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globals.py
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globals.py
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import pygame, pickle
import mapLoader
from os.path import isfile, dirname
mapTileSize = pygame.math.Vector2(16, 16)
size = (64, 64)
fontTalk = pygame.font.Font(dirname(__file__) + "/assets/NinjaAdventure/HUD/Font/NormalFont.ttf", 32)
fontMenu = pygame.font.Font(dirname(__file__) + "/assets/NinjaAdventure/HUD/Font/NormalFont.ttf", 128)
savePathPlayer = "saves/player.save"
savePathWorld = "saves/world.save"
def clamp(n, p_min, p_max):
if p_max > p_min:
return min(max(n, p_min), p_max)
else:
return min(max(n, p_max), p_min)
def sign(n):
if n < 0.0:
return -1
elif n > 0.0:
return 1
return 0
def signNoZero(n):
if n < 0.0:
return -1
else:
return 1
def get_nth_key(dictionary, n=0):
if n < 0:
n += len(dictionary)
for i, key in enumerate(dictionary.keys()):
if i == n:
return key
raise IndexError("dictionary index out of range")
class Timer:
def __init__(self, waitTime, active: bool = False, looping: bool = False):
self.waitTime = waitTime
self.looping = looping
self.active = active
self.time = waitTime
def update(self, dt):
if self.active:
self.time -= dt
if self.time <= 0.0:
if not self.looping:
self.active = False
self.time = self.waitTime
def start(self, time = -1):
if time == -1:
time = self.waitTime
self.active = True
self.time = self.waitTime
def pause(self):
self.active = False
def unpause(self):
self.active = True
def stop(self):
self.active == False
self.time = self.waitTime
def collidedictlist(p_rect, p_dict):
for k in p_dict:
if p_rect.collidelist(p_dict[k]) != -1:
return k
return "none"
def collideClassList(p_rect, p_list):
for i in p_list:
if p_rect.colliderect(i.rect):
return i
return -1
def collidelistdict(p_rect, p_list):
for idx, i in enumerate(p_list):
if p_rect.colliderect(i["rect"]):
return idx
return -1
def loadGame(player, Enemy, Item, area=-1):
if isfile(savePathPlayer) and isfile(savePathWorld):
area = loadPlayerState(player, area)
enemies, items, breakableRocks, teasureChests, worldSave = loadWorldState(Enemy, Item, area)
return enemies, items, breakableRocks, teasureChests, area, worldSave
else:
if area == -1:
return -1, -1, -1, -1, "Overworld", {}
return -1, -1, -1, -1, area, {}
def loadPlayerState(player, area=-1):
with open(savePathPlayer, "rb") as f:
playerSave = pickle.load(f)
# print("player: ", area, playerSave["area"])
if area == playerSave["area"] or area == -1:
player.rect.topleft = playerSave["pos"]
player.health = playerSave["health"]
player.maxHealth = playerSave["maxHealth"]
player.weapon = playerSave["weapon"]
player.equipedItem = playerSave["item"]
for weapon in playerSave["weapons"]:
player.weapons[weapon]["unlocked"] = playerSave["weapons"][weapon]["unlocked"]
for item in playerSave["items"]:
player.items[item]["unlocked"] = playerSave["items"][item]["unlocked"]
player.items[item]["amount"] = playerSave["items"][item]["amount"]
if area == -1:
return playerSave["area"]
else:
return area
def loadWorldState(Enemy, Item, area):
with open(savePathWorld, "rb") as f:
worldSave = pickle.load(f)
# print("world: ", area, worldSave)
if area in worldSave:
enemies = mapLoader.extendedGroup()
items = mapLoader.extendedGroup()
breakableRocks = worldSave[area]["breakableRocks"]
teasureChests = worldSave[area]["teasureChests"]
for enemy in worldSave[area]["enemies"]:
Enemy(enemy["pos"], size, enemy["type"], enemy["dead"], enemies)
for item in worldSave[area]["items"]:
Item(item["pos"], item["type"], item["dead"], items, True, item["price"], item["amount"], item["category"])
