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self.flashing_start_time = 0 + self.flash_color = "white" + self.flash_toggle_interval = 200 + self.last_flash_toggle_time = 0 + self.current_flash_color = "red" + self.flash_triggered = False + + def update(self, start_pos): + self.collide = pygame.sprite.spritecollideany(self.player, self.obstacles) + + if self.collide and not self.damage_applied: + self.player.player_hp -= self.obstacle_damage + self.damage_applied = True + self.message_end_time = pygame.time.get_ticks() + 2000 # Show message for 2s + + if not self.collide and self.damage_applied: + self.damage_applied = False + + if self.player.player_hp <= 0: + self.damage_applied = False + self.player.player_hp = 0 + + if hasattr(self.player, "rect"): + self.player.rect.topleft = start_pos + + if self.player.rect.topleft == start_pos: + self.player.player_hp = 100 + + def render(self, screen: pygame.Surface): + self.screen.fill((0, 0, 0, 0)) # Clear UI + + if self.collide and pygame.time.get_ticks() < self.message_end_time: + message = self.font.render(f"The player has received -{self.obstacle_damage} damage!", True, "red2") + self.screen.blit(message, (50, self.screen.get_height() - 100)) + + if self.collide: + if not self.flash_triggered: + self.is_flashing = True + self.flash_triggered = True + self.flashing_start_time = pygame.time.get_ticks() + self.last_flash_toggle_time = self.flash_toggle_interval + else: + self.flash_triggered = False + + current_time = pygame.time.get_ticks() + if self.is_flashing: + if current_time - self.last_flash_toggle_time >= self.flash_toggle_interval: + self.last_flash_toggle_time = current_time + self.current_flash_color = "white" if self.current_flash_color == "red" else "red" + self.player.player_square.fill(self.current_flash_color) + + if current_time - self.flashing_start_time > self.flashing_duration: + self.is_flashing = False + self.current_flash_color = "red" + else: + self.player.player_square.fill("red") + + screen.blit(self.screen, (155, 155)) diff --git a/src/sprites/entities/player.py b/src/sprites/entities/player.py index 0052be0..191dbcf 100644 --- a/src/sprites/entities/player.py +++ b/src/sprites/entities/player.py @@ -26,9 +26,11 @@ def __init__( """ # Initialize the player sprite - player_square = frames[0] if isinstance(frames, (list, tuple)) and frames else Surface((TILE_SIZE, TILE_SIZE)) - player_square.fill("red") - super().__init__(pos=pos, surf=player_square, groups=groups) + self.player_square = ( + frames[0] if isinstance(frames, (list, tuple)) and frames else Surface((TILE_SIZE, TILE_SIZE)) + ) + self.player_square.fill("red") + super().__init__(pos=pos, surf=self.player_square, groups=groups) # Animation frames self.frames = frames @@ -44,6 +46,9 @@ def __init__( # Input handling self.mouse_have_been_pressed: bool = False + # Hp points + self.player_hp = 100 + # def get_neighbor_tiles(self, grid, blocked_tiles=None): # """Calculate and return all valid adjacent (neighbor) tiles for the player.""" # if blocked_tiles is None: @@ -88,8 +93,7 @@ def input(self, grid, camera_offset: pygame.math.Vector2 | None = None, camera_s self.path = path[1:] def update( - self, dt: float, grid=None, camera_offset: pygame.math.Vector2 | None = None, - camera_scale: float | None = None + self, dt: float, grid=None, camera_offset: pygame.math.Vector2 | None = None, camera_scale: float | None = None ) -> None: """Update the player's position and state.""" if grid: diff --git a/src/sprites/tiles/grid_manager.py b/src/sprites/tiles/grid_manager.py index a27cac8..9ff4809 100644 --- a/src/sprites/tiles/grid_manager.py +++ b/src/sprites/tiles/grid_manager.py @@ -9,7 +9,7 @@ class GridManager: def __init__( - self, tmx_map: pytmx.TiledMap = None, tile_size: int = TILE_SIZE, grid_matrix: np.ndarray | None = None + self, tmx_map: pytmx.TiledMap = None, tile_size: int = TILE_SIZE, grid_matrix: np.ndarray | None = None ): if grid_matrix is not None: self.grid_matrix = grid_matrix @@ -60,10 +60,10 @@ def find_path(self, start: tuple[int, int], end: tuple[int, int]) -> list[list[i return self.path_finder.find_path(start, end) def get_tile_coordinates( - self, - mouse_pos: tuple[int, int], - camera_offset: pygame.math.Vector2 | None = None, - camera_scale: float | None = None, + self, + mouse_pos: tuple[int, int], + camera_offset: pygame.math.Vector2 | None = None, + camera_scale: float | None = None, ) -> tuple[int, int]: """ Get the tile indices (x, y) based on mouse position. @@ -84,7 +84,7 @@ def get_tile_coordinates( @staticmethod def _convert_mouse_to_world( - mouse_pos: tuple[int, int], camera_offset: pygame.math.Vector2, camera_scale: float + mouse_pos: tuple[int, int], camera_offset: pygame.math.Vector2, camera_scale: float ) -> tuple[float, float]: # Adjust the mouse position to world coordinates by reversing the camera's position and scale world_x = (mouse_pos[0] - camera_offset.x) / camera_scale @@ -104,12 +104,12 @@ def _clamp_grid_coordinates(self, grid_x: int, grid_y: int) -> tuple[int, int]: return grid_x, grid_y def draw( - self, - player_pos: tuple[int, int], - mouse_pos: tuple[int, int], - camera_offset: pygame.math.Vector2 | None = None, - camera_scale: float | None = None, - visible_radius: int | None = None, + self, + player_pos: tuple[int, int], + mouse_pos: tuple[int, int], + camera_offset: pygame.math.Vector2 | None = None, + camera_scale: float | None = None, + visible_radius: int | None = None, ) -> None: """ Draw the grid on the screen. @@ -144,7 +144,7 @@ def draw( self._draw_mouse_indicator(mouse_grid_x, mouse_grid_y, camera_offset, camera_scale) def _calculate_visible_area( - self, player_grid_x: int, player_grid_y: int, visible_radius: int + self, player_grid_x: int, player_grid_y: int, visible_radius: int ) -> tuple[int, int, int, int]: visible_start_x = max(0, player_grid_x - visible_radius) visible_start_y = max(0, player_grid_y - visible_radius) @@ -153,13 +153,13 @@ def _calculate_visible_area( return visible_start_x, visible_start_y, visible_end_x, visible_end_y def _draw_grid_lines( - self, - visible_start_x: int, - visible_start_y: int, - visible_end_x: int, - visible_end_y: int, - camera_offset: pygame.math.Vector2, - camera_scale: float, + self, + visible_start_x: int, + visible_start_y: int, + visible_end_x: int, + visible_end_y: int, + camera_offset: pygame.math.Vector2, + camera_scale: float, ) -> None: for y in range(visible_start_y, visible_end_y): for x in range(visible_start_x, visible_end_x): @@ -176,7 +176,7 @@ def _draw_grid_lines( self.display_surface.blit(text_surface, text_rect) def _convert_to_screen_coordinates( - self, x: int, y: int, camera_offset: pygame.math.Vector2, camera_scale: float + self, x: int, y: int, camera_offset: pygame.math.Vector2, camera_scale: float ) -> tuple[float, float]: world_x = x * self.tile_size world_y = y * self.tile_size @@ -185,13 +185,13 @@ def _convert_to_screen_coordinates( return screen_x, screen_y def _draw_path( - self, - start_x: int, - start_y: int, - end_x: int, - end_y: int, - camera_offset: pygame.math.Vector2, - camera_scale: float, + self, + start_x: int, + start_y: int, + end_x: int, + end_y: int, + camera_offset: pygame.math.Vector2, + camera_scale: float, ) -> None: start = (start_x, start_y) end = (end_x, end_y) @@ -206,7 +206,7 @@ def _draw_path( pygame.draw.rect(self.display_surface, "green", rect, 2) # Draw path tiles def _draw_mouse_indicator( - self, mouse_grid_x: int, mouse_grid_y: int, camera_offset: pygame.math.Vector2, camera_scale: float + self, mouse_grid_x: int, mouse_grid_y: int, camera_offset: pygame.math.Vector2, camera_scale: float ) -> None: if self.display_surface is None: raise RuntimeError("Display surface must be initialized") diff --git a/src/states/game_running.py b/src/states/game_running.py index 11889dd..3f59ccc 100644 --- a/src/states/game_running.py +++ b/src/states/game_running.py @@ -9,6 +9,7 @@ from pytmx.util_pygame import load_pygame # type: ignore from src.inventory import Inventory +from src.obstacle_manager import ObstacleManager from src.settings import TILE_SIZE, WORLD_LAYERS from src.sprites.animations import AnimatedSprites from src.sprites.base import BaseSprite @@ -60,6 +61,11 @@ def __init__(self, game_state_manager) -> None: self.shop_window = pygame.Surface((800, 600)) self.in_shop = False + self.obstacle_handler = ObstacleManager( + self.player, + self.obstacle_group, + ) + def setup(self, player_start_pos: str, sprite_group=None) -> None: if sprite_group is None: sprite_group = pygame.sprite.Group() @@ -108,6 +114,25 @@ def setup(self, player_start_pos: str, sprite_group=None) -> None: pos=(x * TILE_SIZE, y * TILE_SIZE), surface=surface, groups=(sprite_group,), z=WORLD_LAYERS["main"] ) + self.obstacle_group: pygame.sprite.Group = pygame.sprite.Group() + obstacles = self.tmx_map["map"].get_layer_by_name("Obstacles") + for x, y, surface in obstacles.tiles(): + BaseSprite( + pos=(x * TILE_SIZE, y * TILE_SIZE), + surf=surface, + groups=(sprite_group, self.obstacle_group), + z=WORLD_LAYERS["bg"], + ) + + obstacles = self.tmx_map["map"].get_layer_by_name("Obstacles") + for x, y, surface in obstacles.tiles(): + BaseSprite( + pos=(x * TILE_SIZE, y * TILE_SIZE), + surf=surface, + groups=(sprite_group, self.obstacle_group), + z=WORLD_LAYERS["bg"], + ) + # Islands islands = self.tmx_map["map"].get_layer_by_name("Islands") for x, y, surface in islands.tiles(): @@ -130,6 +155,7 @@ def setup(self, player_start_pos: str, sprite_group=None) -> None: frames=self.world_frames["ships"]["player_test_ship"], groups=(sprite_group,), ) + self.player_start_pos = (grid_x, grid_y) # Coast for obj in self.tmx_map["map"].get_layer_by_name("Coast"): @@ -159,14 +185,16 @@ def update(self, events) -> None: """ collide: bool = ( - self.player is not None - and self.shop is not None - and isinstance(self.player.rect, (pygame.Rect, pygame.FRect)) - and isinstance(self.shop.rect, (pygame.Rect, pygame.FRect)) - and self.player.rect.colliderect(self.shop.rect) + self.player is not None + and self.shop is not None + and isinstance(self.player.rect, (pygame.Rect, pygame.FRect)) + and isinstance(self.shop.rect, (pygame.Rect, pygame.FRect)) + and self.player.rect.colliderect(self.shop.rect) ) + self.obstacle_collision = pygame.sprite.spritecollideany(self.player, self.obstacle_group) dt = self.clock.tick() / 1000 self.all_sprites.update(dt) + self.obstacle_handler.update(self.player_start_pos) # Handle player movement and grid snapping if isinstance(self.all_sprites, PlayerCamera): @@ -194,6 +222,9 @@ def render(self, screen) -> None: screen.fill("#000000") if isinstance(self.all_sprites, PlayerCamera): self.all_sprites.draw(self.player.rect.center, show_grid=self.show_grid) + self.obstacle_handler.render(screen) + self.message = self.font.render(f"Player's Health: {self.player.player_hp}", True, "grey40") + screen.blit(self.message, (50, screen.get_height() - 100)) # Pass the player's position to the draw method if self.player and self.grid_manager is not None: