diff --git a/assets/sounds/bgm_creepy.wav b/assets/sounds/bgm_creepy.wav new file mode 100644 index 0000000..5de22a2 Binary files /dev/null and b/assets/sounds/bgm_creepy.wav differ diff --git a/assets/sounds/bgm_normal.wav b/assets/sounds/bgm_normal.wav new file mode 100644 index 0000000..cfebc4c Binary files /dev/null and b/assets/sounds/bgm_normal.wav differ diff --git a/assets/sounds/buy_fail.wav b/assets/sounds/buy_fail.wav new file mode 100644 index 0000000..db1f3a7 Binary files /dev/null and b/assets/sounds/buy_fail.wav differ diff --git a/assets/sounds/buy_success.wav b/assets/sounds/buy_success.wav new file mode 100644 index 0000000..8529e48 Binary files /dev/null and b/assets/sounds/buy_success.wav differ diff --git a/assets/sounds/monster_healed.wav b/assets/sounds/monster_healed.wav new file mode 100644 index 0000000..2d76c52 Binary files /dev/null and b/assets/sounds/monster_healed.wav differ diff --git a/assets/sounds/monster_hit.wav b/assets/sounds/monster_hit.wav new file mode 100644 index 0000000..523f838 Binary files /dev/null and b/assets/sounds/monster_hit.wav differ diff --git a/assets/sounds/monster_transform.wav b/assets/sounds/monster_transform.wav new file mode 100644 index 0000000..5c59770 Binary files /dev/null and b/assets/sounds/monster_transform.wav differ diff --git a/assets/sounds/tower_shoot.wav b/assets/sounds/tower_shoot.wav new file mode 100644 index 0000000..b9e2a8f Binary files /dev/null and b/assets/sounds/tower_shoot.wav differ diff --git a/src/create_game_sounds.py b/src/create_game_sounds.py new file mode 100644 index 0000000..62dd89f --- /dev/null +++ b/src/create_game_sounds.py @@ -0,0 +1,38 @@ +import wave, struct, math, os, random + +""" +run once to get sounds generated - KI helped here to do this! +""" + +SOUND_DIR = "../assets/sounds" + +def save_wav(filename, data): + if not os.path.exists(SOUND_DIR): + os.makedirs(SOUND_DIR) + + path = os.path.join(SOUND_DIR, filename) + + with wave.open(path, 'w') as f: + f.setnchannels(1) + f.setsampwidth(2) + f.setframerate(44100) + for s in data: + # Den Soundwert in das richtige Format (16-bit PCM) umwandeln + f.writeframesraw(struct.pack(' 0 else -1.0, 0.1)) +save_wav("monster_hit.wav", gen(0.1, lambda t, i: random.uniform(-1, 1), 0.3)) +save_wav("buy_success.wav", gen(0.3, lambda t, i: math.sin(2*math.pi*(660 if t<0.1 else 880)*t))) +save_wav("buy_fail.wav", gen(0.4, lambda t, i: math.sin(2*math.pi*120*t) * (1+math.sin(40*t)))) +save_wav("monster_healed.wav", gen(0.8, lambda t, i: math.sin(2*math.pi*(440+800*t**2)*t))) +save_wav("monster_transform.wav", gen(1.2, lambda t, i: math.sin(2*math.pi*(200-150*t)*t) * random.uniform(0.5, 1.0))) + +print("Fertig! Schau jetzt in deinem Hauptverzeichnis unter assets/sounds nach.") \ No newline at end of file diff --git a/src/game.py b/src/game.py index 9821754..77228c1 100644 --- a/src/game.py +++ b/src/game.py @@ -4,8 +4,6 @@ Controls: - WASD / arrow keys: move Knoll around the map - Space: switch between good/normal and bad/angry sprite - Esc / Q: quit - -The demo also places a few bad/angry actors as monsters in the rooms. """ from __future__ import annotations @@ -19,15 +17,11 @@ from src.actors import Actor from src.map import Map, color_void, screen_h, screen_w, tile_size from src.settings import DEMO_ACTOR_HEIGHT, FPS, PLAYER_SPEED