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images.py
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from os import listdir, path
import pygame
from settings import *
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
# helper function to scale image
def scale_img(image, scale):
w = image.get_width()
h = image.get_height()
return pygame.transform.scale(image, (w * scale, h * scale))
# define path variables
res_dir = path.join(path.dirname(__file__), 'resources')
img_dir = path.join(res_dir, 'images')
char_dir = path.join(img_dir, 'characters')
tile_dir = path.join(img_dir, 'tiles')
btn_dir = path.join(img_dir, 'buttons')
lower_tile_dir = path.join(img_dir, 'tiles', 'lower')
decor_tile_dir = path.join(img_dir, 'tiles', 'decor')
upper_tile_dir = path.join(img_dir, 'tiles', 'upper')
animated_tiles_dir = path.join(img_dir, 'animated_tiles')
# load background for main menu
menu_img = pygame.image.load(path.join(img_dir, 'backgrounds', 'Dungeon-door-skull.png')).convert_alpha()
menu_img = pygame.transform.scale(menu_img, (SCREEN_WIDTH, SCREEN_HEIGHT))
# load button images
restart_img = scale_img(pygame.image.load(path.join(btn_dir, 'button_restart.png')).convert_alpha(), BUTTON_SCALE)
start_img = scale_img(pygame.image.load(path.join(btn_dir, 'button_start.png')).convert_alpha(), BUTTON_SCALE)
resume_img = scale_img(pygame.image.load(path.join(btn_dir, 'button_resume.png')).convert_alpha(), BUTTON_SCALE)
exit_img = scale_img(pygame.image.load(path.join(btn_dir, 'button_exit.png')).convert_alpha(), BUTTON_SCALE)
# load heart
heart_empty = scale_img(pygame.image.load(path.join(img_dir, 'items', 'heart_empty.png')).convert_alpha(), HEART_SCALE)
heart_half = scale_img(pygame.image.load(path.join(img_dir, 'items', 'heart_half.png')).convert_alpha(), HEART_SCALE)
heart_full = scale_img(pygame.image.load(path.join(img_dir, 'items', 'heart_full.png')).convert_alpha(), HEART_SCALE)
# load gem images
gem_images = []
for i in range(5):
img = scale_img(pygame.image.load(path.join(img_dir, 'items', f'gem-{i}.png')).convert_alpha(), GEM_SCALE)
gem_images.append(img)
# load cherry images
cherry_images = []
for i in range(7):
img = scale_img(pygame.image.load(path.join(img_dir, 'items', f'cherry-{i}.png')).convert_alpha(), ITEM_SCALE)
cherry_images.append(img)
# load crystal images
crystal_images = []
for i in range(7):
img = scale_img(pygame.image.load(path.join(img_dir, 'items', f'crystal-{i}.png')).convert_alpha(), GEM_SCALE)
crystal_images.append(img)
item_images = [gem_images, cherry_images, crystal_images]
# load weapon images
bow_img = scale_img(
pygame.image.load(path.join(img_dir, 'weapons', 'bow.png')).convert_alpha(),
WEAPON_SCALE
)
arrow_img = scale_img(
pygame.image.load(path.join(img_dir, 'weapons', 'arrow.png')).convert_alpha(),
WEAPON_SCALE
)
fireball_img = scale_img(
pygame.image.load(path.join(img_dir, 'weapons', 'fireball.png')).convert_alpha(),
FIREBALL_SCALE
)
# load character images
char_animations = []
char_types = [
'player',
'tiny_zombie',
'goblin',
'skeleton',
'imp',
'muddy',
'big_demon',
'zombie',
'orc_warrior',
'chest',
'demon',
'ogre'
]
animation_types = ['idle', 'run']
for char in char_types:
# load images
animation_list = []
for animation in animation_types:
# reset temporary list of images
temp_list = []
action_dir = path.join(char_dir, char, animation)
for img in listdir(action_dir):
char_img = pygame.image.load(path.join(action_dir, img)).convert_alpha()
if char == 'player':
char_img = scale_img(char_img, PLAYER_SCALE)
else:
char_img = scale_img(char_img, SCALE)
temp_list.append(char_img)
animation_list.append(temp_list)
char_animations.append(animation_list)
# load death animation
death_animation = []
for i in range(6):
img = scale_img(pygame.image.load(path.join(img_dir, 'effects', f'death-{i}.png')).convert_alpha(), ITEM_SCALE)
death_animation.append(img)
# load fountains animations
# blue
blue_fountain_base = []
for i in range(3):
