es
def on_click(self):
self.es.ui_manager.add_ui_element(self.es.really_quit_button)
self.es.warning = "Confirm quit. You will loose all your progress"
class EscapeScreen(arcade.View):
def __init__(self, tdm: "TowerDefenseMap"):
super().__init__()
self.tdm = tdm
self.ui_manager = UIManager()
self.button_resume = ResumeButton("button_big_empty", tdm, self.window, text="Resume")
self.button_resume.position = WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2 + 128
self.ui_manager.add_ui_element(self.button_resume)
self.quit_button = QuitButton(self, self.window)
self.quit_button.position = WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2
self.ui_manager.add_ui_element(self.quit_button)
self.really_quit_button = StartButton("button_big_empty", TitleScreen, self.window, text="Really Quit")
self.really_quit_button.position = WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2 - 128
self.warning = "Game Paused"
def on_draw(self):
arcade.start_render()
# self.ui_manager.on_draw()
arcade.draw_text(
self.warning,
WINDOW_WIDTH / 2,
WINDOW_HEIGHT / 2 + 275,
(255, 0, 0),
font_name="resources/fonts/Welbut",
font_size=28,
anchor_x="center"
)
def on_key_press(self, symbol, modifiers):
if symbol == arcade.key.ESCAPE:
self.button_resume.on_press()
def on_hide_view(self):
self.ui_manager.unregister_handlers()
# self.ui_manager.disable()
def on_show_view(self):
# self.ui_manager.enable()
pass
class TowerDefenseMap(arcade.View):
"""
Class that hosts the main game.
Attributes:
:assets_paths: The list of paths, passed by the currently loaded Map
:assets_enemies: All enemies, currently in the world
:assets_towers: The currently placed towers
:asstes_solid: A list of all sprites on which one is unable to place Towers ontop of
:availables_enemies: A Dictionary of enemy names and an initial enemy instance
:availables_waves: A list of waves, which get spawned when a button is pressed
:map: The currently loaded map. Empty if None is loaded
:wave: The current Wave. Empty if None is loaded
"""
def __init__(self):
super().__init__()
arcade.set_background_color((0, 0, 0))
self.ui_manager = UIManager(self.window, attatch_callbacks=False)
# self.assets_all = arcade.SpriteList()
self.assets_paths: arcade.SpriteList = arcade.SpriteList(use_spatial_hash=True)
self.assets_enemies: arcade.SpriteList = arcade.SpriteList()
self.assets_towers: arcade.SpriteList = arcade.SpriteList(use_spatial_hash=True)
self.assets_solid: arcade.SpriteList = arcade.SpriteList(use_spatial_hash=True)
self.availables_enemies: Dict[str, assets.enemies.Enemy] = {}
self.availables_waves: List[assets.maps.Wave] = []
self.map: Optional[assets.maps.Map] = None
self.wave: Optional[assets.maps.Wave] = None
self._wave_active: bool = False
self.is_activated: bool = True
self.activate = False
self.shop: assets.ui.Shop = None
self.info_ui: assets.ui.InfoUI = assets.ui.InfoUI(self)
self._current_tps = TPS_NORMAL
self.col_checker = arcade.SpriteCircle(4, (255, 0, 0))
self.data = 0
self._lives = 0
self.wave_no = 0
self.wave_amount = 0
self.setup()
def _get_lives(self) -> int:
"""
Returns
-------
int
The current amount of lives
"""
return self._lives
def _set_lives(self, amount: int):
"""
Parameters
----------
amount : int
The new amount of lives
Returns
-------
None.
"""
self._lives = amount
if amount <= 0:
ds = DeathScreen(self.wave_no)
self.window.show_view(ds)
return
lives = property(_get_lives, _set_lives)
def _get_wave_active(self) -> bool:
"""
Returns
-------
bool
Checks if there is currently an active wave
"""
return self._wave_active
def _set_wave_active(self, is_active: bool) -> None:
"""
Parameters
----------
is_active : bool
Activates or deactivates the current wave
Returns
-------
None.
