-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathBomberman.py
More file actions
1582 lines (1482 loc) · 93.7 KB
/
Bomberman.py
File metadata and controls
1582 lines (1482 loc) · 93.7 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
# Créé par alexi, le 22/03/2021 en Python 3.7
# Made for 1366x768 screens
import pygame, sys, random
from math import *
#SETTINGS
# Required field
path=""
Use_map_settings = True
#If true : use map defined settings; if false : use settings below
global_player_speed = 5
players_size_collides = 40
exploding_time = 4000 #ms
starting_bomb_amount = 1
starting_bomb_max_range = 2
ms_per_tick = 40
fire_time = 3 #real fire time = fire_time * 6 * ms_per_tick (ms)
flame_heat = 1 #between 1 and 3
bombs_sliding_speed = 10
push_cooldown = 3000 #ms
infections_time = 15000
speed_infection_slowed = 0.2
speed_infection_boosted = 5
#DEFAULT VALUES
COMMANDES_J1 = [17, 30, 31, 32, 46, 16, 18]
COMMANDES_J2 = [22, 35, 36, 37, 51, 21, 23]
COMMANDES_J3 = [72, 75, 76, 77, 28, 71, 73]
COMMANDES_J4 = ["MOUSE", "MOUSE", "MOUSE", "MOUSE", "MOUSE", "MOUSE", "MOUSE"]
Commands_names = [["z", "q", "s", "d", "c", "a", "e"], ["u", "h", "j", "k", ";", "y", "i"], ["8", "4", "5", "6", "enter", "7", "9"], ["Mouse move", "Mouse move", "Mouse move", "Mouse move", "Left click", "Mouse wheel", "Right click"]]
Player_using_mouse = 3
Player_color = ["#FF0000", "#3F48CC", "#FFF200", "#791BB8"]
Player_number = 4
dev_mode = False
#Game Code
assert path != "", "YOU NEED TO SET THE ABSOLUTE PATH OF THE PARENT OF THIS FILE IN THE path VARIABLE"
Commands = [COMMANDES_J1, COMMANDES_J2, COMMANDES_J3, COMMANDES_J4]
players_collides_grip = 48 - players_size_collides #48 is player images sizes
Foreground = [] #Things that must appear in foreground : Foreground = [[image0, (Ximage0,Yimage0)], [image1, (Ximage1, Yimage1)], ...]
pygame.init()
screen = pygame.display.set_mode((1366, 768), pygame.FULLSCREEN)
class GameObject:
def __init__(self, image, tileX, tileY, type, number, solid = False, left_time = None, sliding = False, sliding_direction = None):
self.image = image
self.type = type #type : bomb(1), bonus(3) : corresponds to Models
self.number = number #number : if type is bomb : number is bomb type (Models order)
self.tileX = tileX #number : if type is bonus : number is bonus number
self.tileY = tileY
self.pos = image.get_rect().move(tileX*64 +X_map_shift, tileY*64 +Y_map_shift)
self.solid = solid
self.sliding = sliding
self.sliding_direction = sliding_direction
self.lifted = False
self.lifted_by = None
if solid:
player_collide[tileX][tileY] = True
self.left_time = left_time
def despawn(self, num_player, num_object):
if self.solid:
player_collide[self.tileX][self.tileY] = False
screen.blit(mapImg, self.pos, [self.pos[0] - X_map_shift, self.pos[1] - Y_map_shift, self.pos[2], self.pos[3]])
if self.type == 1:
Bombs_to_del[num_player].append(num_object)
if self.sliding:
self.tileX = round((self.pos[0] + 32 - X_map_shift) //64)
self.tileY = round((self.pos[1] + 32 - Y_map_shift) //64)
if self.lifted:
self.tileX = round((Players[self.lifted_by].pos[0] + 32 - Players[self.lifted_by].image_shift[0] - X_map_shift) //64)
self.tileY = round((Players[self.lifted_by].pos[1] + 32 - Players[self.lifted_by].image_shift[1] - Y_map_shift) //64)
Is_a_bomb[self.tileX][self.tileY] = False
class Player:
def __init__(self, image, Player_number, XstartTile, YstartTile):
self.image = image
self.player_number = Player_number
self.image_shift = ((64 - self.image.get_width()) /2, (64 - self.image.get_height()) /2)
self.pos = image.get_rect().move(XstartTile*64 + X_map_shift + self.image_shift[0], YstartTile*64 + Y_map_shift + self.image_shift[1])
self.pos = (self.pos[0], self.pos[1], self.image.get_height(), self.image.get_width())
self.speed_multiplier = 0 #coef. from total speed
self.bonus_speed = 1.0
self.direction = 0 #0 : top, 1 : bottom, 2 : left, 3 : right
self.animation = 3 #0, 1, 2 or 3 : these are steps in the animation (0: img 0; 1: img 2; 2: img 1; 3: img 2)
self.time_before_next_animation = 0
self.play_animation = False
self.key_pressing = [False, False, False, False, False, False, False]
self.MaxBomb_amount = starting_bomb_amount
self.first_bomb = 0 #basic bomb
self.bomb_type = 0 #basic bomb
self.bomb_stock = [self.first_bomb]
for bomb in range(self.MaxBomb_amount - 1):
self.bomb_stock.append(self.bomb_type)
self.bombs_placed = []
self.bombs_max_range = starting_bomb_max_range
self.lifting_bomb = False
self.bonus = None
self.punch = None
self.alive = True
self.pushed = False
self.pushed_left_distance = 0
self.push_cooldown = 0
#infections
self.can_place_bombs = True
self.must_place_bombs = False
self.time_before_place_bomb = 0
self.slowed = False
self.boosted = False
self.inversed_controls = False
self.must_walk = False
self.infections_left_time = 0
def move(self, With_Bonus_speed = True):
if With_Bonus_speed:
bonus_speed = self.bonus_speed
else:
bonus_speed = 1
infections_speed = 1
if self.slowed:
infections_speed = speed_infection_slowed
if self.boosted:
infections_speed = speed_infection_boosted
if self.must_walk:
speed_multiplier = 1
else:
speed_multiplier = self.speed_multiplier
if self.alive:
shift_collides_corner1 = (0, 0)
if self.direction == 0: #looking at top
movingVect = (0, - (global_player_speed * speed_multiplier * bonus_speed * infections_speed))
shift_collides_corner1 = (players_collides_grip, players_collides_grip)
shift_collides_corner2 = (self.image.get_width() - players_collides_grip, players_collides_grip) #must test top right and top left corners
elif self.direction == 1: #looking at bottom
