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DynaBLASTER.py
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DynaBLASTER.py
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#!/usr/bin/env python3
"""Program that recreates the multiplayer aspect of the DOS game DynaBlaster.
Tactfully place bombs against your opponent and become the bomber champ!
Author: Abel Svoboda
Date: 08/07/15
"""
from tkinter import PhotoImage, Tk, Canvas, Label, StringVar, IntVar, Frame
from time import clock
from random import randint
from PIL import Image, ImageTk
import json
ITEMS = ('+bombs', '+power')
class Graphics(object):
def __init__(self, canvas, rows, cols, size, window):
'''initialises the graphics object and its properties'''
self.canvas = canvas
self.window = window
self.rows = rows*2+1
self.cols = cols*2+1
self.size = size/2
self.label = {}
self.label_vars = {}
self.icons = (ImageTk.PhotoImage(file='png/faceicon0.png'),
ImageTk.PhotoImage(file='png/faceicon1.png'))
self.draw_static_grid()
self.draw_changing_grid()
self.info_labels()
self.make_creator_label()
def make_creator_label(self):
self.canvas.create_text(self.cols*self.size/2+self.size/2,
self.rows*self.size+self.size*2/3+2,
text='Created by Abel Svoboda, 08/07/15')
def draw_static_grid(self):
'''draws the grid that is made at the start of the game'''
hardblock = PhotoImage(file='gifs/hardblock.gif')
label = Label(image=hardblock)
label.image = hardblock #keeping a reference
self.regular = {}
self.absolute = {}
for col in range(self.cols):
for row in range(self.rows):
left = col * self.size
right = left + self.size+.5*self.size
top = row * self.size
bot = top + self.size+.5*self.size
left += .5*self.size
top += .5*self.size
if row%2==0 and col%2==0 or \
row==0 or col==0 or \
row==self.rows-1 or col==self.cols-1: #hardblock
self.absolute[(col-1,row-1)] = self.canvas.create_image(
(left+right)/2,(top+bot)/2,image=hardblock)
else: #walkable
self.regular[(col-1,row-1)] = self.canvas.create_rectangle(
left,top,right,bot,fill='#307100',width=0)
def draw_changing_grid(self):
'''draws the grid that is made at the start of each round'''
softblock = PhotoImage(file='gifs/softblock.gif')
label = Label(image=softblock)
label.image = softblock #keeping a reference
self.rocks = {}
for col in range(self.cols):
for row in range(self.rows):
left = col * self.size
right = left + self.size+.5*self.size
top = row * self.size
bot = top + self.size+.5*self.size
left += .5*self.size
top += .5*self.size
if (row==1 or row==2) and (col==1 or col==2) or \
(row==self.rows-2 or row==self.rows-3) and (col==self.cols-2 or col==self.cols-3) or \
row%2==0 and col%2==0 or \
row==0 or col==0 or row==self.rows-1 or col==self.cols-1:
pass
elif randint(0,100) < 50: #soft block density
self.rocks[(col-1,row-1)] = self.canvas.create_image(
(left+right)/2,(top+bot)/2,image=softblock)
def info_labels(self):
'''creates some labels on the UI'''
self.time_var = StringVar()
self.time_var.set(0)
time_label = Label(self.window,textvariable=self.time_var,
fg='white', bg='black',
font=('DINPro-Black',20), width=8)
time_label.grid(row=0,column=2)
self.pause_label = Label(self.window,text='PAUSE',
fg='white',bg='black',
font=('DINPro-Black',20),width=8)
def pause_game(self):
'''changes the UI to show the game is paused'''
if 'row' in self.pause_label.grid_info():
self.pause_label.grid_forget()
else:
self.pause_label.grid(row=0,column=2)
def end_round_kill_screen(self, canvas, string, player):
'''creates the end of round kill screen'''
self.end_round_frame = Frame(self.window, background='#AF0000',bd=4)
self.end_round_frame.grid(row=1, column=0, columnspan=6)
if player is not None:
winner_image = Label(self.end_round_frame,
image=self.icons[player.player_number-1],
borderwidth=18)
winner_image.grid(row=0, column=0)
end_kill_label=Label(self.end_round_frame, text=string+' ',
font=('DINPro-Black',25),borderwidth=9)
end_kill_label.grid(row=0, column=1)
def kill_end_round_screen(self):
'''removes the end of round screen'''
self.end_round_frame.grid_forget()
def create_player_score(self, player_num):
'''creates a score counter for a player'''
col = player_num*3
string = 'player'+str(player_num+1)
self.label_vars[string] = IntVar()
self.label_vars[string].set(0)
self.label[string] = []
self.label[string].append(Label(self.window, image=self.icons[player_num]))
self.label[string][0].grid(row=0,column=col,sticky='e')
self.label[string][0].configure(background='black')
self.label[string].append(col)
self.label[string].append(Label(self.window,
textvariable=self.label_vars[string],
borderwidth=6, padx=3,
font=('DINPro-Black', 16),
fg='black', bg='green'))
self.label[string][2].grid(row=0,column=col+1,sticky='w',padx=0)
self.label[string][2].configure(highlightcolor='white')
def settings(self):
'''settings button (not complete)'''
button = Button(self.window, text='settings')
button.grid(row=0, column=4,sticky='e',columnspan=2, padx=(0,5))
button.columnconfigure(10,weight=9)
class Board(object):
def __init__(self, canvas, size, num_rows, num_cols, c_width, c_height):
'''Initialises the board and its attributes'''
self.canvas = canvas
self.size = size
self.c_width = c_width
self.c_height = c_height
self.num_rows = num_rows
self.num_cols = num_cols
self.create_board()
def create_board(self):
'''draws the lines that the player/s use for movement'''
self.hor_lines = []
for i in range(self.num_rows):
y = i*self.size
y+=self.size
line = self.canvas.create_line(0,y,self.c_width,y)
self.canvas.itemconfig(line, state='hidden')
self.hor_lines.append(line)
self.ver_lines = []
for i in range(self.num_cols):
x = i*self.size
x+=self.size
line = self.canvas.create_line(x,0,x,self.c_height)
self.canvas.itemconfig(line, state='hidden')
self.ver_lines.append(line)
class Player(object):
items = {}
bombs = {}
players = []
def __init__(self, canvas, board, width, graphics, col, row):
'''Initialises the player and its attributes'''
self.canvas = canvas
self.start_col = col
self.start_row = row
self.players.append(self)
self.player_number = len(self.players)
self.board = board
self.graphics = graphics
self.width = width
self.player_size = width/5
self.direction = 'up'
self.v_vector = [0,0]
self.key_pressed=False
self.rocks_dict = graphics.rocks
self.regular_dict = graphics.regular
self.absolute_dict = graphics.absolute
self.pause=False
self.round_ended=False
self.paused_time = 0
self.round_time = 0
self.dead = False
self.afters = []
self.points = 0
self.fire = {}
self.fire_counter = 0
for i in ITEMS:
Player.items[i]={}
self.power = 2
self.num_bombs = 1
self.bombs_placed = 0
self.time = 0
#bomb images
self.bombdrop0 = ImageTk.PhotoImage(file='png/bombdrop0.png')
self.bomb_images = [ImageTk.PhotoImage(file='png/bombdrop0.png'),
ImageTk.PhotoImage(file='png/bombdrop1.png'),
ImageTk.PhotoImage(file='png/bombdrop2.png')]
#player images
self.positions = ['forw','back','right','left']
self.position = None#'forw'
self.player_images = {}
for position in self.positions:
images_of_position = []
for i in range(3):
images_of_position.append(ImageTk.PhotoImage(
file='png/'+str(self.player_number)+position+str(i)+'.png'))
self.player_images[position] = images_of_position
#dead images