"""
self._wave_active = is_active
if not is_active:
self.info_ui.sw_button.on_wave_finish()
wave_active = property(_get_wave_active, _set_wave_active)
def _set_cur_tps(self, tps: int):
"""
Parameters
----------
tps : int
Sets the games tps (ticks per second)
Returns
-------
None.
"""
self.window.set_update_rate(1 / self._current_tps)
self._current_tps = tps
def _get_cur_tps(self) -> int:
"""
Returns
-------
int
The current tps of the game
"""
return self._current_tps
current_tps = property(_get_cur_tps, _set_cur_tps)
def setup(self):
# self.assets_all = arcade.SpriteList()
self.load_availables()
def load_availables(self):
"""
Loads all available reources
Returns
-------
None.
"""
# Enemies
enemy_file = open("resources/infos/enemies.txt")
enemies = enemy_file.read().split("\n")
for enemy in enemies:
if enemy[0] == "#":
continue
e_info = enemy.split(" ")
drops = {}
length = len(e_info)
if length > 5:
i = 5
while i < length:
drops[e_info[i]] = int(e_info[i + 1])
i += 2
self.availables_enemies[e_info[0]] = assets.enemies.Enemy(int(e_info[2]), int(e_info[3]), int(e_info[4]),
f"resources/images/{e_info[1]}", drops,
self.availables_enemies, self, None)
enemy_file.close()
# Waves
wave_file = open("resources/infos/waves.txt")
waves = wave_file.read().split("\n")
for wave in waves:
if wave[0] == '#':
continue
w_info = wave.split(" ")
enemies = []
for i in range(0, len(w_info), 3):
enemies.append(
{
"enemy": self.availables_enemies[w_info[i]],
"delay": int(w_info[i + 1]),
"cnt": int(w_info[i + 2])
}
)
self.availables_waves.append(enemies)
wave_file.close()
self.wave_amount = len(self.availables_waves)
# print(self.availables_waves)
# Towers
tower_file = open("resources/infos/towers.txt")
towers_data = tower_file.read().split("\n")
towers = []
for tower in towers_data:
if tower[0] == "#":
continue
info = {}
t_info = tower.split(" ")
info["name"] = t_info[0]
info["tower"] = eval(f"assets.towers.{t_info[2]}(self.assets_enemies)")
info["description"] = " ".join(t_info[4:])
info["price"] = int(t_info[3])
info["img"] = t_info[1]
towers.append(info)
# print(towers)
self.shop = assets.ui.Shop(
towers,
# {
# "resources/images/firewall.png": assets.Firewall(self.assets_enemies),
# "resources/images/proxy.png": assets.Proxy(self.assets_enemies),
# "resources/images/clam_tk.png": assets.Clam(self.assets_enemies)
# },
(
WINDOW_WIDTH / 2,
WINDOW_HEIGHT - 54
),
self
)
def add_sprite(self, spr: arcade.Sprite, solid: bool = False):
"""
Parameters
----------
spr : arcade.Sprite
The spride to add
solid : bool, optional
If one is able to place towers on top(automatic for towers, enemies and paths). The default is False.
Returns
-------
None.
"""
if isinstance(spr, assets.towers.Tower):
self.assets_towers.append(spr)
self.assets_solid.append(spr)
elif isinstance(spr, assets.enemies.Enemy):
self.assets_enemies.append(spr)
elif solid:
self.assets_solid.append(spr)
def load_map(self, map: "assets.maps.Map"):
"""
Loads in a new map.
Parameters
----------
map : assets.maps.Map
The map to load.
Returns
-------
None.
"""
self.map = map
self.assets_paths = self.map.map
self.assets_solid.extend(self.assets_paths)
# self.assets_enemies.append(self.map.spawn(self.availables_enemies["enemy_10"]))
# f = assets.Clam(self.assets_enemies)
# self.assets_towers.append(f)
# f.center_x = 256
# f.center_y = 400
self.data = int(self.map.data)
self.lives = int(self.map.lives)
def start_wave(self):
"""
Starts a wave
Returns
-------
None.