return enemies, items, breakableRocks, teasureChests, worldSave
else:
return -1, -1, -1, -1, worldSave
def saveGame(player, enemies, itemsGroup, breakableRocks, teasureChests, area, worldSave):
savePlayerState(player, area)
return saveWorldState(enemies, itemsGroup, breakableRocks, teasureChests, area, worldSave)
def saveWorldState(enemies, itemsGroup, breakableRocks, teasureChests, area, worldSave):
worldSave[area] = {}
worldSave[area]["enemies"] = []
worldSave[area]["items"] = []
worldSave[area]["breakableRocks"] = []
worldSave[area]["teasureChests"] = teasureChests
# print("world before: ", area, worldSave)
for enemy in enemies:
worldSave[area]["enemies"].append({"pos": enemy.rect.topleft, "type": enemy.type, "dead": enemy.dead})
for item in itemsGroup:
if item.pickupable:
worldSave[area]["items"].append({"pos": item.rect.topleft, "type": item.type, "dead": item.trulyDead, "price": item.price, "amount": item.amount, "category": item.category})
for rock in breakableRocks:
worldSave[area]["breakableRocks"].append(rock)
# print("world after: ", area, worldSave)
with open(savePathWorld, "wb") as f:
pickle.dump(worldSave, f)
return worldSave
def savePlayerState(player, area):
playerSave = {
"pos": player.rect.topleft,
"health": player.health,
"maxHealth": player.maxHealth,
"weapon": player.weapon,
"weapons": {},
"area": area,
"items": {} ,
"item": player.equipedItem
}
for weapon in player.weapons:
playerSave["weapons"][weapon] = {"unlocked": player.weapons[weapon]["unlocked"]}
for item in player.items:
playerSave["items"][item] = {"unlocked": player.items[item]["unlocked"], "amount": player.items[item]["amount"]}
with open(savePathPlayer, "wb") as f:
pickle.dump(playerSave, f)
def transition(WINDOW, fpsClock, BACKGROUNDCOLOR, type="rect", dir=1, background=None):
windowSize = pygame.display.get_window_size()
if type == "rect":
rect = pygame.Rect(-windowSize[0], 0, windowSize[0], windowSize[1])
if dir < 0:
rect.x = 0
while 1:
if rect.x > 0 and dir == 1:
break
elif rect.x > windowSize[0] and dir == -1:
break
dt = fpsClock.get_time() / 1000
rect.x += dt * 900
if not background is None:
WINDOW.fill(BACKGROUNDCOLOR)
WINDOW.blit(background, (0, 0))
pygame.draw.rect(WINDOW, (0, 0, 0), rect)
pygame.display.update()
fpsClock.tick(30)
elif type == "circle":
dist = pygame.math.Vector2(windowSize[0] / 2, windowSize[1] / 2).distance_to(pygame.math.Vector2(0, 0)) + 200
radius = 1
if dir < 0:
radius = dist
alpha = 255
while 1:
dt = fpsClock.get_time() / 1000
if radius <= 0 and dir == -1:
alpha -= 300 * dt
elif radius >= dist and dir == 1:
alpha -= 300 * dt
else:
radius += dt * 900 * dir
if not background is None:
WINDOW.fill(BACKGROUNDCOLOR)
WINDOW.blit(background, (0, 0))
if alpha <= 0.0:
break
pygame.draw.circle(WINDOW, (0, 0, 0, alpha), (windowSize[0] / 2, windowSize[1] / 2), radius)
pygame.display.update()
fpsClock.tick(30)
elif type == "fadeToBlack":
alpha = 0
rect = pygame.Surface(windowSize, pygame.SRCALPHA)
while 1:
dt = fpsClock.get_time() / 1000
alpha += 300 * dt
if not background is None:
WINDOW.fill(BACKGROUNDCOLOR)
WINDOW.blit(background, (0, 0))
if alpha >= 255.0:
break
rect.fill((0, 0, 0, alpha))
WINDOW.blit(rect, (0, 0))
pygame.display.update()
fpsClock.tick(30)
elif type == "fadeFromBlack":
alpha = 255
rect = pygame.Surface(windowSize, pygame.SRCALPHA)
while 1:
dt = fpsClock.get_time() / 1000
alpha -= 300 * dt
if not background is None:
WINDOW.fill(BACKGROUNDCOLOR)
WINDOW.blit(background, (0, 0))
if alpha <= 0.0:
break
rect.fill((0, 0, 0, alpha))
WINDOW.blit(rect, (0, 0))
pygame.display.update()
fpsClock.tick(30)