movingVect = (0, global_player_speed * speed_multiplier * bonus_speed * infections_speed)
shift_collides_corner1 = (players_collides_grip, self.image.get_height() - players_collides_grip) #must test bottom right and bottom left corners
shift_collides_corner2 = (self.image.get_width() - players_collides_grip, self.image.get_height() - players_collides_grip)
elif self.direction == 2: #looking at left
movingVect = (-(global_player_speed * speed_multiplier * bonus_speed * infections_speed), 0)
shift_collides_corner1 = (players_collides_grip, players_collides_grip) #must test top left and bottom left corners
shift_collides_corner2 = (players_collides_grip, self.image.get_height() - players_collides_grip)
else: #if movingVect == 3: #looking at right
movingVect = (global_player_speed * speed_multiplier * bonus_speed * infections_speed, 0)
shift_collides_corner1 = (self.image.get_width() - players_collides_grip, players_collides_grip) #must test top right and bottom right
shift_collides_corner2 = (self.image.get_width() - players_collides_grip, self.image.get_height() - players_collides_grip)
#if there is not a wall, then go forward
if not player_collide[int((self.pos[0] - X_map_shift + shift_collides_corner1[0]) + movingVect[0]) //64][int((self.pos[1] - Y_map_shift + shift_collides_corner1[1]) + movingVect[1]) //64]:
if not player_collide[int((self.pos[0] - X_map_shift + shift_collides_corner2[0]) + movingVect[0]) //64][int((self.pos[1] - Y_map_shift + shift_collides_corner2[1]) + movingVect[1]) //64]:
self.pos = (self.pos[0] + movingVect[0], self.pos[1] + movingVect[1], self.pos[2], self.pos[3])
def move_pushed(self):
self.speed_multiplier = 2
self.move(False)
self.speed_multiplier = 0
self.pushed_left_distance = self.pushed_left_distance - 2* global_player_speed
if self.pushed_left_distance < 0:
self.pushed_left_distance = 0
self.pushed = False
def set_bomb(self, tileX, tileY, left_time = exploding_time, free_bomb = False):
if self.alive:
if self.can_place_bombs:
if len(self.bomb_stock) > 0 or free_bomb: #if player has at least 1 bomb left in stock
if not Is_a_bomb[tileX][tileY]:
if not player_collide[tileX][tileY]:
for player in Players:
if not player.player_number == self.player_number:
if player.alive:
if round((player.pos[0] + 32 - player.image_shift[0] - X_map_shift) //64) == tileX and round((player.pos[1] + 32 - player.image_shift[1] - Y_map_shift) //64) == tileY:
break
solid = False
if self.punch == 20 and self.key_pressing[6]:
self.bombs_placed.append(GameObject(Models[1][self.bomb_stock[0]], tileX, tileY, 1, self.bomb_stock[0], solid, left_time, True, self.direction))
else:
self.bombs_placed.append(GameObject(Models[1][self.bomb_stock[0]], tileX, tileY, 1, self.bomb_stock[0], solid, left_time))
Is_a_bomb[tileX][tileY] = True
if not free_bomb:
del self.bomb_stock[0]
def Use_bonus(self):
if self.alive:
if self.bonus == 4: #line bomb
directions = [(0, -1), (0, 1), (-1, 0), (1, 0)]
direction = directions[self.direction]
for range_bomb in range(1, len(self.bomb_stock)):
tileX = round((self.pos[0] + 32 - self.image_shift[0] - X_map_shift) //64) + direction[0]*range_bomb
tileY = round((self.pos[1] + 32 - self.image_shift[1] - Y_map_shift) //64) + direction[1]*range_bomb
if tileX < 1:
tileX = 1
elif tileX > choosed_map_dimensions[0] - 2:
tileX = choosed_map_dimensions[0] - 2
if tileY < 1:
tileY = 1
elif tileY > choosed_map_dimensions[1] - 2:
tileY = choosed_map_dimensions[1] - 2
self.set_bomb(tileX, tileY)
elif self.bonus == 6: #push
if self.push_cooldown == 0:
directions = [(0, -32), (0, 32), (-32, 0), (32, 0)]
direction = directions[self.direction]
checking_center = [self.pos[0] + direction[0], self.pos[1] + direction[1]]
Push_is_successfull = False
for player in Players:
if not player.player_number == self.player_number:
if player.alive:
if player.pos[0] > checking_center[0] - 32 and player.pos[1] < checking_center[0] + 32:
if player.pos[1] > checking_center[1] - 32 and player.pos[1] < checking_center[1] + 32:
Players[player.player_number].pushed = True
Players[player.player_number].pushed_left_distance = 64
Players[player.player_number].direction = self.direction
self.push_cooldown = push_cooldown
Push_is_successfull = True
if not Push_is_successfull:
self.push_cooldown = 300
elif self.bonus == 16: #remote bomb
for num_bomb, bomb in enumerate(self.bombs_placed):
if bomb.number == 6:
bomb.despawn(self.player_number, num_bomb)
bomb_explode(self, bomb)
def Use_punch(self):
if self.alive:
if self.punch == 18: #power glove
directions = [(0, -1), (0, 1), (-1, 0), (1, 0)]
direction = directions[self.direction]
tileX = round((self.pos[0] + 32 - self.image_shift[0] - X_map_shift) //64) + direction[0]
tileY = round((self.pos[1] + 32 - self.image_shift[1] - Y_map_shift) //64) + direction[1]
if not self.lifting_bomb:
if Is_a_bomb[tileX][tileY]:
for player in Players:
for num_bomb, bomb in enumerate(player.bombs_placed):
if bomb.tileX == tileX and bomb.tileY == tileY:
screen.blit(mapImg, bomb.pos, [bomb.pos[0] - X_map_shift, bomb.pos[1] - Y_map_shift, bomb.pos[2], bomb.pos[3]])
Is_a_bomb[tileX][tileY] = False
player_collide[tileX][tileY] = False
self.lifting_bomb = True
Players[player.player_number].bombs_placed[num_bomb].sliding = False
Players[player.player_number].bombs_placed[num_bomb].lifted = True
Players[player.player_number].bombs_placed[num_bomb].lifted_by = self.player_number
break
elif self.punch == 19: #bonus punch
directions = [(0, -1), (0, 1), (-1, 0), (1, 0)]
direction = directions[self.direction]
tileX = round((self.pos[0] + 32 - self.image_shift[0] - X_map_shift) //64) + direction[0]