"""
if self.wave_active:
return
if self.wave_no < self.wave_amount:
self.wave = assets.maps.Wave(self.availables_waves[self.wave_no], self.map, self)
else:
self.wave = assets.maps.Wave(self.availables_waves[-1], self.map, self, self.wave_no - self.wave_amount + 1)
self.wave_no += 1
self.wave_active = True
def finish_wave(self):
self.wave = None
def on_update(self, delta_time: float):
if self.activate and not self.is_activated:
self.ui_manager.register_handlers()
self.activate = False
if not self.is_activated:
return
self.assets_paths.update()
self.assets_enemies.update()
self.assets_towers.update()
self.info_ui.update()
if self.wave is not None:
self.wave.update()
if self.wave_active:
if len(self.assets_enemies) == 0:
self.wave_active = False
self.data += 100
def on_draw(self):
if not self.is_activated:
return
arcade.start_render()
self.assets_paths.draw(filter=GL_NEAREST)
for path in self.assets_paths:
path.draw(filter=GL_NEAREST)
self.assets_towers.draw(filter=GL_NEAREST)
for tower in self.assets_towers:
tower.draw(filter=GL_NEAREST)
# self.assets_towers.draw_hit_boxes((255, 0, 0), 2)
self.assets_enemies.draw(filter=GL_NEAREST)
self.info_ui.draw(filter=GL_NEAREST)
self.shop.draw(filter=GL_NEAREST)
self.ui_manager.on_draw()
def on_key_press(self, symbol, modifiers):
if symbol == arcade.key.ESCAPE:
self.window.show_view(EscapeScreen(self))
def update(self, delta_time):
pass
def on_mouse_press(self, x, y, button, modifiers):
self.ui_manager.on_mouse_press(x, y, button, modifiers)
# self.shop.on_mouse_press(x, y, button, modifiers)
pass
def on_mouse_release(self, x, y, button, modifiers):
for tower in self.assets_towers:
tower.selected = False
self.col_checker.position = x, y
towers = self.col_checker.collides_with_list(self.assets_towers)
if len(towers) > 0:
towers[0].selected = True
self.ui_manager.on_mouse_release(x, y, button, modifiers)
self.shop.on_mouse_release(x, y, button, modifiers)
def on_mouse_motion(self, x, y, dx, dy):
self.ui_manager.on_mouse_motion(x, y, dx, dy)
def on_mouse_drag(self, x, y, dx, dy, button, modifiers):
self.shop.on_mouse_drag(x, y, dx, dy, button, modifiers)
def on_show_view(self):
# print(self.window._view)
# if not self.is_activated:
# print("regisadfasdfas")
# self.ui_manager.register_handlers()
self.is_activated = True
self.activate = True
# self.ui_manager.enable()
def on_hide_view(self):
# self.is_activated = False
# print("purging")
self.ui_manager.unregister_handlers()
# self.ui_manager.disable()
class LoopingSprite(arcade.Sprite):
def __init__(self, sprite, **kwargs):
super().__init__(sprite, **kwargs)
def update(self):
super().update()
if self.center_x > WINDOW_WIDTH:
self.center_x = 0
elif self.center_x < 0:
self.center_x = WINDOW_WIDTH
class TitleScreen(arcade.View):
def __init__(self, window: arcade.Window):
super().__init__(window)
self.ui_manager = UIManager(self.window, attatch_callbacks=False)
self.sprites = arcade.SpriteList(use_spatial_hash=True)
self.start_button = StartButton("button_start", LevelSelector, window)
self.start_button.position = WINDOW_WIDTH / 2, WINDOW_HEIGHT - 450
self.sprites.append(self.start_button)
self.ui_manager.add_ui_element(self.start_button)
self.title_sprite = arcade.Sprite("resources/images/title_full.png", scale=6)
self.title_sprite.position = WINDOW_WIDTH / 2, WINDOW_HEIGHT - 125
self.sprites.append(self.title_sprite)
self.bg_sprites = arcade.SpriteList()
for i in range(random.randrange(5, 10)):