self.death_images = []
for i in range(8):
self.death_images.append(ImageTk.PhotoImage(
file='png/'+str(self.player_number)+'dead'+str(i)+'.png'))
#soft block images
self.soft_block_images = []
for i in range(1,6):
self.soft_block_images.append(
ImageTk.PhotoImage(file='png/softblock'+str(i)+'.png'))
#fire images
self.fire_images={}
fire_text = ['hor','vert','mid','top','bot','left','right']
for text in fire_text:
self.fire_images[text]=[]
num_images=4
if text == 'mid':
num_images=5
for num in range(num_images):
self.fire_images[text].append(
ImageTk.PhotoImage(file='fire/'+text+str(num)+'.png'))
#scoreboard
self.graphics.create_player_score(self.players.index(self))
#images
self.images = {}
for i in ITEMS:
self.images[i]=[]
self.images[i].append(PhotoImage(file='gifs/'+i+'0.gif'))
self.images[i].append(PhotoImage(file='gifs/'+i+'1.gif'))
hobo = ImageTk.PhotoImage(file='png/'+str(self.player_number)+'forw0.png')
l = Label(image=hobo)
l.image = hobo # keep a reference! doesnt work without
left, top, right, bot = self.canvas.coords(self.regular_dict[(col,row)])
self.player = self.canvas.create_rectangle(
left, top, right, bot, fill='white')
self.canvas.itemconfig(self.player, state='hidden')
self.player_image = self.canvas.create_image(
(left+right)/2,(top+bot)/2-4, image=self.player_images['forw'][0])
self.animate_player()
self.movement()
def key_press(self, key):
'''functionality for key press of movement keys'''
if key == 'Up':
self.v_vector = [0,-1]
self.position = 'back'
elif key == 'Down':
self.v_vector = [0,1]
self.position = 'forw'
elif key == 'Left':
self.v_vector = [-1,0]
self.position = 'left'
elif key == 'Right':
self.v_vector = [1,0]
self.position = 'right'
def key_release(self, key):
'''functionality for key realease of movement keys'''
if key == 'Up':
self.v_vector[1] = 0
self.position = None
elif key == 'Down':
self.v_vector[1] = 0
self.position = None
elif key == 'Left':
self.v_vector[0] = 0
self.position = None
elif key == 'Right':
self.v_vector[0] = 0
self.position = None
def animate_player(self,position='forw',x=0,num=0):
'''animates the player'''
if self.position is not None:
position = self.position
num = [0,1,0,2][int(x)]
x+=0.075
if int(x)==4:
x=0
else:
num=0
x=0.999
if not self.dead and not self.round_ended:
self.canvas.itemconfig(self.player_image,image=self.player_images[position][num])
self.after(10,lambda:self.animate_player(position,x))
def after(self, time, function, num_loops=-1):
'''like the canvas.after method but incorporates pause functionality'''
loop_time = 5 #ms
if num_loops == -1:
num_loops = time // loop_time
if num_loops == 0:
function()# Call it
return
if not self.pause:
num_loops -= 1
new_time = time-loop_time
else:
new_time = time
self.canvas.after(loop_time, self.after, new_time, function, num_loops)
def place_bomb(self, event):
'''places a bomb when a key is pressed if conditions are met'''
if self.bombs_placed < self.num_bombs and not self.round_ended and not self.dead and not self.pause:
col = self.row_col[0]
row = self.row_col[1]
if (col,row) not in self.bombs:
left, top, right, bot = self.canvas.coords(
self.regular_dict[(col,row)])
bomb = self.canvas.create_image(
(left+right)/2,(top+bot)/2,image=self.bombdrop0)
self.bombs[(col,row)]=bomb
self.animate_bomb(col,row)
self.bombs_placed += 1
elif self.round_ended:
self.end_round()
self.graphics.kill_end_round_screen()
def animate_bomb(self, col, row, counter=0, bomb_num=1, reverse=True):
'''animates a bomb'''
if (col,row) not in self.bombs or self.round_ended:
return
elif counter < 2700:
self.canvas.itemconfig(self.bombs[(col,row)],
image=self.bomb_images[bomb_num])
counter += 210
if reverse:
bomb_num -= 1
if bomb_num==0:
reverse = False
else:
bomb_num += 1
if bomb_num==2:
reverse = True
self.after(210, lambda:self.animate_bomb(col,row,counter,
bomb_num,reverse))
else:
self.destroy_blocks(col,row)
def destroy_blocks(self, col, row):
'''determines where fire should go and what it will affect'''
for player in self.players:
if player.round_ended:
return
if (col,row) in self.bombs:
self.canvas.delete(self.bombs[(col,row)])
del self.bombs[(col,row)]
self.bombs_placed -= 1
fire_counter = self.fire_counter
self.fire_counter += 1
self.destroy_blocks_per_side(col, row, 1, 0, 'right', 'hor',fire_counter)
self.destroy_blocks_per_side(col, row, -1, 0, 'left', 'hor',fire_counter)
self.destroy_blocks_per_side(col, row, 0, 1, 'bot', 'vert',fire_counter)
self.destroy_blocks_per_side(col, row, 0, -1, 'top', 'vert',fire_counter)
self.after(500, lambda:self.remove_fire(fire_counter))
def destroy_blocks_per_side(self, col, row, d1, d2, end, side, fire_counter):
'''determines where fire should go and what it will affect for a specific direction'''
left, top, right, bot = self.canvas.coords(self.regular_dict[(col,row)])
if fire_counter not in self.fire:
self.fire[fire_counter] = []
self.create_fire(fire_counter, 'mid', col, row)
for i in range(1,self.power+1):
if (col+i*d1,row+i*d2) in self.absolute_dict:#if fire touches a hard block
break
if (col+i*d1,row+i*d2) in self.bombs:#if fire touches another bomb
self.destroy_blocks(col+i*d1,row+i*d2)
for p in Player.items:
if (col+i*d1,row+i*d2) in Player.items[p]:#if fire touches an item
self.use_item(p,(col+i*d1,row+i*d2),False)
if i==self.power:
side = end
if (col+i*d1,row+i*d2) in self.rocks_dict:
self.delete_rocks(col+i*d1,row+i*d2)
break
self.create_fire(fire_counter, side, col+i*d1,row+i*d2)
def create_fire(self, fire_counter, image_type, col, row):
'''creates a specific fire at a specific location'''
left, top, right, bot = self.canvas.coords(self.regular_dict[(col,row)])
self.fire[fire_counter].append(self.canvas.create_image(
(left+right)/2,(top+bot)/2,image=self.fire_images[image_type][0]))
list_num = len(self.fire[fire_counter])-1
for player in self.players:
if (col,row) == player.row_col:#if fire touches the player
player.die()
self.after(125,lambda:self.animate_fire(
fire_counter, image_type, list_num, col, row))
def animate_fire(self, fire_counter, image_type, list_num, col, row, counter=0):
'''animates the fire'''
if counter < 4:
for player in self.players:
if (col,row) == player.row_col:#if fire touches the player
player.die()
self.canvas.itemconfig(self.fire[fire_counter][list_num],
image=self.fire_images[image_type][counter])
self.after(125,lambda:self.animate_fire(
fire_counter,image_type, list_num, col, row, counter+1))
def remove_fire(self, fire_counter):
'''removes the fire from a specific bomb'''
for i in self.fire[fire_counter]:
self.canvas.delete(i)
del self.fire[fire_counter]
def die(self):
'''handles the death of the player'''
if not self.dead:
self.dead = True
self.after(50, self.animate_death)
num_alive = 0
for player in self.players:
if not player.dead:
num_alive += 1
if num_alive < 2:
num_dead = False
for player in self.players:
if player.dead:
num_dead += 1
if num_dead < 2:
self.after(3000, self.end_round_screen)
def end_round_screen(self):
'''determines data used for the end of round kill screen'''
alive = None
for player in self.players:
if not player.dead:
alive = player
if alive is not None:
alive.points += 1
self.graphics.label_vars['player'+str(alive.player_number)].set(alive.points)
string = 'wins!'
else:
string = 'Draw'
for player in self.players:
player.round_ended = True
self.graphics.end_round_kill_screen(self.canvas,string,alive)
def animate_death(self, count=0, num_flaps=3):
'''animates the player on death'''
if count == 2 and num_flaps > 0:
count = 0
num_flaps -= 1
if count < 8:
self.canvas.itemconfig(self.player_image,image=self.death_images[count])
self.after(130, lambda:self.animate_death(count+1, num_flaps))
else:
self.canvas.itemconfig(self.player_image,state='hidden')
def end_round(self):
'''resets the round to play a new round'''
for i in self.bombs:
self.canvas.delete(self.bombs[i])
self.bombs = {}
for i in Player.items:
for item in Player.items[i]:
self.canvas.delete(Player.items[i][item])
Player.items={}
for i in ITEMS:
Player.items[i]={}
for i in self.rocks_dict:
self.canvas.delete(self.rocks_dict[i])
self.graphics.draw_changing_grid()
for player in self.players:
player.rocks_dict = self.graphics.rocks
left, top, right, bot = player.canvas.coords(
player.regular_dict[(player.start_col,player.start_row)])
player.canvas.coords(player.player, left, top, right, bot)
player.canvas.coords(player.player_image, (left+right)/2,(top+bot)/2-4)
player.canvas.itemconfig(player.player_image,state='normal')
player.canvas.itemconfig(player.player_image,
image=self.player_images['forw'][0])
player.dead=False
player.canvas.tag_raise(player.player_image)
player.round_ended = False
player.bombs_placed = 0
player.num_bombs = 1
player.power = 2
player.animate_player()
player.movement()
player.round_time = clock()
player.paused_time = 0
def drop_item(self, col, row):
'''creates an item'''
length = len(ITEMS)
chance = randint(0,99)
segment = 100/length
for i in range(length):
if chance >= i*segment and chance < (i+1)*segment:
item_name = ITEMS[i]
left, top, right, bot = self.canvas.coords(self.regular_dict[(col,row)])
item = self.canvas.create_image((left+right)/2,(top+bot)/2,image=self.images[item_name][0])
Player.items[item_name][(col,row)]=item
self.animate_item(col,row,item_name)
def use_item(self, item, col_row, use=True):
'''removes the item, gaining properties if necessary'''
if item=='+power':
self.canvas.delete(Player.items['+power'][(col_row)])
del Player.items['+power'][(col_row)]
if use:
self.power += 1
elif item=='+bombs':
self.canvas.delete(Player.items['+bombs'][(col_row)])
del Player.items['+bombs'][(col_row)]
if use:
self.num_bombs += 1
def delete_rocks(self, col, row):
'''destroys the rock and does other necessary things
related to block destruction, e.g. item drops.'''
self.animate_soft_block_death(col, row)
chance = randint(0,99)
if chance <= 25:
self.drop_item(col, row)
def animate_soft_block_death(self, col, row, counter=0):
'''animates the destruction of a soft block'''
try:
if counter < 5:
self.canvas.itemconfig(self.rocks_dict[(col,row)], image=self.soft_block_images[counter])
self.after(120,lambda:self.animate_soft_block_death(col, row, counter+1))
else:
self.canvas.delete(self.rocks_dict[(col,row)])
del self.rocks_dict[(col,row)]
except IndexError:
pass
except KeyError:
pass
def get_row_col(self, ver_line_num, hor_line_num):
'''returns the current column and row of the player'''
return round(ver_line_num*2), round(hor_line_num*2)
def animate_item(self, col, row, item, count=0):
'''animates the item'''
if item in Player.items:
if (col,row) in Player.items[item]:
if count > 1:
count = 0
self.canvas.itemconfig(Player.items[item][(col,row)],image=self.images[item][count])
self.after(240, lambda:self.animate_item(col, row, item, count+1))
def movement(self):
'''handles the movement of the player'''
if self.v_vector == [0,-1]:
self.position = 'back'
elif self.v_vector == [0,1]:
self.position = 'forw'
elif self.v_vector == [-1,0]:
self.position = 'left'
elif self.v_vector == [1,0]:
self.position = 'right'
self.centre = self.get_centre()
#near vertical line
near_ver_line, ver_line_num = self.near_line(0)
if not near_ver_line:
self.v_vector[1] = 0
#near horizontal line
near_hor_line, hor_line_num = self.near_line(1)
if not near_hor_line:
self.v_vector[0] = 0
self.row_col = self.get_row_col(ver_line_num,hor_line_num)
self.stop_player(ver_line_num, 0) #stop player at top/bot boundaries
self.stop_player(hor_line_num, 1) #stop player at left/right boundaries
#picking up item
for i in Player.items:
if self.row_col in Player.items[i]:
self.use_item(i, self.row_col)
#stops player when meeting a soft block
self.stop_player_at_tile(self.rocks_dict, ver_line_num, hor_line_num)
#stops player when meeting a bomb
self.stop_player_at_tile(self.bombs, ver_line_num, hor_line_num)
#gets player to the centre of the horizontal line
if near_hor_line:
self.get_player_to_middle(self.board.hor_lines, round(hor_line_num), 1)
#gets player to the centre of the horizontal line
if near_ver_line:
self.get_player_to_middle(self.board.ver_lines, round(ver_line_num), 0)
if not self.dead and not self.round_ended:
self.move(self.v_vector[0], self.v_vector[1])
self.after(round(1000/60), self.movement)
def clock(self):
'''determines the value on the clock'''
self.time_value = clock() - self.paused_time - self.round_time
second = int(self.time_value % 60)
if second < 10:
second = '0'+str(second)
minute = round(self.time_value//60)
time = '{}:{}'.format(minute, second)
self.graphics.time_var.set(time)
def move(self, x, y):
'''moves the player on the x-y axis'''
x*=2
y*=2
self.canvas.move(self.player, x, y)
self.canvas.move(self.player_image, x, y)
def stop_player(self, line_num, dimension):
'''stops the player at the boundaries and other blockades'''
if dimension == 0:
row_col = self.board.num_cols-1
elif dimension == 1:
row_col = self.board.num_rows-1
#stop player at left/top boundary
if line_num <= 0:
if self.v_vector[dimension] < 0:
self.v_vector[dimension] = 0
#stop player at right/bot boundary
if line_num >= row_col:
if self.v_vector[dimension] > 0:
self.v_vector[dimension] = 0
def stop_player_at_tile(self, tile_type, ver_line_num, hor_line_num):
'''stops the player at tile types'''
col = self.row_col[0]
row = self.row_col[1]
if self.v_vector[0]<0:
if (col-1,row) in tile_type:
if ver_line_num*2 <= col:
self.v_vector[0] = 0
elif self.v_vector[0]>0:
if (col+1,row) in tile_type:
if ver_line_num*2 >= col:
self.v_vector[0] = 0
elif self.v_vector[1] < 0:
if (col,row-1) in tile_type:
if hor_line_num*2 <= row:
self.v_vector[1] = 0
elif self.v_vector[1] > 0:
if (col,row+1) in tile_type:
if hor_line_num*2 >= row:
self.v_vector[1] = 0
