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main.py
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#
# Author: Marco Alexander Reinke (DG1YIQ)
# Date: December 2023
# License: GNU GPL 3.0
# Description: This is a simple clone of StreetMachine for the CPC 464
#
# Todo: geht noch nicht: python -m PyInstaller --add-data="files/highscore.png:files" main.py
#
import settings as settings
import pygame as pg
import sys
import os
from map import *
from sprites import *
from player import *
from highscore import *
class SMach:
def __init__(self):
pg.init()
# Debug Mode
self.debug = settings.DEBUG
# Set up display
self.zoom_factor = settings.ZOOM_FACTOR
# Sprite Size in Pixels
self.sprite_size = 16
# Size of Field of View in Sprites
self.sizex = 16
self.sizey = 12
# Mode of Level
self.mode = 'highscore'
# Size of the display in Pixels
self.screen_width, self.screen_height = (self.sizex * self.sprite_size * self.zoom_factor,
self.sizey * self.sprite_size * self.zoom_factor)
print(f"Display size: {self.screen_width} x {self.screen_height}")
self.screen = pg.display.set_mode((self.screen_width, self.screen_height))
# Your game clock
self.clock = pg.time.Clock()
self.delta_time = 1
# Players position in the world at start in pixel coordinates on the map
self.player_map_x = 44
self.player_map_y = 99
self.player_x = self.player_map_x * self.sprite_size
self.player_y = self.player_map_y * self.sprite_size
# Player direction and speed
self.player_direction = 0
self.player_speed = 0
# Player is an allowed area (street or green area)
self.player_allowed = True
# Activate Check if player is in allowed area
self.check_allowed_area = True
# Player start and end time
self.player_starttime = 0
self.player_endtime = 0
self.player_time_running = False
# Player Car Damage
self.player_damage = 0
# Player Time for Day, Night and Winter
self.player_time_day = 0
self.player_time_night = 0
self.player_time_winter = 0
# Initialize the sprites
self.sprites = Sprites(self, size=self.sprite_size)
# Initialize the player
self.player = Player(self, size=self.sprite_size)
# Initialize the map
self.map = Map(self)
# Initialize the highscore
self.highscore = Highscore(self)
# Font initialization
self.font_small = pg.font.Font(None, 36)
self.font_big = pg.font.Font(None, 100)
self.font_normal = pg.font.Font(None, 55)
def event_handler(self):
# Handle events
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
sys.exit()
# Get pressed keys
keys = pg.key.get_pressed()
# Quit the game on q
if keys[pg.K_q]:
pg.quit()
sys.exit()
if keys[pg.K_ESCAPE] and (self.mode == 'day' or self.mode == 'night' or self.mode == 'winter'):
self.mode = 'highscore'
self.player_speed = 0
if keys[pg.K_SPACE] and self.mode == 'highscore':
self.player_starttime = 0
self.player_endtime = 0
self.mode = 'day'
if self.mode != 'highscore':
# Adjust player position based on keys pressed
if keys[pg.K_LEFT]:
self.player_direction += int(4+self.player_speed/10)
if self.player_direction >= 360:
self.player_direction = 0
if keys[pg.K_RIGHT]:
self.player_direction -= int(4+self.player_speed/10)
if self.player_direction <= 0:
self.player_direction = 360
# Accelerate and break
if keys[pg.K_UP]:
if not self.player_speed < 0:
self.player_speed += 2
# Limit Speed to 30 if car is damaged more than 75 %
if self.player_speed >= 30 and self.player_damage > 75:
self.player_speed = 30
# Limits Speed to 100 in general
if self.player_speed >= 100:
self.player_speed = 100
if keys[pg.K_DOWN]:
if (self.player_speed - 5) <= 0:
self.player_speed = 0
else:
self.player_speed -= 5
if self.player_speed == 0:
self.player_speed = 0
if self.player_speed < 0:
self.player_speed = +1
# Backwards only when standing still
if keys[pg.K_b]:
if self.player_speed <= 0:
self.player_speed -= 1
if self.player_speed <= -10:
self.player_speed = -10
# Debug Keys
if self.debug:
# Enable or disable Position Check (so we can go everywhere)
if keys[pg.K_a]:
self.check_allowed_area = True
if keys[pg.K_s]:
self.check_allowed_area = False
# Flip between day, night and winter level
if keys[pg.K_n]:
self.mode = 'night'
self.sprites.load_sprites()
if keys[pg.K_d]:
self.mode = 'day'
self.sprites.load_sprites()
if keys[pg.K_w]:
self.mode = 'winter'
self.sprites.load_sprites()
# Reset Player Damage
if keys[pg.K_r]:
self.player_damage = 0
def draw_game(self):
# Clear the screen fill with Background color
if self.mode == 'day':
self.screen.fill(settings.BG_COLOR_DAY)
elif self.mode == 'night':
self.screen.fill(settings.BG_COLOR_NIGHT)
elif self.mode == 'winter':
self.screen.fill(settings.BG_COLOR_WINTER)
# Draw the background
self.map.draw(self.player_x-(self.sizex//2), self.player_y-(self.sizey//2))
# Draw Debug
if self.debug:
# Draw the debug sprite
sprite = self.map.draw_debug_sprite(self.player_map_x, self.player_map_y)
# Draw the debug text
text = self.font_small.render(f'Player x: {self.player_x:.1f} y:{self.player_y:.1f} '
f'dir:{self.player_direction:.1f} spd:{self.player_speed:.1f} '
f'dmg: {self.player_damage}', True,
(255, 0, 0)) # You can change the text and color here
self.screen.blit(text, (10, 10)) # Adjust the position of the text
text = self.font_small.render(f'Map x: {self.player_map_x} y:{self.player_map_y} - '
f'Shitf x: {int(self.player_x % self.sprites.size - 8)} '
f'y:{int(self.player_y % self.sprites.size - 8)} Pixel - '
f'Alwd: {self.player_allowed} - ChkAlwd: {self.check_allowed_area}',
True, (255, 0, 0))
self.screen.blit(text, (10, 40))
# Draw the Timewatch
text = self.font_small.render(f'{self.formattime(self.player_starttime, self.player_endtime)}',
True, (255, 0, 0))
self.screen.blit(text, (10, self.screen_height-40))
# Dram the Damage Level as yellow bar in an red rectangle - range 0-100
text = self.font_small.render(f'Damage', True, (255, 0, 0))
self.screen.blit(text, (800, self.screen_height - 40))
pg.draw.rect(self.screen, (255, 255, 0), (910, self.screen_height-38, self.player_damage, 20))
pg.draw.rect(self.screen, (255, 0, 0), (910, self.screen_height - 38, 100, 20), 2)
# Draw the player
self.player.draw(self.player_direction)
# Update the display
pg.display.flip()
# Calculate the time since the last frame
self.delta_time = self.clock.tick(30)
pg.display.set_caption(f'Street Machine - {self.clock.get_fps():.1f} fps')
def calculate_new_position(self, x, y, speed, direction):
# calculate new postion for x and y out of speed and direction
# speed is divided by 10 to get a better feeling of speed
speed = speed / 10
# Calculating difference in x and y direction
dx = math.sin(math.radians(direction)) * speed
dy = math.cos(math.radians(direction)) * speed
# Calculating new position
x = x - dx
y = y - dy
# Check if player is out of bounds
# If so set player back to the border
if x > self.map.mapsize_x*self.sprite_size-(self.sizex//2*self.sprite_size)-self.sprite_size:
x = self.map.mapsize_x*self.sprite_size-(self.sizex//2*self.sprite_size)-self.sprite_size
if x < (self.sizex//2*self.sprite_size):
x = self.sizex//2*self.sprite_size
if y > self.map.mapsize_y*self.sprite_size-(self.sizey//2*self.sprite_size)-self.sprite_size:
y = self.map.mapsize_y*self.sprite_size-(self.sizey//2*self.sprite_size)-self.sprite_size
if y < (self.sizey//2*self.sprite_size):
y = self.sizey//2*self.sprite_size
# Return new position
return x, y
def formattime(self, starttime, endtime):
ticks = endtime - starttime
millis = int(ticks) % 100
seconds = int(ticks / 1000 % 60)
minutes = int(ticks / 60000 % 24)
return f'{minutes:02d}:{seconds:02d}:{millis:02d}'
# Game loop
def mainloop(self):
while True:
# Handle events
self.event_handler()
if self.mode == 'highscore':
self.highscore.draw()
elif self.mode == 'day' or self.mode == 'night' or self.mode == 'winter':
# Draw everything
self.draw_game()
ticks = pg.time.get_ticks()
if self.player_time_running:
self.player_endtime = ticks
# Calculate new player position
self.player_x, self.player_y = self.calculate_new_position(self.player_x,
self.player_y,
self.player_speed,
self.player_direction)
# Calculate the players position on the map
self.player_map_x = int(self.player_x // self.sprite_size)
self.player_map_y = int(self.player_y // self.sprite_size)
# Check if we drive over the start line
# y=97 and x is 42,43,44 and direction is between 0 +- 90 degree
if ((self.player_map_y == 97) and (self.player_map_x in [42, 43, 44]) and
((self.player_direction in range(0, 89)) or (self.player_direction in range(271, 360)))
and not self.player_time_running):
self.player_time_running = True
self.player_starttime = ticks
self.player_endtime = ticks
# Check if we are driving over the finish line
# x=46 and y is 100,101,102 and direction is between 90 +- 90 degree
if ((self.player_map_x == 46) and (self.player_map_y in [100, 101, 102]) and
(self.player_direction in range(1, 179)) and self.player_time_running):
self.player_time_running = False
self.player_endtime = ticks
self.player_x = 44 * self.sprite_size
self.player_y = 99 * self.sprite_size
self.player_direction = 0
self.player_speed = 0
self.player_damage = 0
if self.mode == 'day':
self.player_time_day = self.player_endtime - self.player_starttime
self.mode = 'night'
self.sprites.load_sprites()
elif self.mode == 'night':
self.player_time_night = self.player_endtime - self.player_starttime
self.mode = 'winter'
self.sprites.load_sprites()
elif self.mode == 'winter':
self.player_time_winter = self.player_endtime - self.player_starttime
self.sprites.load_sprites()
self.highscore.ask_for_name((self.player_time_day +
self.player_time_night +
self.player_time_winter) / 3)
self.mode = 'highscore'
# Check if we are trying to drive over the finish line in the wrong direction
# x=46 and y is 100,101,102 and direction is between 270 +- 90 degree
if ((self.player_map_x == 46) and (self.player_map_y in [100, 101, 102]) and
(self.player_direction in range(181, 359))):
self.player_x = 44 * self.sprite_size
self.player_y = 101 * self.sprite_size
self.player_speed = 0
# Check if Player is in allowed area
self.player_allowed = self.player.check_allowed_area(self.player_map_x, self.player_map_y)
# if player is not in allowed area set damag level and set speed to 0
if not self.player_allowed and self.check_allowed_area:
if self.player_speed > 20:
self.player_damage += self.player_speed * 1.5
# Car was too fast... crash...
if self.player_damage > 100:
self.player_damage = 100
self.player_speed = 0
# Todo - Car Repair
self.player_speed = 0
if __name__ == "__main__":
game = SMach()
game.mainloop()