tileY = round((self.pos[1] + 32 - self.image_shift[1] - Y_map_shift) //64) + direction[1]
if Is_a_bomb[tileX][tileY]:
for player in Players:
for num_bomb, bomb in enumerate(player.bombs_placed):
if bomb.tileX == tileX and bomb.tileY == tileY:
Players[player.player_number].bombs_placed[num_bomb].sliding = True
Players[player.player_number].bombs_placed[num_bomb].sliding_direction = self.direction
Is_a_bomb[tileX][tileY] = False
player_collide[tileX][tileY] = False
break
def Infected(self, infection):
if infection == 0:
self.can_place_bombs = False
elif infection == 1:
self.must_place_bombs = True
self.time_before_place_bomb = random.randint(0, infections_time)
elif infection == 2: #Teleport the player to another player
player_teleport_to = random.randint(1, len(Players) -1)
if player_teleport_to == self.player_number:
player_teleport_to = 0
self.pos = Players[player_teleport_to].pos
elif infection == 3:
self.slowed = True
elif infection == 4:
self.boosted = True
elif infection == 5:
self.inversed_controls = True
elif infection == 6:
self.must_walk = True
self.infections_left_time = infections_time
class text:
def __init__(self, font_size, text, text_color):
self.font_size = font_size
self.text = text
self.textColor = text_color
self.textFont = pygame.font.Font(None, self.font_size)
self.image = self.textFont.render(self.text, True, pygame.Color(self.textColor))
def new_text(self, Text, color = None):
if not color == None:
self.textColor = color
self.text = Text
self.image = self.textFont.render(self.text, True, pygame.Color(self.textColor))
def new_font(self, font_size = None):
if not font_size == None:
self.font_size = font_size
self.textFont = pygame.font.Font(None, self.font_size)
self.new_text(self.text)
def Write_text(self, Text, Xpos, Ypos, color = "#000000", font_size = None, BlitSurface = screen):
self.text = Text
self.textColor = color
self.new_font(font_size)
if Xpos == None: #set text in center
Xpos = BlitSurface.get_width()/2 - self.image.get_width()/2
if Ypos == None: #set text in center
Ypos = BlitSurface.get_height()/2 - self.image.get_height()/2
BlitSurface.blit(self.image, [Xpos, Ypos, self.image.get_width(), self.image.get_height()], [0, 0, self.image.get_width(), self.image.get_height()])
class fire:
def __init__(self, tileX, tileY):
self.tileX = tileX
self.tileY = tileY
self.pos = [tileX*64 + X_map_shift, tileY*64 + Y_map_shift, 64, 64]
self.fire_lvl = 0
self.fire_step = 0 #fire_step / fire_time : from 0 to 5 : fire lvl : 0, 1, 2, 2, 1, 0
def burn(self, num_flame):
self.fire_step = self.fire_step + 1
fire_life_time = int(self.fire_step / fire_time)
if fire_life_time == 6:
Fires_to_del.append(num_flame)
Is_a_bomb[self.tileX][self.tileY] = False
else:
if fire_life_time < 3:
self.fire_lvl = fire_life_time
else:
self.fire_lvl = -(fire_life_time -3) +2
if fire_life_time > 3 - flame_heat and fire_life_time < 4 + flame_heat:
flame_kills_players(self.tileX, self.tileY, self)
#Load Textures into Models
Models = [[], [], [], [], [], [], [], [], []]
#image_type :[[breakable walls(0)], [bombs(1)], [fire(2)], [bonus(3)], [players(4)], [floors(5)], [map walls(6)], [unbreakable walls(7)], [mouse moves(8)]
images_names_list = [["breakable_wall 0.png"], #breakable walls(0)
["basic bomb.png", "pierce bomb.png", "bouncing bomb.png", "p bomb.png", "dangerous bomb.png", "mine.png", "remote bomb.png", "hiden_mine.png"], #bombs(1)
["fire 0.png", "fire 1.png", "fire 2.png"], #fire(2)
["bonus fire up.png", "bonus full fire.png", "bonus fire down.png", "bonus bomb up.png", "bonus line bomb.png", "bonus bomb down.png", "bonus push.png", #bonus(3)
"bonus speed up.png", "bonus speed down.png", "bonus bouncing bomb.png", "bonus pierce bomb.png", "bonus skull.png", "bonus p bomb.png", "bonus mine.png",
"bonus radioactive.png", "bonus dangerous bomb.png", "bonus remote bomb.png", "bonus devil.png", "bonus power glove.png", "bonus punch.png", "bonus bomb kick.png"],
#["player 1.png", "player 2.png", "player 3.png", "player 4.png"], #players(4)
[["player 1 img 1.png", "player 1 img 2.png", "player 1 img 3.png"], ["player 2 img 1.png", "player 2 img 2.png", "player 2 img 3.png"], #player(4)
["player 3 img 1.png", "player 3 img 2.png", "player 3 img 3.png"], ["player 4 img 1.png", "player 4 img 2.png", "player 4 img 3.png"]],
["floor 0-0.png", "floor 1.png", "floor 2.png", "floor 0-1.png"], #floors(5)
["map_wall 0.png", "map_wall 1.png", "map_wall 2.png"], #map walls(6)
["unbreakable_wall 0.png", "unbreakable_wall 1.png", "unbreakable_wall 2.png", "unbreakable_wall 3.png"]] #unbreakable walls(7)
for image_type_number, image_type in enumerate(images_names_list):
for num_image, image_name in enumerate(image_type):
if image_type_number == 4: #players
Models[image_type_number].append([])
for player_image_name in image_name:
Models[image_type_number][num_image].append(pygame.image.load(path + "images/" + player_image_name).convert_alpha())
else:
Models[image_type_number].append(pygame.image.load(path + "images/" + image_name).convert_alpha())
for image_name in ["mouse moves0.png", "mouse moves1.png", "mouse moves2.png", "mouse moves3.png"]:
Models[8].append(pygame.image.load(path + "images/" + image_name).convert())
for image_name in ["mouse moves0_selected.png", "mouse moves1_selected.png", "mouse moves2_selected.png", "mouse moves3_selected.png"]:
Models[8].append(pygame.image.load(path + "images/" + image_name).convert_alpha())
background_menu = pygame.image.load(path + "images/background.png").convert()
arrow_right = pygame.image.load(path +"images/arrow_right.png").convert_alpha()
arrow_left = pygame.image.load(path +"images/arrow_left.png").convert_alpha()
back_arrow = pygame.image.load(path + "images/arrow back icon.png").convert_alpha()
green_check = pygame.image.load(path + "images/green check icon.png").convert_alpha()
mouse_cursor = pygame.image.load(path +"images/mouse cursor_test.png").convert()
replay = pygame.image.load(path + "images/replay icon.png").convert_alpha()
mouse_cursor.set_colorkey((255, 0, 0))
Text = text(72, "", "#000000")
Saves = []
for num_save in range(1, 10):
try:
Save = open("saves/SAVE " + str(num_save) + ".txt", 'r')
Saves.append(Save.read())
except FileNotFoundError:
Saves.append(None)
def Set_map_settings(options):
global global_player_speed, players_size_collides, exploding_time, starting_bomb_amount, starting_bomb_max_range, ms_per_tick
global fire_time, flame_heat, bombs_sliding_speed, push_cooldown, infections_time, speed_infection_slowed, speed_infection_boosted
(global_player_speed, players_size_collides, exploding_time, starting_bomb_amount, starting_bomb_max_range, ms_per_tick, fire_time, flame_heat, bombs_sliding_speed,
push_cooldown, infections_time, speed_infection_slowed, speed_infection_boosted) = options
def Uncompress_Save(Save, UncompressBonus = True, UncompressOptions = True):
str_choosed_map_dimensions, choosed_floor, choosed_map_wall, str_map_objects, choosed_bonus_amount, options = Save.split("///")
#creating lists and integers from strings
choosed_map_dimensions = ["", ""] #transforms "[Xmap, Ymap]" into [Xmap, Ymap]
choosed_map_dimensions[0], choosed_map_dimensions[1] = str_choosed_map_dimensions.split("/")
for axis in [0, 1]:
choosed_map_dimensions[axis] = int(choosed_map_dimensions[axis])
choosed_floor = int(choosed_floor) #transforms "choosed_floor" into choosed_floor
choosed_map_wall = int(choosed_map_wall) #transforms "choosed_map_wall" into choosed_map_wall
map_objects = list(str_map_objects.split("//")) #transforms str_map_objects into map_objects
for num_object in range(len(map_objects)):
map_objects[num_object] = list(map_objects[num_object].split("/"))
for num_object_info in range(len(map_objects[num_object])):
map_objects[num_object][num_object_info] = int(map_objects[num_object][num_object_info])
if UncompressBonus: #Don't need to transform choosed_bonus_amount for the map icon
choosed_bonus_amount = list(choosed_bonus_amount.split("/"))
for num_bonus_amount in range(len(choosed_bonus_amount)):
choosed_bonus_amount[num_bonus_amount] = int(choosed_bonus_amount[num_bonus_amount])
if UncompressOptions:
options = list(options.split("/"))
for num_option in range(len(options)):
if "." in options[num_option]:
options[num_option] = float(options[num_option])
else:
options[num_option] = int(options[num_option])
return choosed_map_dimensions, choosed_floor, choosed_map_wall, map_objects, choosed_bonus_amount, options
map_icons = [None, None, None, None, None, None, None, None, None]
def generate_maps_icons():
for num_map_icons, Save in enumerate(Saves):
if Save == None:
map_icon = pygame.Surface((152, 104))
Text.Write_text("Sauvegarde", 12, 20, "#FF0000", 32, map_icon)
Text.Write_text("vide", 54, 61, "#FF0000", 32, map_icon)
else:
choosed_map_dimensions, choosed_floor, choosed_map_wall, map_objects, choosed_bonus_amount, options = Uncompress_Save(Save, False, False)
#creating map icon
map_icon = pygame.Surface((choosed_map_dimensions[0]*8, choosed_map_dimensions[1]*8))
#floor
reduced_floor = reduce_image(Models[5][choosed_floor])
for Y in range(choosed_map_dimensions[1]):
for X in range(choosed_map_dimensions[0]):
map_icon.blit(reduced_floor, [X*8, Y*8, 8, 8], [0, 0, 8, 8])
#map_walls
reduced_map_wall = reduce_image(Models[6][choosed_map_wall])
for Y in range(choosed_map_dimensions[1]):
for X in range(choosed_map_dimensions[0]):
if X == 0 or Y == 0 or X == choosed_map_dimensions[0] - 1 or Y == choosed_map_dimensions[1] - 1:
map_icon.blit(reduced_map_wall, [X*8, Y*8, 8, 8], [0, 0, 8, 8])
#objects
for object in map_objects: #object : [type(0), num model(1), tileX(2), tileY(3)]
if object[0] == 4: #player
reduced_image = reduce_image(Models[object[0]][object[1]][2])
else:
reduced_image = reduce_image(Models[object[0]][object[1]])
map_icon.blit(reduced_image, [object[2]*8 + int((8 - reduced_image.get_width()) /2), object[3]*8 + int((8 - reduced_image.get_height()) /2), 8, 8], [0, 0, 8, 8])
centered_map_icon = pygame.Surface((152, 104))
centered_map_icon.blit(map_icon, [76 - map_icon.get_width()/2, 52 - map_icon.get_height()/2, map_icon.get_width(), map_icon.get_height()], [0, 0, map_icon.get_width(), map_icon.get_height()])
map_icons[num_map_icons] = centered_map_icon
def map_average_8px8p(image, startingX, startingY): #calculate RGBA value average in a 8x8 px square in an image
pixels = []
for Y in range(startingY, startingY + 8):
for X in range(startingX, startingX + 8):
pixels.append(image.get_at((X, Y)))
average = [0, 0, 0, 0]
for RGBA in range(4):
for pixel in pixels:
average[RGBA] = average[RGBA] + pixel[RGBA]
average[RGBA] = round(average[RGBA] / 64)
return average
def reduce_image(image): #reduce 64x64 px image (1:8)
reduced_image = pygame.Surface((int(image.get_width() /8), int(image.get_height() /8)))
for Y in range(int(image.get_height() /8)):
for X in range(int(image.get_width()/8)):
reduced_image.set_at((X, Y), map_average_8px8p(image, X*8, Y*8))
return reduced_image
def LpM2_Change_Player(new_player): #Used in Loop_Menu2 : Change controls for next/previous Player new_player can be 0, 1, 2 or 3 (Player 1, 2, 3 or 4)
screen.blit(background_menu, [613, 170, 140, 34], [613, 170, 140, 34]) #Erase "Player X"
Player_number = str(Player_controls + 1)
Text_to_write = "Joueur " + Player_number