def near_line(self, dimension):
'''returns a boolean whether the player is near a line
returns the line number of said line'''
near_line = False
size = self.board.size
line_num = self.centre[dimension] / size - 1
if round(line_num) - line_num > -0.4 and round(line_num) - line_num < 0.4:
near_line = True
return near_line, line_num
def get_player_to_middle(self, lines, line_num, d1):
'''gets player to the centre of the column or row'''
d2 = abs(d1-1)
if self.v_vector[d2] != 0:
dif_to_line = self.centre[d1] - self.canvas.coords(lines[line_num])[d1]
if dif_to_line < 0:
self.move(d2, d1)
elif dif_to_line > 0:
self.move(-d2, -d1)
def get_centre(self):
'''returns the position of the player on the canvas'''
left, top, right, bot = self.canvas.coords(self.player)
centre = [(left+right)/2, (top+bot)/2]
return centre
def pause_game(self, event=0):
'''pauses/unpauses the functionalities of the player'''
if self.pause:
self.pause = False
self.paused_time += clock() - self.pause_time
else:
self.pause = True
self.pause_time = clock()
def pause_game(player1, player2, graphics):
'''pauses/unpauses the functionalities of the game'''
dead=False
for player in player1.players:
if player.dead:
dead=True
if not dead:
graphics.pause_game()
player1.pause_game()
player2.pause_game()
def key_release_of(key):
key_val = key.strip()[1:-1] # Strip angle brackets
return "<KeyRelease-" + key_val + ">"
def main():
'''runs the program'''
square_width = 64
num_cols = 7
num_rows = 6
canvas_width = (num_cols+1)*square_width
canvas_height = (num_rows+1)*square_width
window = Tk()
window.configure(background='black')
window.title("DynaBLASTER")
window.resizable(0,0) #removes maximize option
#window.iconbitmap('icon.ico')
#window.tk.call('tk', 'scaling', 20.0)
canvas = Canvas(window, width=canvas_width, highlightthickness=0,
height=canvas_height, background='#717171')
canvas.grid(row=1,column=0, columnspan=5)
graphics = Graphics(canvas, num_rows, num_cols, square_width, window)
board = Board(canvas, square_width, num_rows, num_cols,
canvas_width, canvas_height)
col=0
row=0
player1 = Player(canvas, board, square_width, graphics, col, row)
col = graphics.cols - 3
row = graphics.rows - 3
player2 = Player(canvas, board, square_width, graphics, col, row)
# Import settings from bindings file
bindings_file = open('bindings.json')
p1_bindings, p2_bindings, gen_bindings = json.load(bindings_file)
window.bind(key_release_of(p1_bindings["Up"]), lambda event:player1.key_release('Up'))
window.bind(key_release_of(p1_bindings["Down"]), lambda event:player1.key_release('Down'))
window.bind(key_release_of(p1_bindings["Left"]), lambda event:player1.key_release('Left'))
window.bind(key_release_of(p1_bindings["Right"]), lambda event:player1.key_release('Right'))
window.bind(p1_bindings["Up"], lambda event:player1.key_press('Up'))
window.bind(p1_bindings["Down"],lambda event:player1.key_press('Down'))
window.bind(p1_bindings["Left"], lambda event:player1.key_press('Left'))
window.bind(p1_bindings["Right"], lambda event:player1.key_press('Right'))
window.bind(p1_bindings["Bomb"], player1.place_bomb)
window.bind(key_release_of(p2_bindings["Up"]), lambda event:player2.key_release('Up'))
window.bind(key_release_of(p2_bindings["Down"]), lambda event:player2.key_release('Down'))
window.bind(key_release_of(p2_bindings["Left"]), lambda event:player2.key_release('Left'))
window.bind(key_release_of(p2_bindings["Right"]), lambda event:player2.key_release('Right'))
window.bind(p2_bindings["Up"], lambda event:player2.key_press('Up'))
window.bind(p2_bindings["Down"], lambda event:player2.key_press('Down'))
window.bind(p2_bindings["Left"], lambda event:player2.key_press('Left'))
window.bind(p2_bindings["Right"], lambda event:player2.key_press('Right'))
window.bind(p2_bindings["Bomb"], player2.place_bomb)
window.bind(gen_bindings["Pause"], lambda event:pause_game(player1, player2, graphics))
window.mainloop()
main()