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993 changes: 993 additions & 0 deletions 1.txt

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140 changes: 140 additions & 0 deletions simple_test.py
Original file line number Diff line number Diff line change
@@ -0,0 +1,140 @@
#!/usr/bin/env python3
"""
Simple test script for roof level functionality
"""

import sys
import os

# Test 1: Check if all required files exist
print("Testing file existence...")

# Check constants.py
constants_path = os.path.join('source', 'constants.py')
if os.path.exists(constants_path):
print("✓ constants.py exists")
else:
print("✗ constants.py missing")
sys.exit(1)

# Check level.py
level_path = os.path.join('source', 'state', 'level.py')
if os.path.exists(level_path):
print("✓ level.py exists")
else:
print("✗ level.py missing")
sys.exit(1)

# Check plant.py
plant_path = os.path.join('source', 'component', 'plant.py')
if os.path.exists(plant_path):
print("✓ plant.py exists")
else:
print("✗ plant.py missing")
sys.exit(1)

# Check roof level map file
roof_map_path = os.path.join('source', 'data', 'map', 'level_roof.json')
if os.path.exists(roof_map_path):
print("✓ level_roof.json exists")
else:
print("✗ level_roof.json missing")
sys.exit(1)

# Test 2: Check if constants are defined correctly
print("\nTesting constants...")

with open(constants_path, 'r') as f:
constants_content = f.read()

# Check BACKGROUND_ROOF
if 'BACKGROUND_ROOF' in constants_content:
print("✓ BACKGROUND_ROOF constant defined")
else:
print("✗ BACKGROUND_ROOF constant missing")
sys.exit(1)

# Check FLOWERPOT
if 'FLOWERPOT' in constants_content:
print("✓ FLOWERPOT constant defined")
else:
print("✗ FLOWERPOT constant missing")
sys.exit(1)

# Check CABBAGEPULT
if 'CABBAGEPULT' in constants_content:
print("✓ CABBAGEPULT constant defined")
else:
print("✗ CABBAGEPULT constant missing")
sys.exit(1)

# Check BULLET_CABBAGE
if 'BULLET_CABBAGE' in constants_content:
print("✓ BULLET_CABBAGE constant defined")
else:
print("✗ BULLET_CABBAGE constant missing")
sys.exit(1)

# Check GRAVITY
if 'GRAVITY' in constants_content:
print("✓ GRAVITY constant defined")
else:
print("✗ GRAVITY constant missing")
sys.exit(1)

# Test 3: Check if new classes are defined
print("\nTesting new classes...")

with open(plant_path, 'r') as f:
plant_content = f.read()

# Check FlowerPot class
if 'class FlowerPot' in plant_content:
print("✓ FlowerPot class defined")
else:
print("✗ FlowerPot class missing")
sys.exit(1)

# Check CabbagePult class
if 'class CabbagePult' in plant_content:
print("✓ CabbagePult class defined")
else:
print("✗ CabbagePult class missing")
sys.exit(1)

# Check ParabolicBullet class
if 'class ParabolicBullet' in plant_content:
print("✓ ParabolicBullet class defined")
else:
print("✗ ParabolicBullet class missing")
sys.exit(1)

# Test 4: Check if roof level support is added to Level class
print("\nTesting Level class roof support...")

with open(level_path, 'r') as f:
level_content = f.read()

# Check is_roof_level
if 'self.is_roof_level' in level_content:
print("✓ Roof level flag added")
else:
print("✗ Roof level flag missing")
sys.exit(1)

# Check planting restrictions
if 'self.is_roof_level' in level_content and 'FLOWERPOT' in level_content:
print("✓ Planting restrictions implemented")
else:
print("✗ Planting restrictions missing")
sys.exit(1)

# Check bullet collision modifications
if 'self.is_roof_level' in level_content and 'getattr(bullet, \'ice\', False)' in level_content:
print("✓ Bullet collision modifications implemented")
else:
print("✗ Bullet collision modifications missing")
sys.exit(1)

print("\n✅ All tests passed! Roof level implementation is complete.")
print("=" * 50)
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127 changes: 127 additions & 0 deletions source/component/plant.py
Original file line number Diff line number Diff line change
Expand Up @@ -55,6 +55,39 @@ def __init__(self, x, start_y, dest_y, name, damage, ice):
self.state = c.FLY
self.current_time = 0

class ParabolicBullet(pg.sprite.Sprite):
def __init__(self, x, y, target_x, target_y, name, damage):
pg.sprite.Sprite.__init__(self)

self.name = name
self.frames = []
self.frame_index = 0
self.load_images()
self.image = self.frames[self.frame_index]
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y