color = Player_color[Player_controls]
Text.Write_text(Text_to_write, 613, 170, color, 48)
LpM2_Refresh_Key_Buttons_Look()
Selected_button = None
def LpM2_Refresh_Key_Buttons_Look(): #Used in Loop_Menu2 : Refresh key buttons looks
for key_num in range(7):
key_surface = pygame.Surface((100, 70))
if Selected_button == key_num:
key_surface.fill((76, 24, 230, 255), [5, 5, 90, 60])
color = "#000000"
else:
color = Player_color[Player_controls]
lines = Commands_names[Player_controls][key_num].split(" ")
if len(lines) == 1:
Text.Write_text(lines[0], None, 23, color, 32, key_surface)
if Text.image.get_width() > 90:
key_surface = pygame.Surface((100, 70))
if Selected_button == key_num:
key_surface.fill((76, 24, 230, 255), [5, 5, 90, 60])
Text.Write_text(lines[0], None, 23, color, 26, key_surface)
else:
Text.Write_text(lines[0], None, 11, color, 32, key_surface)
Text.Write_text(lines[1], None, 35, color, 32, key_surface)
screen.blit(key_surface, [195*key_num + 47, 350, 100, 100], [0, 0, 100, 100])
def LpWfS_key_pressed(player):
global Loop_Waiting_for_Start, Starting_and_animation
screen.fill((200, 200, 200, 255), [LpWfS_Text_coordinates[player][0][0], LpWfS_Text_coordinates[player][0][1], 159, 50]) #Erase "En attente du joueur X
Text.Write_text("Joueur " + str(player + 1), LpWfS_Text_coordinates[player][2][0], LpWfS_Text_coordinates[player][0][1], Player_color[player], 36)
Text.Write_text("prêt !", LpWfS_Text_coordinates[player][3][0], LpWfS_Text_coordinates[player][1][1], Player_color[player], 36)
Players_ready[player] = True #player is ready
Loop_Waiting_for_Start = False #Tests if all players are ready
for ready in Players_ready:
if not ready:
Loop_Waiting_for_Start = True
Starting_and_animation = True
choosed_map_dimensions, choosed_floor, choosed_map_wall, map_objects, choosed_bonus_amount = None, None, None, None, None
breakable = []
player_collide = []
def generate_collisions_maps():
#Uncompress Save
global choosed_map_dimensions, choosed_floor, choosed_map_wall, map_objects, choosed_bonus_amount
choosed_map_dimensions, choosed_floor, choosed_map_wall, map_objects, choosed_bonus_amount, options = Uncompress_Save(Saves[Map])
if Use_map_settings:
Set_map_settings(options)
#Generating collide for players and destructible test
#collision map (collide list) : map walls breakable : full empty (False)
global player_collide, breakable #collides : True if there is a wall, else False
for X in range(choosed_map_dimensions[0]):
player_collide.append([])
breakable.append([])
for Y in range(choosed_map_dimensions[1]):
if X == 0 or X == choosed_map_dimensions[0] - 1 or Y == 0 or Y==choosed_map_dimensions[1] - 1:
player_collide[X].append(True)
else:
player_collide[X].append(False)
breakable[X].append(False)
#Add objects
for object in map_objects:
if object[0] == 7: #unbreakable wall
player_collide[object[2]][object[3]] = True #breakable is already False
elif object[0] == 0: #breakable wall
player_collide[object[2]][object[3]] = True
breakable[object[2]][object[3]] = True
#it is now possible to call player_collide[X][Y] to know if there is a wall
#it is now possible to call breakable[X][Y] to know if a case can be breaked
#Note : X and Y are tiles and not coordinates
Y_map_shift = 0
X_map_shift = 0
def generate_map_texture(): #generates floor, map_walls, and unbreakable walls
mapImg = pygame.Surface((64*choosed_map_dimensions[0], 64*choosed_map_dimensions[1]))
#generating floor
if choosed_floor == 0: #alternate floor 0-0 and 0-1
if choosed_map_dimensions[1] % 2 == 0:
floor_num = 3
else:
floor_num = 0
for X in range(0, 64*choosed_map_dimensions[0], 64):
if choosed_map_dimensions[1] % 2 == 0:
if floor_num == 0:
floor_num = 3
else:
floor_num = 0
for Y in range(0, 64*choosed_map_dimensions[1], 64):
mapImg.blit(Models[5][floor_num], (X, Y))
if floor_num == 0:
floor_num = 3
else:
floor_num = 0
else:
for X in range(0,64*choosed_map_dimensions[0],64):
for Y in range(0,64*choosed_map_dimensions[1],64):
mapImg.blit(Models[5][choosed_floor],(X,Y))
#generating map_walls
for X in range(0, 64*choosed_map_dimensions[0], 64):
for Y in range(0, 64*choosed_map_dimensions[1], 64):
if X == 0 or X == (choosed_map_dimensions[0] -1)*64 or Y == 0 or Y == (choosed_map_dimensions[1] -1)*64:
mapImg.blit(Models[6][choosed_map_wall], (X, Y))
#generating unbreakable walls
for object in map_objects:
if object[0] == 7: #unbreakable wall
mapImg.blit(Models[7][object[1]], [object[2]*64, object[3]*64, 64, 64], [0, 0, 64, 64])
screen.blit(mapImg, [0, 0, mapImg.get_width(), mapImg.get_height()], [0, 0, mapImg.get_width(), mapImg.get_height()])
#generating breakable walls
breakable_walls = []
for object in map_objects:
if object[0] == 0: #breakable wall
breakable_walls.append(object)
#changing Y_map_shift
global X_map_shift, Y_map_shift
X_map_shift = 0
Y_map_shift = 0
if Player_using_mouse == None or not Player_using_mouse < Player_number + 1:
X_map_shift = round((1366 - 64*choosed_map_dimensions[0]) /2)
else:
X_map_shift = (1366 - 64*choosed_map_dimensions[0] - 138) /2 #138 is mouse moves image is width (128) + distance betwin it and mapImg
if choosed_map_dimensions[1] == 13:
Y_map_shift = -32
return mapImg, breakable_walls
def create_mouse_moves(mousePos = None): #creates mouse_moves image
if mousePos == None:
num_mouse_move_selected = None
else:
vectMousePos = (mouse_pos[0] - pos_mouse_moves[0] - 64, mouse_pos[1] - pos_mouse_moves[1] - Y_map_shift - 64) #Vector : mouse moves image middle --> mouse position
vectMousePosNorm = sqrt(vectMousePos[0]**2 + vectMousePos[1]**2)
if vectMousePosNorm < 13:
num_mouse_move_selected = None
else:
if vectMousePos[0] > vectMousePos[1]: #direction is top or right
if vectMousePos[0] > - vectMousePos[1]: #direction is right
if Players[Player_using_mouse].inversed_controls:
num_mouse_move_selected = 2
else:
num_mouse_move_selected = 3
mouse_cursor_shift = (64, 0)
else: #direction is top
if Players[Player_using_mouse].inversed_controls:
num_mouse_move_selected = 1
else:
num_mouse_move_selected = 0
mouse_cursor_shift = (0, 0)
else: #direction is bottom or left
if vectMousePos[1] > - vectMousePos[0]: #direction is bottom
if Players[Player_using_mouse].inversed_controls:
num_mouse_move_selected = 0
else:
num_mouse_move_selected = 1
mouse_cursor_shift = (0, 64)
else: #direction is left
if Players[Player_using_mouse].inversed_controls:
num_mouse_move_selected = 3
else:
num_mouse_move_selected = 2
mouse_cursor_shift = (0, 0)
Players[Player_using_mouse].direction = num_mouse_move_selected
mouse_moves = pygame.Surface((128, 128))
mouse_moves.fill((255, 0, 0)) #make mouse_moves fully transparent
mouse_moves.set_colorkey((255, 0, 0))
for num_mouse_move in range(4):
next_mouse_move_image = pygame.Surface((Models[8][num_mouse_move].get_width(), Models[8][num_mouse_move].get_height()))
if num_mouse_move_selected == num_mouse_move:
next_mouse_move_image.blit(mouse_cursor, (mousePos[0] - pos_mouse_moves[0] - mouse_cursor_shift[0] - 86, mousePos[1] - pos_mouse_moves[1] - mouse_cursor_shift[1] - Y_map_shift - 86))
next_mouse_move_image.blit(Models[8][num_mouse_move + 4], [0, 0, next_mouse_move_image.get_width(), next_mouse_move_image.get_height()], [0, 0, next_mouse_move_image.get_width(), next_mouse_move_image.get_height()])
else:
next_mouse_move_image = Models[8][num_mouse_move].copy()
next_mouse_move_image.set_colorkey((255, 0, 0))
if num_mouse_move == 0 or num_mouse_move == 1:
mouse_moves.blit(next_mouse_move_image, [0, num_mouse_move*64, 128, 64], [0, 0, 128, 64])
else:
mouse_moves.blit(next_mouse_move_image, [(num_mouse_move - 2)*64, 0, 64, 128], [0, 0, 64, 128])
return mouse_moves
def move_mouse_cursor_on_mouse_moves(): #if mouse cursor is not on mouse moves circle, function moves it on mouse moves circle
if not Player_using_mouse == None:
if Player_using_mouse < Player_number:
global mouse_pos
vectMousePos = (mouse_pos[0] - pos_mouse_moves[0] - 64, mouse_pos[1] - pos_mouse_moves[1] - Y_map_shift - 64) #Vector : mouse moves image middle --> mouse position
vectMousePosNorm = sqrt(vectMousePos[0]**2 + vectMousePos[1]**2)
if vectMousePosNorm > 64:
newVectMousePos = (vectMousePos[0] /(vectMousePosNorm /64), vectMousePos[1] /(vectMousePosNorm /64))
newMousePos = (newVectMousePos[0] + (pos_mouse_moves[0] + 64), newVectMousePos[1] + (pos_mouse_moves[1] + Y_map_shift + 64))
pygame.mouse.set_pos(newMousePos)
Players[Player_using_mouse].speed_multiplier = 1
set_playing_Animation(Player_using_mouse, True)
else:
newMousePos = mouse_pos
if vectMousePosNorm > 43:
Players[Player_using_mouse].speed_multiplier = 1
set_playing_Animation(Player_using_mouse, True)
elif vectMousePosNorm > 32:
Players[Player_using_mouse].speed_multiplier = 0.5
set_playing_Animation(Player_using_mouse, True)
else:
set_playing_Animation(Player_using_mouse, False)
Players[Player_using_mouse].speed_multiplier = 0
mouse_pos = newMousePos
screen.blit(create_mouse_moves(mouse_pos), [pos_mouse_moves[0], pos_mouse_moves[1] + Y_map_shift, 128, 128], [0, 0, 128, 128])
wall_breaked = False
break_flame_loop = False
def bomb_explode(player, bomb): #bomb_explode(player using bomb, bomb exploding)
global wall_breaked, break_flame_loop
if bomb.number == 4: #dangerous bomb (5x5 square explosion)
Default_range_explosion_dangerous_bomb = [[bomb.tileX - 2, bomb.tileX + 3], [bomb.tileY - 2, bomb.tileY + 3]] #((Xmin, Xmax), (Ymin, Ymax))
range_explosion = Default_range_explosion_dangerous_bomb
for num_XorY, XorYrange_explosion in enumerate(Default_range_explosion_dangerous_bomb):
if XorYrange_explosion[0] < 0:
range_explosion[num_XorY][0] = 0
if XorYrange_explosion[1] > choosed_map_dimensions[num_XorY]:
range_explosion[num_XorY][1] = choosed_map_dimensions[num_XorY]
for fire_tileX in range(range_explosion[0][0], range_explosion[0][1]):
for fire_tileY in range(range_explosion[1][0], range_explosion[1][1]):
flame_effect(fire_tileX, fire_tileY, bomb)
else:
if bomb.number == 3: #p bomb
fire_max_range = 19
else:
fire_max_range = Players[player.player_number].bombs_max_range
for direction in [(0, -1), (0, 1), (-1, 0), (1, 0)]: #top, bottom, left, right
break_flame_loop = False
for flame_range in range(fire_max_range):
if break_flame_loop:
break_flame_loop = False
break
else:
fire_tileX = bomb.tileX + (direction[0]*flame_range)
fire_tileY = bomb.tileY + (direction[1]*flame_range)
flame_effect(fire_tileX, fire_tileY, bomb)
if wall_breaked:
wall_breaked = False
global mapImg
mapImg = mapImg_unbreakable.copy()
for object in breakable_walls:
mapImg.blit(Models[0][object[1]], [object[2]*64, object[3]*64, 64, 64], [0, 0, 64, 64])
screen.blit(mapImg, [X_map_shift, Y_map_shift, mapImg_unbreakableWidth, mapImg_unbreakableHeight], [0, 0, mapImg_unbreakableWidth, mapImg_unbreakableHeight])
def flame_effect(fire_tileX, fire_tileY, bomb): #place a flame at X and Y tiles
global wall_breaked, break_flame_loop
Can_destroy_bonus = True
if In_fire[fire_tileX][fire_tileY]: #if there is already a flame, delete this flame to avoid flame superposition. It also avoids to destroy bonus where another bomb just exploded
for num_flame, flame in enumerate(Fire):
if flame.tileX == fire_tileX and flame.tileY == fire_tileY:
Can_destroy_bonus = False
In_fire[flame.tileX][flame.tileY] = False
del Fire[num_flame]
break