from src.startscreen import Startscreen - - -# Keep the actor close to the map scale. The map tiles are 30x30, so 2 tiles -# high makes the character readable without covering whole rooms/walls. +from src.sounds import SoundManager def tile_center(column: int, row: int) -> tuple[int, int]: """Return the pixel center of a map tile.""" - return column * tile_size + tile_size // 2, row * tile_size + tile_size // 2 @@ -39,25 +33,26 @@ class Game: self.font = pygame.font.SysFont("monospace", 22, bold=True) self.running = True + self.active_monster = None + + # --- SOUND & SYSTEMS --- + self.sound_manager = SoundManager() self.startscreen = Startscreen(self.screen) + self.state = "startscreen" self.player_name: str = "" self.map = Map() - # resolve the assets from the folder assets_dir = Path(__file__).resolve().parent.parent / "assets" actor_sides = Actor.load_sprite_sides(assets_dir, target_height=DEMO_ACTOR_HEIGHT) if not actor_sides: - raise RuntimeError("No normal_*/angry_* actor sprite pairs found in assets/") + raise RuntimeError(f"Keine Sprites in {assets_dir} gefunden!") - # Use the first pair for the player. With current assets this is Knoll. self.player = Actor.from_sides(actor_sides[0], self.find_start_position()) def run(self, max_frames: Optional[int] = None) -> None: - """Run the demo. ``max_frames`` is only used for automated smoke tests.""" - frame_count = 0 while self.running and (max_frames is None or frame_count < max_frames): dt = min(self.clock.tick(FPS) / 1000.0, 0.05) @@ -69,6 +64,8 @@ class Game: elif next_state == "game": self.player_name = self.startscreen.player_name self.state = "game" + self.sound_manager.play_bgm("normal") + elif self.state == "game": self.handle_events() self.update(dt) @@ -88,8 +85,16 @@ class Game: self.running = False elif event.key == pygame.K_SPACE: self.player.toggle_side() + self.sound_manager.play_sfx("monster_transform") def update(self, dt: float) -> None: + if self.player.is_bad: + self.active_monster = self.player + self.sound_manager.play_bgm("creepy") + else: + self.active_monster = None + self.sound_manager.play_bgm("normal") + movement = self.get_player_movement(dt) self.player.move_by(movement) @@ -105,7 +110,7 @@ class Game: - (keys[pygame.K_LEFT] or keys[pygame.K_a]), (keys[pygame.K_DOWN] or keys[pygame.K_s]) - (keys[pygame.K_UP] or keys[pygame.K_w]), - ) + ) if movement.length_squared() == 0: return movement @@ -118,31 +123,23 @@ class Game: return movement.normalize() * PLAYER_SPEED * dt def is_position_walkable(self, position: pygame.Vector2) -> bool: - """Check if the actor's feet are standing on a walkable map tile.""" - column = int(position.x // tile_size) row = int(position.y // tile_size) return self.map.is_accessible(column, row) def find_start_position(self) -> tuple[int, int]: - """Find the first S tile and place the actor's feet near its center.""" - for row_index, row in enumerate(self.map.map): column_index = row.find("S") if column_index != -1: - # The S tile is at the very top of the current map, so place the - # actor one tile lower to keep the sprite visible on screen. return ( column_index * tile_size + tile_size // 2, (row_index + 1) * tile_size + tile_size // 2, ) - return tile_size, tile_size def draw(self) -> None: self.screen.fill(color_void) self.map.draw_map(self.screen, self.font) - # Draw by Y position so actors lower on the map appear in front. for actor in sorted([self.player], key=lambda item: item.position.y): actor.draw(self.screen) diff --git a/src/settings.py b/src/settings.py index cfb8c5d..58d6dd1 100644 --- a/src/settings.py +++ b/src/settings.py @@ -120,3 +120,20 @@ HUD_BAR_X = 150 # left startpoint for hp bars HUD_Y_DOOR = 20 HUD_Y_ZOMBIE = 50 HUD_Y_ECTS = 85 + + +# --- SOUND --- +SOUND_DIR = "assets/sounds" + +SFX_TOWER_SHOOT = f"{SOUND_DIR}/tower_shoot.wav" +SFX_MONSTER_HIT = f"{SOUND_DIR}/monster_hit.wav" +SFX_BUY_SUCCESS = f"{SOUND_DIR}/buy_success.wav" +SFX_BUY_FAIL = f"{SOUND_DIR}/buy_fail.wav" +SFX_MONSTER_HEALED = f"{SOUND_DIR}/monster_healed.wav" +SFX_MONSTER_TRANSFORM = f"{SOUND_DIR}/monster_transform.wav" + +BGM_NORMAL = f"{SOUND_DIR}/bgm_normal.wav" +BGM_CREEPY = f"{SOUND_DIR}/bgm_creepy.wav" + +VOLUME_SFX = 0.5 +VOLUME_BGM = 0.3 diff --git a/src/shop.py b/src/shop.py index f0a13eb..87361ae 100644 --- a/src/shop.py +++ b/src/shop.py @@ -2,9 +2,11 @@ from src.item import Item class Shop: - def __init__(self, ects, buyable_items): + def __init__(self, ects, buyable_items, sound_manager): self.ects = ects # give the ects object to the shop self.buyable_items: list[Item] = buyable_items + # save soundManager to use it in buy() + self.sound_manager = sound_manager def buy(self, item_name): item_to_buy = self.get_item(item_name) @@ -15,9 +17,11 @@ class Shop: # is_over_balance() means "has enough balance" if not self.ects.is_over_balance(cost): + self.sound_manager.play_sfx("buy_fail") return False self.ects.decrease_balance(cost) + self.sound_manager.play_sfx("buy_success") return True def get_item(self, item_name): diff --git a/src/sounds.py b/src/sounds.py new file mode 100644 index 0000000..915473b --- /dev/null +++ b/src/sounds.py @@ -0,0 +1,51 @@ +import pygame +from src.settings import ( + SFX_TOWER_SHOOT, SFX_MONSTER_HIT, SFX_BUY_SUCCESS, + SFX_BUY_FAIL, SFX_MONSTER_HEALED, SFX_MONSTER_TRANSFORM, + BGM_NORMAL, BGM_CREEPY, VOLUME_SFX, VOLUME_BGM +) + +class SoundManager: + def __init__(self): + pygame.mixer.init() + self.effects = {} + self.current_bgm = None + + self._load_sfx("tower_shoot", SFX_TOWER_SHOOT) + self._load_sfx("monster_hit", SFX_MONSTER_HIT) + self._load_sfx("buy_success", SFX_BUY_SUCCESS) + self._load_sfx("buy_fail", SFX_BUY_FAIL) + self._load_sfx("monster_healed", SFX_MONSTER_HEALED) + self._load_sfx("monster_transform", SFX_MONSTER_TRANSFORM) + + # set volume via settings param + for sound in self.effects.values(): + if sound: + sound.set_volume(VOLUME_SFX) + + def _load_sfx(self, name, path): + try: + self.effects[name] = pygame.mixer.Sound(path) + except pygame.error: + print(f"Could not find sound: {path}") + self.effects[name] = None + + def play_sfx(self, name): + sound = self.effects.get(name) + if isinstance(sound, pygame.mixer.Sound): + sound.play() + + # set BackGroundMusic dependent if monster is active or tutor is active + def play_bgm(self, mode): + if self.current_bgm == mode: + return + + path = BGM_NORMAL if mode == "normal" else BGM_CREEPY + + try: + pygame.mixer.music.load(path) + pygame.mixer.music.set_volume(VOLUME_BGM) + pygame.mixer.music.play(-1) + self.current_bgm = mode + except pygame.error: + print(f"Could not find sound: {path}")