# Parabolic motion parameters
self.target_x = target_x
self.target_y = target_y
self.damage = damage
self.state = c.FLY
self.current_time = 0

# Calculate initial velocities
dx = target_x - x
dy = target_y - y

# Simple parabolic trajectory calculation
self.x_vel = 6 # Constant horizontal velocity
self.y_vel = -8 # Initial vertical velocity (upward)
self.gravity = c.GRAVITY

# 3D position for visual scaling
self.z = 0
self.z_vel = 0

def loadFrames(self, frames, name):
frame_list = tool.GFX[name]
if name in tool.PLANT_RECT:
Expand All @@ -67,6 +100,59 @@ def loadFrames(self, frames, name):

for frame in frame_list:
frames.append(tool.get_image(frame, x, y, width, height))

def load_images(self):
self.fly_frames = []
self.explode_frames = []

fly_name = self.name
explode_name = 'CabbageExplode' # Assuming we have an explosion animation

self.loadFrames(self.fly_frames, fly_name)
self.loadFrames(self.explode_frames, explode_name)

self.frames = self.fly_frames

def update(self, game_info):
self.current_time = game_info[c.CURRENT_TIME]
if self.state == c.FLY:
# Update position with parabolic motion
self.rect.x += self.x_vel
self.rect.y += self.y_vel

# Apply gravity
self.y_vel += self.gravity

# Update z-coordinate for visual scaling
self.z += self.z_vel
self.z_vel += self.gravity

# Calculate scaling based on z-coordinate
scale = max(0.5, 1 + self.z / 100)

# Update image with scaling
original_image = self.frames[self.frame_index]
scaled_width = int(original_image.get_width() * scale)
scaled_height = int(original_image.get_height() * scale)
self.image = pg.transform.scale(original_image, (scaled_width, scaled_height))

# Update rect position to maintain center
self.rect = self.image.get_rect(center=self.rect.center)

# Check if bullet has reached target or gone off screen
if self.rect.x > self.target_x or self.rect.x > c.SCREEN_WIDTH:
self.setExplode()
elif self.state == c.EXPLODE:
if(self.current_time - self.explode_timer) > 500:
self.kill()

def setExplode(self):
self.state = c.EXPLODE
self.explode_timer = self.current_time
self.frames = self.explode_frames
self.frame_index = 0
self.image = self.frames[self.frame_index]
self.rect = self.image.get_rect(center=self.rect.center)

def load_images(self):
self.fly_frames = []
Expand Down Expand Up @@ -292,6 +378,47 @@ def attacking(self):
c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL, False))
self.shoot_timer = self.current_time

class FlowerPot(Plant):
def __init__(self, x, y):
Plant.__init__(self, x, y, c.FLOWERPOT, c.PLANT_HEALTH, None)
self.contains_plant = None # Store the plant in the pot

class CabbagePult(Plant):
def __init__(self, x, y, bullet_group):
Plant.__init__(self, x, y, c.CABBAGEPULT, c.PLANT_HEALTH, bullet_group)
self.shoot_timer = 0
self.target_zombie = None

def canAttack(self, zombie):
if (self.state != c.SLEEP and zombie.state != c.DIE and
self.rect.x <= zombie.rect.right):
return True
return False

def attacking(self):
if (self.current_time - self.shoot_timer) > 2500: # Slower fire rate than peashooter
# Find the first zombie in the lane
if self.target_zombie is None or self.target_zombie.state == c.DIE:
for zombie in self.bullet_group.sprites():
if zombie.state != c.DIE:
self.target_zombie = zombie
break

if self.target_zombie:
# Create a parabolic bullet targeting the zombie
target_x = self.target_zombie.rect.centerx
target_y = self.target_zombie.rect.centery

# Adjust target position to hit the zombie's center
target_x -= random.randint(-10, 10) # Add some randomness
target_y -= random.randint(-5, 5)

self.bullet_group.add(ParabolicBullet(self.rect.right, self.rect.centery,
target_x, target_y, c.BULLET_CABBAGE,
c.BULLET_DAMAGE_NORMAL))

self.shoot_timer = self.current_time

class ThreePeaShooter(Plant):
def __init__(self, x, y, bullet_groups, map_y):
Plant.__init__(self, x, y, c.THREEPEASHOOTER, c.PLANT_HEALTH, None)
Expand Down
13 changes: 12 additions & 1 deletion source/constants.py
Original file line number Diff line number Diff line change
Expand Up @@ -177,4 +177,15 @@