if Is_a_bomb[fire_tileX][fire_tileY]: #if there is a bomb, activate this bomb
for num_player in range(len(Players)):
for num_bomb, bomb in enumerate(Players[num_player].bombs_placed):
if bomb.tileX == fire_tileX and bomb.tileY == fire_tileY:
bomb.despawn(num_player, num_bomb)
bomb_explode(Players[num_player], bomb)
if Can_destroy_bonus:
if Is_a_bonus[fire_tileX][fire_tileY]:
for num_bonus, bonus in enumerate(Showing_bonus):
if bonus.tileX == fire_tileX and bonus.tileY == fire_tileY:
Bonus_to_del.append(num_bonus)
Is_a_bonus[fire_tileX][fire_tileY] = False
if player_collide[fire_tileX][fire_tileY]: #if there is a wall, break this wall if it is breakable and stop the fire
if breakable[fire_tileX][fire_tileY]:
Fire.append(fire(fire_tileX, fire_tileY))
In_fire[fire_tileX][fire_tileY] = True
break_breakable_wall(fire_tileX, fire_tileY)
wall_breaked = True
if not bomb.number == 1:
break_flame_loop = True
else:
break_flame_loop = True
else:
Fire.append(fire(fire_tileX, fire_tileY))
In_fire[fire_tileX][fire_tileY] = True
Winner = None
def flame_kills_players(tileX, tileY, fire):
if not dev_mode:
for player in Players:
player_tileX = round((player.pos[0] + 32 - player.image_shift[0] - X_map_shift) //64)
player_tileY = round((player.pos[1] + 32 - player.image_shift[1] - Y_map_shift) //64)
if tileX == player_tileX and tileY == player_tileY:
Players[player.player_number].alive = False
players_alive = 0
for player in Players:
if player.alive:
players_alive = players_alive + 1
winner = player.player_number
if players_alive == 1:
global Winner, EndedGameLoop, GameLoop
Winner = winner
EndedGameLoop = True
GameLoop = False
def break_breakable_wall(tileX, tileY):
#update breakable walls
for num_object, object in enumerate(breakable_walls):
if object[2] == tileX and object[3] == tileY: #Object : type(0), number(1), tileX(2), tileY,(3)
breakable_walls_to_del = num_object
if len(Next_bonus) > 0: #avoid bug
if not Next_bonus[0] == None:
Showing_bonus.append(GameObject(Models[3][Next_bonus[0]], object[2], object[3], 3, Next_bonus[0]))
Is_a_bonus[object[2]][object[3]] = True
del Next_bonus[0]
break
del breakable_walls[breakable_walls_to_del]
#update player_collide and breakable
player_collide[tileX][tileY] = False
breakable[tileX][tileY] = False
def reload_player_bomb_stock(num_player):
bomb_type = Players[num_player].bomb_type
new_bomb_stock = []
len_bomb_stock = Players[num_player].MaxBomb_amount - len(Players[num_player].bombs_placed)
if len_bomb_stock > 0:
first_bomb_Found = False
for bomb in Players[num_player].bombs_placed:
if Players[num_player].first_bomb == bomb.number:
new_bomb_stock = [Players[num_player].bomb_type]
first_bomb_Found = True
break
if not first_bomb_Found:
new_bomb_stock = [Players[num_player].first_bomb]
for bomb in range(len_bomb_stock - 1):
new_bomb_stock.append(Players[num_player].bomb_type)
Players[num_player].bomb_stock = new_bomb_stock
def players_take_bonus():
for player in Players:
#Calculate a round of player tile coordinates
player_TileXY = (round((player.pos[0] + 32 - player.image_shift[0] - X_map_shift) //64), round((player.pos[1] + 32 - player.image_shift[1] - Y_map_shift) //64))
for num_bonus, bonus in enumerate(Showing_bonus):
if bonus.tileX == player_TileXY[0] and bonus.tileY == player_TileXY[1]:
Bonus_to_del.append(num_bonus)
Is_a_bonus[bonus.tileX][bonus.tileY] = False
if bonus.number == 0: #bonus fire up
if not player.bombs_max_range > 7: #maximum fire range
Players[player.player_number].bombs_max_range = Players[player.player_number].bombs_max_range + 1
elif bonus.number == 1: #bonus full fire
Players[player.player_number].bombs_max_range = 15
elif bonus.number == 2: #bonus fire down
if not player.bombs_max_range == 2:
Players[player.player_number].bombs_max_range = Players[player.player_number].bombs_max_range - 1
elif bonus.number == 3: #bonus bomb up
if not player.MaxBomb_amount > 7:
Players[player.player_number].MaxBomb_amount = Players[player.player_number].MaxBomb_amount + 1
reload_player_bomb_stock(player.player_number)
elif bonus.number == 4: #bonus line bomb
Players[player.player_number].bonus = 4
elif bonus.number == 5:
if not player.MaxBomb_amount == 1:
Players[player.player_number].MaxBomb_amount = Players[player.player_number].MaxBomb_amount - 1
reload_player_bomb_stock(player.player_number)
elif bonus.number == 6: #bonus push
Players[player.player_number].bonus = 6
elif bonus.number == 7: #bonus speed up
Players[player.player_number].bonus_speed = player.bonus_speed + 0.1
elif bonus.number == 8: #bonus speed down
Players[player.player_number].bonus_speed = player.bonus_speed - 0.1
elif bonus.number == 9: #bonus bouncing bomb
Players[player.player_number].bomb_type = 2
Players[player.player_number].first_bomb = 2
reload_player_bomb_stock(player.player_number)
elif bonus.number == 10: #bonus pierce bomb
Players[player.player_number].bomb_type = 1
Players[player.player_number].first_bomb = 1
reload_player_bomb_stock(player.player_number)
elif bonus.number == 11: #bonus skull
Players[player.player_number].Infected(random.randint(0, 6))
elif bonus.number == 12: #bonus p bomb
Players[player.player_number].first_bomb = 3
reload_player_bomb_stock(player.player_number)
elif bonus.number == 13: #bonus mine
Players[player.player_number].first_bomb = 5
reload_player_bomb_stock(player.player_number)
elif bonus.number == 14: #bonus radioactive
infections = [0, 1, 2, 3, 4, 5, 6] #give 3 DIFFERENT infections
for inf in range(3):
new_infection_number = random.randint(0, len(infections) - 1)
new_infection = infections[new_infection_number]
Players[player.player_number].Infected(new_infection)