spr = LoopingSprite(f"resources/images/enemy_{random.randrange(2)}.png", scale=4)
spr.position = random.randrange(WINDOW_WIDTH), random.randrange(WINDOW_HEIGHT)
spr.forward(random.randrange(0, 12) - 6)
self.bg_sprites.append(spr)
def on_draw(self):
arcade.start_render()
self.bg_sprites.draw(filter=GL_NEAREST)
self.sprites.draw(filter=GL_NEAREST)
# self.ui_manager.on_draw()
def on_update(self, delta_time: float):
self.bg_sprites.update()
def on_hide_view(self):
self.ui_manager.unregister_handlers()
# self.ui_manager.disable()
def on_show_view(self):
# self.ui_manager.enable()
pass
class MapSelectButton(StartButton):
def __init__(self, name: str, window: arcade.Window, map_name: str, **kwargs):
super().__init__("button_empty", TowerDefenseMap, window, text=name, **kwargs)
self.map = map_name
def on_click(self):
td = self.switch_to()
self.window.show_view(td)
td.load_map(assets.maps.Map(self.map))
class LevelSelector(arcade.View):
def __init__(self, window: arcade.Window):
super().__init__(window)
self.ui_manager = UIManager(self.window, attatch_callbacks=False)
self.sprites = arcade.SpriteList(use_spatial_hash=True)
self.button_back = StartButton("button_big_empty", TitleScreen, window, text="Back")
self.button_back.position = WINDOW_WIDTH / 2, 64
self.ui_manager.add_ui_element(self.button_back)
self.button_creator = StartButton("button_big_empty", MapCreator, window, text="Create Map")
self.button_creator.position = WINDOW_WIDTH - 128, 64
self.ui_manager.add_ui_element(self.button_creator)
self.availables_maps: List[str] = []
self.text_levels = arcade.Sprite("resources/images/text_levels.png", scale=SCALE * 2)
self.text_levels.position = WINDOW_WIDTH / 2, WINDOW_HEIGHT - 128
self.sprites.append(self.text_levels)
self.button_load_map = LoadMapButton(self, self.window)
self.button_load_map.position = 128, 64
self.ui_manager.add_ui_element(self.button_load_map)
self.bg_sprites = arcade.SpriteList()
for i in range(random.randrange(5, 10)):
spr = LoopingSprite(f"resources/images/enemy_{random.randrange(2)}.png", scale=4)
spr.position = random.randrange(WINDOW_WIDTH), random.randrange(WINDOW_HEIGHT)
spr.forward(random.randrange(0, 12) - 6)
self.bg_sprites.append(spr)
# Maps
for filename in os.listdir("resources/maps"):
if not filename.endswith(".map"):
continue
map_name = filename[:-4]
self.availables_maps.append(map_name)
x, y = 128, WINDOW_HEIGHT - 256
for name in self.availables_maps:
spr = MapSelectButton(name, self.window, f"{name}.map")
spr.position = x, y
self.ui_manager.add_ui_element(spr)
x += 128
if x > WINDOW_WIDTH - 128:
x = 128
y -= 128
def on_draw(self):
arcade.start_render()
self.bg_sprites.draw(filter=GL_NEAREST)
# self.ui_manager.on_draw()
self.sprites.draw(filter=GL_NEAREST)
def on_update(self, delta_time: float):
self.bg_sprites.update()
def on_hide_view(self):
self.ui_manager.unregister_handlers()
# self.ui_manager.disable()
def on_show_view(self):
# self.ui_manager.enable()
pass
class GameWindow(arcade.Window):
def __init__(self):
super().__init__(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_NAME)
self.set_update_rate(1 / TPS_NORMAL)
self.set_icon(pyglet.image.load("resources/images/icon.png"))
game_map = TitleScreen(self)
self.show_view(game_map)
self.bg_music = arcade.load_sound("resources/sounds/data_stream_bg_music.mp3")
self.bg_music.play(loop=True)
# game_map.load_map("1")
def main():
GameWindow()
arcade.run()
if __name__ == "__main__":
main()