img = pygame.image.load(path.join(animated_tiles_dir, f'fountain_base_{i}.png')).convert_alpha()
img = pygame.transform.scale(img, (TILE_SIZE, TILE_SIZE))
blue_fountain_base.append(img)
blue_fountain_mid = []
for i in range(3):
img = pygame.image.load(path.join(animated_tiles_dir, f'fountain_mid_{i}.png')).convert_alpha()
img = pygame.transform.scale(img, (TILE_SIZE, TILE_SIZE))
blue_fountain_mid.append(img)
# red
red_fountain_base = []
for i in range(3):
img = pygame.image.load(path.join(animated_tiles_dir, f'fountain_base_red_{i}.png')).convert_alpha()
img = pygame.transform.scale(img, (TILE_SIZE, TILE_SIZE))
red_fountain_base.append(img)
red_fountain_mid = []
for i in range(3):
img = pygame.image.load(path.join(animated_tiles_dir, f'fountain_mid_red_{i}.png')).convert_alpha()
img = pygame.transform.scale(img, (TILE_SIZE, TILE_SIZE))
red_fountain_mid.append(img)
# load torch animation
torch_animation = []
for i in range(4):
img = scale_img(pygame.image.load(path.join(animated_tiles_dir, f'torch_{i}.png')).convert_alpha(), WEAPON_SCALE)
torch_animation.append(img)
# load trap animation
trap_animation = []
for i in range(4):
img = pygame.image.load(path.join(img_dir, 'trap', f'{i}.png')).convert_alpha()
img = pygame.transform.scale(img, (TILE_SIZE, TILE_SIZE))
trap_animation.append(img)
# load candles images
# candle a
candle_a_animation = []
for i in range(4):
img = scale_img(pygame.image.load(path.join(animated_tiles_dir, f'candleA_{i}.png')).convert_alpha(), WEAPON_SCALE)
candle_a_animation.append(img)
# candle b
candle_b_animation = []
for i in range(4):
img = scale_img(pygame.image.load(path.join(animated_tiles_dir, f'candleB_{i}.png')).convert_alpha(), WEAPON_SCALE)
candle_b_animation.append(img)
# load water and waterfall images
# waterfall_a
waterfall_a_animation = []
for i in range(3):
img = pygame.image.load(path.join(animated_tiles_dir, f'waterfall_a{i}.png')).convert_alpha()
img = pygame.transform.scale(img, (TILE_SIZE, TILE_SIZE))
img.set_alpha(180)
waterfall_a_animation.append(img)
# waterfall_b
waterfall_b_animation = []
for i in range(3):
img = pygame.image.load(path.join(animated_tiles_dir, f'waterfall_b{i}.png')).convert_alpha()
img = pygame.transform.scale(img, (TILE_SIZE, TILE_SIZE))
img.set_alpha(180)
waterfall_b_animation.append(img)
# water_a
water_a_animation = []
for i in range(4):
img = pygame.image.load(path.join(animated_tiles_dir, f'water_a{i}.png')).convert_alpha()
img = pygame.transform.scale(img, (TILE_SIZE, TILE_SIZE))
img.set_alpha(200)
water_a_animation.append(img)
# water_b
water_b_animation = []
for i in range(4):
img = pygame.image.load(path.join(animated_tiles_dir, f'water_b{i}.png')).convert_alpha()
img = pygame.transform.scale(img, (TILE_SIZE, TILE_SIZE))
img.set_alpha(200)
water_b_animation.append(img)
# fly crystal
crystal_animation = []
for i in range(4):
img = pygame.image.load(path.join(animated_tiles_dir, f'crystal_{i}.png')).convert_alpha()
crystal_animation.append(img)
# fly rock
rock_animation = []
for i in range(4):
img = pygame.image.load(path.join(animated_tiles_dir, f'rock_{i}.png')).convert_alpha()
rock_animation.append(img)
# load tilemap layers images
lower_tile_list = []
decor_tile_list = []
upper_tile_list = []
# lower tilemap
for x in range(LOWER_TILE_TYPES):
tile_image = pygame.image.load(path.join(lower_tile_dir, f'{x}.png')).convert_alpha()
tile_image = pygame.transform.scale(tile_image, (TILE_SIZE, TILE_SIZE))
lower_tile_list.append(tile_image)
# decor tilemap
for x in range(DECOR_TILE_TYPES):
tile_image = pygame.image.load(path.join(decor_tile_dir, f'{x}.png')).convert_alpha()
tile_image = pygame.transform.scale(tile_image, (TILE_SIZE, TILE_SIZE))
decor_tile_list.append(tile_image)
# upper tilemap
for x in range(UPPER_TILE_TYPES):
tile_image = pygame.image.load(path.join(upper_tile_dir, f'{x}.png')).convert_alpha()
tile_image = pygame.transform.scale(tile_image, (TILE_SIZE, TILE_SIZE))
upper_tile_list.append(tile_image)