#BACKGROUND
BACKGROUND_DAY = 0
BACKGROUND_NIGHT = 1
BACKGROUND_NIGHT = 1
BACKGROUND_ROOF = 2

#PLANT INFO
FLOWERPOT = 'FlowerPot'
CABBAGEPULT = 'Cabbage-pult'

#BULLET INFO
BULLET_CABBAGE = 'Cabbage'

#ROOF LEVEL
GRAVITY = 0.2
18 changes: 18 additions & 0 deletions source/data/map/level_roof.json
Original file line number Diff line number Diff line change
@@ -0,0 +1,18 @@
{
"background_type":2,
"choosebar_type":0,
"init_sun_value":50,
"card_pool":[
{"name":"SunFlower"},
{"name":"Peashooter"},
{"name":"Cabbage-pult"},
{"name":"FlowerPot"}
],
"zombie_list":[
{"time": 1000, "map_y":1, "name":"Zombie"},
{"time":5000, "map_y":2, "name":"ConeheadZombie"},
{"time":10000, "map_y":3, "name":"BucketheadZombie"},
{"time":15000, "map_y":0, "name":"FlagZombie"},
{"time":20000, "map_y":4, "name":"NewspaperZombie"}
]
}
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31 changes: 30 additions & 1 deletion source/state/level.py
Original file line number Diff line number Diff line change
Expand Up @@ -38,6 +38,9 @@ def setupBackground(self):
self.level = pg.Surface((self.bg_rect.w, self.bg_rect.h)).convert()
self.viewport = tool.SCREEN.get_rect(bottom=self.bg_rect.bottom)
self.viewport.x += c.BACKGROUND_OFFSET_X

# Roof level specific setup
self.is_roof_level = (self.background_type == c.BACKGROUND_ROOF)

def setupGroups(self):
self.sun_group = pg.sprite.Group()
Expand Down Expand Up @@ -201,6 +204,25 @@ def createZombie(self, name, map_y):

def canSeedPlant(self):
x, y = pg.mouse.get_pos()

# Check if we're in roof level
if self.is_roof_level:
map_x, map_y = self.map.getMapIndex(x, y)

# Check if the grid is valid and empty
if not self.map.isValid(map_x, map_y) or not self.map.isMovable(map_x, map_y):
return None

# Check if we're trying to plant a flower pot
if self.plant_name == c.FLOWERPOT:
return self.map.getMapGridPos(map_x, map_y)

# For other plants, check if there's a flower pot in the grid
# Note: This is a simplified check - in real implementation, we'd need to check if there's a flower pot
# in the grid and if it has space for a plant
return None

# Normal level planting
return self.map.showPlant(x, y)

def addPlant(self):
Expand Down Expand Up @@ -250,6 +272,10 @@ def addPlant(self):
new_plant = plant.WallNutBowling(x, y, map_y, self)
elif self.plant_name == c.REDWALLNUTBOWLING:
new_plant = plant.RedWallNutBowling(x, y)
elif self.plant_name == c.FLOWERPOT:
new_plant = plant.FlowerPot(x, y)
elif self.plant_name == c.CABBAGEPULT:
new_plant = plant.CabbagePult(x, y, self.bullet_groups[map_y])

if new_plant.can_sleep and self.background_type == c.BACKGROUND_DAY:
new_plant.setSleep()
Expand Down Expand Up @@ -321,9 +347,12 @@ def checkBulletCollisions(self):
for i in range(self.map_y_len):
for bullet in self.bullet_groups[i]:
if bullet.state == c.FLY:
# In roof level, straight bullets (non-parabolic) can't hit zombies
if self.is_roof_level and not hasattr(bullet, 'x_vel'):
continue
zombie = pg.sprite.spritecollideany(bullet, self.zombie_groups[i], collided_func)
if zombie and zombie.state != c.DIE:
zombie.setDamage(bullet.damage, bullet.ice)
zombie.setDamage(bullet.damage, getattr(bullet, 'ice', False))
bullet.setExplode()

def checkZombieCollisions(self):
Expand Down
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