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skill_test.py
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296 lines (250 loc) · 13.1 KB
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import math
import pygame
import os
import random
import json
from config.constants import TILE_SIZE
from entities.enemy import Enemy # Import the Enemy class
from entities.summon_skeletons import Skeleton, WraithEffect
class Player(pygame.sprite.Sprite):
def __init__(self, game, x, y):
super().__init__()
self.game = game
self.image = pygame.Surface([TILE_SIZE, TILE_SIZE])
self.image.fill((0, 128, 255)) # Blue color for the player
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.speed = 100 # Player speed
self.level = 1
self.current_mana = 100
self.max_mana = 100
self.experience = 0 # Add experience attribute
self.dragging = False
self.name = "Player" # Add name attribute
def has_skill(self, skill_id):
return True # Assume the player has the skill
def take_damage(self, amount):
pass
def gain_experience(self, amount):
self.experience += amount
def update(self, dt, tile_map, tile_size):
if self.dragging:
pos = pygame.mouse.get_pos()
self.rect.center = pos
def _check_collision(self, tile_map, tile_size):
"""Checks for collision with solid tiles."""
# Get the tile coordinates the enemy is currently occupying
player_left_tile = int(self.rect.left / tile_size)
player_right_tile = int(self.rect.right / tile_size)
player_top_tile = int(self.rect.top / tile_size)
player_bottom_tile = int(self.rect.bottom / tile_size)
# Clamp tile coordinates to map boundaries
map_width_tiles = len(tile_map[0])
map_height_tiles = len(tile_map)
player_left_tile = max(0, min(player_left_tile, map_width_tiles - 1))
player_right_tile = max(0, min(player_right_tile, map_width_tiles - 1))
player_top_tile = max(0, min(player_top_tile, map_height_tiles - 1))
player_bottom_tile = max(0, min(player_bottom_tile, map_height_tiles - 1))
# Iterate over the tiles the enemy overlaps with
for y in range(player_top_tile, player_bottom_tile + 1):
for x in range(player_left_tile, player_right_tile + 1):
if 0 <= y < map_height_tiles and 0 <= x < map_width_tiles:
tile_type = tile_map[y][x]
# Assuming 'wall' is a solid tile type. Add other solid types as needed.
if tile_type == 'wall':
# print(f"Enemy collision with wall at tile ({x}, {y})") # Debug print
return True
return False
def draw(self, screen, camera_x, camera_y, zoom_level):
scaled_image = pygame.transform.scale(self.image, (int(self.rect.width * zoom_level), int(self.rect.height * zoom_level)))
screen_x = (self.rect.x - camera_x) * zoom_level
screen_y = (self.rect.y - camera_y) * zoom_level
screen.blit(scaled_image, (screen_x, screen_y))
class SkillTest:
def __init__(self):
pygame.init()
self.screen_width = 1600 # Increased width
self.screen_height = 1200 # Increased height
self.screen = pygame.display.set_mode((self.screen_width, self.screen_height))
pygame.display.set_caption("Skill Test")
# Load tilemap
self.dungeon_data = self._load_dungeon_data("data/dungeons/grass.json")
self.tileset_name = self.dungeon_data.get("tileset", "grassland")
self.tile_size = TILE_SIZE // 2 # Reduced tile size - Define tile_size BEFORE loading tile images
self.tile_images = {}
self._load_tile_images()
self.tile_map = self.dungeon_data.get("tile_map", [['wall'] * 10] * 10)
self.map_width = self.dungeon_data.get('width', 50)
self.map_height = self.dungeon_data.get('height', 50)
# Create player
self.player = Player(self, 400, 300)
self.player_group = pygame.sprite.Group()
self.player_group.add(self.player)
# Load enemies (replace with your actual enemy loading logic)
self.enemies = pygame.sprite.Group()
self._load_enemies()
# Set current_scene and its enemies
self.current_scene = self
self.current_scene.enemies = self.enemies
self.clock = pygame.time.Clock()
self.running = True
self.skill = None # Generic skill
def _load_dungeon_data(self, dungeon_path):
"""Loads dungeon data from a JSON file."""
try:
with open(dungeon_path, 'r') as file:
data = json.load(file)
return data
except FileNotFoundError:
print(f"Error: Dungeon file not found: {dungeon_path}")
return {}
except json.JSONDecodeError:
print(f"Error decoding dungeon JSON. Using default dungeon.")
return {}
def _load_tile_images(self):
"""Loads tile images based on the dungeon's tileset."""
try:
zone_data_path = os.path.join(os.getcwd(), "data", "zone_data.json")
with open(zone_data_path, "r") as f:
zone_data = json.load(f)
tile_sets = zone_data.get("tile_sets", {})
tileset_data = zone_data.get("tile_sets", {}).get(self.tileset_name)
print(f"SkillTest: _load_tile_images: self.tileset_name = {self.tileset_name}") # Added logging
print(f"SkillTest: _load_tile_images: tileset_data = {tileset_data}") # Added logging
if tileset_data:
# Load tile images from zone_data.json
for tile_name, tile_path in tileset_data.items():
try:
full_path = os.path.join(os.getcwd(), tile_path)
if not os.path.exists(full_path):
print(f"SkillTest: Error: Tile image file not found: {full_path}")
self.tile_images[tile_name] = pygame.Surface((self.tile_size, self.tile_size))
self.tile_images[tile_name].fill((255, 0, 255)) # Magenta placeholder
continue
image = pygame.image.load(full_path).convert_alpha()
image = pygame.transform.scale(image, (self.tile_size, self.tile_size)) # Scale the image
self.tile_images[tile_name] = image
# print(f"SkillTest: Loaded tile image: {tile_name} from {full_path}") # Added logging
except pygame.error as e:
print(f"SkillTest: Warning: Could not load tile image {full_path}: {e}")
self.tile_images[tile_name] = pygame.Surface((self.tile_size, self.tile_size))
self.tile_images[tile_name].fill((255, 0, 255)) # Magenta placeholder
else:
# Load tile images from a separate JSON file
tileset_path = os.path.join(os.getcwd(), "data", "tilesets", f"{self.tileset_name}_tileset.json")
with open(tileset_path, "r") as f:
tileset_data = json.load(f)
for tile_name, tile_path in tileset_data.items():
try:
full_path = os.path.join(os.getcwd(), tile_path)
if not os.path.exists(full_path):
print(f"SkillTest: Error: Tile image file not found: {full_path}")
self.tile_images[tile_name] = pygame.Surface((self.tile_size, self.tile_size))
self.tile_images[tile_name].fill((255, 0, 255)) # Magenta placeholder
continue
image = pygame.image.load(full_path).convert_alpha()
image = pygame.transform.scale(image, (self.tile_size, self.tile_size)) # Scale the image
self.tile_images[tile_name] = image
# print(f"SkillTest: Loaded tile image: {tile_name} from {full_path}") # Added logging
except pygame.error as e:
print(f"SkillTest: Warning: Could not load tile image {full_path}: {e}")
self.tile_images[tile_name] = pygame.Surface((self.tile_size, self.tile_size))
self.tile_images[tile_name].fill((255, 0, 255)) # Magenta placeholder
except FileNotFoundError:
print(f"SkillTest: Error: data/zone_data.json or tileset file not found. Cannot load tile images.")
except json.JSONDecodeError:
print(f"SkillTest: Error: Could not decode data/zone_data.json or tileset file. Check JSON format.")
except KeyError as e:
print(f"SkillTest: Error: Missing key in tileset data: {e}")
def _load_enemies(self):
"""Loads enemy data and creates enemy instances."""
try:
with open("data/enemy_data.json", 'r') as file:
enemy_data = json.load(file)
# Create a few enemies
for i in range(20): # Increased number of enemies
x = random.randint(100, 700)
y = random.randint(100, 500)
# Use a random enemy type from the loaded data
enemy_type = random.choice(list(enemy_data.keys()))
enemy_info = enemy_data[enemy_type]
enemy = Enemy(self, x, y, enemy_type, enemy_info['health'], enemy_info['damage'], enemy_info['speed'], enemy_info['sprite_path'])
self.enemies.add(enemy)
except FileNotFoundError:
print("Error: enemy_data.json not found.")
except json.JSONDecodeError:
print("Error decoding enemy_data.json.")
def test_skill(self, skill):
self.skill = skill
def run(self):
from entities.summon_skeletons import SummonSkeletons # This is the one line of code we keep
self.test_skill(SummonSkeletons(self.player)) # Instantiate the skill
while self.running:
dt = self.clock.tick(60) / 1000 # Delta time
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1: # Left click
if self.player.rect.collidepoint(event.pos):
self.player.dragging = True
# Activate skill on left click, regardless of dragging
mouse_x, mouse_y = pygame.mouse.get_pos()
if self.skill:
self.skill.activate(mouse_x, mouse_y)
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
self.player.dragging = False
self.update(dt)
self.draw()
pygame.quit()
def update(self, dt):
# Update player
self.player.update(dt, self.tile_map, self.tile_size)
# Find the nearest skeleton for each enemy
for enemy in self.enemies:
nearest_skeleton = None
min_distance = float('inf')
for sprite in self.enemies:
if isinstance(sprite, Skeleton):
dx, dy = sprite.rect.centerx - enemy.rect.centerx, sprite.rect.centery - enemy.rect.centery
dist = math.hypot(dx, dy)
if dist < min_distance:
min_distance = dist
nearest_skeleton = sprite
if isinstance(enemy, WraithEffect):
enemy.update(dt, self.player, self.tile_map, self.tile_size)
else:
enemy.update(dt, self.player, self.tile_map, self.tile_size, nearest_skeleton=nearest_skeleton)
def draw(self):
self.screen.fill((0, 0, 0)) # Black background
# Draw tilemap
for y in range(self.map_height):
for x in range(self.map_width):
if 0 <= y < len(self.tile_map) and 0 <= x < len(self.tile_map[y]):
tile_type_value = self.tile_map[y][x]
# Calculate the tile's position
tile_x = x * self.tile_size
tile_y = y * self.tile_size
# Get the tile image
tile_image = self.tile_images.get(tile_type_value)
if tile_image:
self.screen.blit(tile_image, (tile_x, tile_y))
else:
# Fallback to drawing a colored rectangle if image not found
color = (255, 0, 255) # Magenta for missing textures
pygame.draw.rect(self.screen, color, (tile_x, tile_y, self.tile_size, self.tile_size))
# Draw enemies
for enemy in self.enemies:
enemy.draw(self.screen, 0, 0, 1) # Assuming no camera
# Draw skeletons (if any)
for sprite in self.enemies:
if isinstance(sprite, Skeleton):
sprite.draw(self.screen, 0, 0, 1)
# Draw player
self.player.draw(self.screen, 0, 0, 1)
pygame.display.flip()
if __name__ == "__main__":
skill_test = SkillTest()
skill_test.run()