del infections[new_infection_number]
elif bonus.number == 15: #bonus dangerous bomb
Players[player.player_number].first_bomb = 4
reload_player_bomb_stock(player.player_number)
elif bonus.number == 16: #remote bomb
Players[player.player_number].first_bomb = 6
reload_player_bomb_stock(player.player_number)
Players[player.player_number].bonus = 16
elif bonus.number == 17: #bonus devil
for player_number in range(len(Players)):
Players[player_number].Infected(random.randint(0, 6))
elif bonus.number == 18: #bonus power glove
Players[player.player_number].punch = 18
elif bonus.number == 19: #bonus punch
Players[player.player_number].punch = 19
elif bonus.number == 20: #bonus bomb kick
Players[player.player_number].punch = 20
def get_num_ImgAnimation(step_in_animation):
if step_in_animation == 0:
num_ImgAnimation = 0
elif step_in_animation == 1:
num_ImgAnimation = 2
elif step_in_animation == 2:
num_ImgAnimation = 1
else: #if step_in_animation == 3:
num_ImgAnimation = 2
return num_ImgAnimation
def set_playing_Animation(player_number, play):
global Players
Players[player_number].play_animation = play
if not play:
if Players[player_number].animation == 0:
Players[player_number].animation = 1
elif Players[player_number].animation == 2:
Players[player_number].animation = 3
generate_maps_icons()
Loop_Menu1 = True
Loop_Menu2 = False
Loop_Waiting_for_Start = False
Starting_and_animation = False
GameLoop = False
EndedGameLoop = False
Replaying_loop = False
Playing = True
while Playing:
#Before Loop_Menu1:
if Loop_Menu1: #Loop_Menu1 : Map choice
screen.blit(background_menu, [0, 0, 1366, 768], [0, 0, 1366, 768])
Text.Write_text("Choix de la carte", 479, 80, "#000000", 72)
for num_map_icon, map_icon in enumerate(map_icons):
if num_map_icon < 3: #First save line
screen.blit(map_icon, [303 + 303*num_map_icon, 184, map_icon.get_width(), map_icon.get_height()], [0, 0, map_icon.get_width(), map_icon.get_height()])
elif num_map_icon < 6: #Second save line
screen.blit(map_icon, [303 + 303*(num_map_icon - 3), 396, map_icon.get_width(), map_icon.get_height()], [0, 0, map_icon.get_width(), map_icon.get_height()])
else: #Third save line
screen.blit(map_icon, [303 + 303*(num_map_icon - 6), 608, map_icon.get_width(), map_icon.get_height()], [0, 0, map_icon.get_width(), map_icon.get_height()])
Map = None
while Loop_Menu1:
for event in pygame.event.get():
if event.type == 12:
pygame.quit()
sys.exit()
if event.type == 5:
mouse_pos = pygame.mouse.get_pos()
if mouse_pos[1] > 184 and mouse_pos[1] < 288: #if clicked on save line 1
if mouse_pos[0] > 303 and mouse_pos[0] < 455: #if clicked on SAVE_1
Map = 0
elif mouse_pos[0] > 606 and mouse_pos[0] < 758: #else if clicked on SAVE_2
Map = 1
elif mouse_pos[0] > 909 and mouse_pos[0] < 1061: #else if clicked on SAVE_3
Map = 2
elif mouse_pos[1] > 396 and mouse_pos[1] < 500: #else if clicked on save line 2
if mouse_pos[0] > 303 and mouse_pos[0] < 455: #if clicked on SAVE_4
Map = 3
elif mouse_pos[0] > 606 and mouse_pos[0] < 758: #else if clicked on SAVE_5
Map = 4
elif mouse_pos[0] > 909 and mouse_pos[0] < 1061: #else if clicked on SAVE_6
Map = 5
elif mouse_pos[1] > 608 and mouse_pos[1] < 712: #else if clicked on save line 3
if mouse_pos[0] > 303 and mouse_pos[0] < 455: #if clicked on SAVE_7
Map = 6
elif mouse_pos[0] > 606 and mouse_pos[0] < 758: #else if clicked on SAVE_8
Map = 7
elif mouse_pos[0] > 909 and mouse_pos[0] < 1061: #else if clicked on SAVE_9
Map = 8
if not Map == None: #if save choosed:
if not Saves[Map] == None:
Loop_Menu1 = False #Boucle suivante
Loop_Menu2 = True
pygame.display.update()
pygame.time.delay(ms_per_tick)
#Before Loop_Menu2
if Loop_Menu2:
screen.blit(background_menu, [0, 0, 1366, 768], [0, 0, 1366, 768])
Text.Write_text("Choix des contrôles", 439, 80, "#000000", 72)
Player_controls = 0 #Corresponds to list Commands : [Player 1(0), Player 2(1), Player 3(2), Player 4(3)]
LpM2_Change_Player(Player_controls)
screen.blit(arrow_left, [571, 155, 32, 64], [0, 0, 32, 64])
screen.blit(arrow_right, [763, 155, 32, 64], [0, 0, 32, 64])
Text.Write_text(str(Player_number) + " joueurs", 1170, 180, "#00FF00", 36)
Text.Write_text("Monter", 48, 430, "#000000", 40)
Text.Write_text("Aller à", 246, 430, "#000000", 40)
Text.Write_text("gauche", 243, 458, "#000000", 40)
Text.Write_text("Reculer", 442, 430, "#000000", 36)
Text.Write_text("Aller à", 636, 430, "#000000", 40)
Text.Write_text("droite", 642, 458, "#000000", 40)
Text.Write_text("Placer", 834, 430, "#000000", 40)
Text.Write_text("une", 852, 458, "#000000", 40)
Text.Write_text("bombe", 832, 486, "#000000", 40)
Text.Write_text("Touche", 1023, 430, "#000000", 40)
Text.Write_text("bonus", 1029, 458, "#000000", 40)
Text.Write_text("Touche", 1218, 430, "#000000", 40)
Text.Write_text("coup", 1234, 458, "#000000", 40)
screen.blit(pygame.Surface((186, 70)), [590, 650, 186, 70], [0, 0, 186, 70]) #Use mouse button
Text.Write_text("Utiliser la souris", 595, 674, "#00FFFF", 32)
screen.blit(back_arrow, [51, 653, 64, 64], [0, 0, 64, 64])
screen.blit(green_check, [1251, 653, 64, 64], [0, 0, 64, 64])
while Loop_Menu2: #Loop_Menu2 : Controls choice
for event in pygame.event.get():
if event.type == 12:
pygame.quit()
sys.exit()
if event.type == 5:
mouse_pos = pygame.mouse.get_pos()
Selected_button = None
if mouse_pos[1] > 155 and mouse_pos[1] < 219: #if clicked on Player changes arrows Y
if mouse_pos[0] > 571 and mouse_pos[0] < 601: #if clicked on Player change left arrow
Player_controls = Player_controls - 1
if Player_controls == -1: # 0 <= Player_controls < Player_number
Player_controls = Player_number - 1
LpM2_Change_Player(Player_controls)