feat: sound
- add SoundManager class to handle bgm and sfx - add script to generate wav sound assets - integrate sfx for shop purchases and player transform - add dynamic bgm switching based on player state - add sound file paths and volume configurations to settings
This commit is contained in:
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import wave, struct, math, os, random
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"""
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run once to get sounds generated - KI helped here to do this!
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"""
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SOUND_DIR = "../assets/sounds"
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def save_wav(filename, data):
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if not os.path.exists(SOUND_DIR):
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os.makedirs(SOUND_DIR)
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path = os.path.join(SOUND_DIR, filename)
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with wave.open(path, 'w') as f:
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f.setnchannels(1)
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f.setsampwidth(2)
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f.setframerate(44100)
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for s in data:
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# Den Soundwert in das richtige Format (16-bit PCM) umwandeln
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f.writeframesraw(struct.pack('<h', int(s * 32767)))
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def gen(dur, func, vol=0.4):
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num_samples = int(dur * 44100)
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return [func(i/44100, i) * vol * min(1.0, (num_samples-i)/(4410*dur)) for i in range(num_samples)]
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print(f"Das Skript liegt in 'src', speichert aber nach: {os.path.abspath(SOUND_DIR)}")
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save_wav("bgm_normal.wav", gen(10.0, lambda t, i: (math.sin(2*math.pi*110*t) + math.sin(2*math.pi*440*t)*0.2)/2, 0.2))
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save_wav("bgm_creepy.wav", gen(10.0, lambda t, i: math.sin(2*math.pi*(60+5*math.sin(t))*t), 0.2))
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save_wav("tower_shoot.wav", gen(0.15, lambda t, i: 1.0 if math.sin(2*math.pi*1200*(1-t*5)*t) > 0 else -1.0, 0.1))
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save_wav("monster_hit.wav", gen(0.1, lambda t, i: random.uniform(-1, 1), 0.3))
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save_wav("buy_success.wav", gen(0.3, lambda t, i: math.sin(2*math.pi*(660 if t<0.1 else 880)*t)))
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save_wav("buy_fail.wav", gen(0.4, lambda t, i: math.sin(2*math.pi*120*t) * (1+math.sin(40*t))))
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save_wav("monster_healed.wav", gen(0.8, lambda t, i: math.sin(2*math.pi*(440+800*t**2)*t)))
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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)))
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print("Fertig! Schau jetzt in deinem Hauptverzeichnis unter assets/sounds nach.")
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+18
-21
@@ -4,8 +4,6 @@ Controls:
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- WASD / arrow keys: move Knoll around the map
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- WASD / arrow keys: move Knoll around the map
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- Space: switch between good/normal and bad/angry sprite
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- Space: switch between good/normal and bad/angry sprite
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- Esc / Q: quit
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- Esc / Q: quit
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The demo also places a few bad/angry actors as monsters in the rooms.
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"""
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"""
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from __future__ import annotations
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from __future__ import annotations
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@@ -19,15 +17,11 @@ from src.actors import Actor
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from src.map import Map, color_void, screen_h, screen_w, tile_size
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from src.map import Map, color_void, screen_h, screen_w, tile_size
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from src.settings import DEMO_ACTOR_HEIGHT, FPS, PLAYER_SPEED
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from src.settings import DEMO_ACTOR_HEIGHT, FPS, PLAYER_SPEED
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from src.startscreen import Startscreen
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from src.startscreen import Startscreen
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from src.sounds import SoundManager
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# Keep the actor close to the map scale. The map tiles are 30x30, so 2 tiles
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# high makes the character readable without covering whole rooms/walls.
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def tile_center(column: int, row: int) -> tuple[int, int]:
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def tile_center(column: int, row: int) -> tuple[int, int]:
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"""Return the pixel center of a map tile."""
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"""Return the pixel center of a map tile."""
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return column * tile_size + tile_size // 2, row * tile_size + tile_size // 2
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return column * tile_size + tile_size // 2, row * tile_size + tile_size // 2
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@@ -39,25 +33,26 @@ class Game:
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self.font = pygame.font.SysFont("monospace", 22, bold=True)
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self.font = pygame.font.SysFont("monospace", 22, bold=True)
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self.running = True
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self.running = True
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self.active_monster = None
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# --- SOUND & SYSTEMS ---
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self.sound_manager = SoundManager()
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self.startscreen = Startscreen(self.screen)
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self.startscreen = Startscreen(self.screen)
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self.state = "startscreen"
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self.state = "startscreen"
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self.player_name: str = ""
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self.player_name: str = ""
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self.map = Map()
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self.map = Map()
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# resolve the assets from the folder
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assets_dir = Path(__file__).resolve().parent.parent / "assets"
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assets_dir = Path(__file__).resolve().parent.parent / "assets"
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actor_sides = Actor.load_sprite_sides(assets_dir, target_height=DEMO_ACTOR_HEIGHT)
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actor_sides = Actor.load_sprite_sides(assets_dir, target_height=DEMO_ACTOR_HEIGHT)
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if not actor_sides:
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if not actor_sides:
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raise RuntimeError("No normal_*/angry_* actor sprite pairs found in assets/")
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raise RuntimeError(f"Keine Sprites in {assets_dir} gefunden!")
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# Use the first pair for the player. With current assets this is Knoll.
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self.player = Actor.from_sides(actor_sides[0], self.find_start_position())
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self.player = Actor.from_sides(actor_sides[0], self.find_start_position())
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def run(self, max_frames: Optional[int] = None) -> None:
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def run(self, max_frames: Optional[int] = None) -> None:
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"""Run the demo. ``max_frames`` is only used for automated smoke tests."""
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frame_count = 0
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frame_count = 0
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while self.running and (max_frames is None or frame_count < max_frames):
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while self.running and (max_frames is None or frame_count < max_frames):
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dt = min(self.clock.tick(FPS) / 1000.0, 0.05)
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dt = min(self.clock.tick(FPS) / 1000.0, 0.05)
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@@ -69,6 +64,8 @@ class Game:
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elif next_state == "game":
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elif next_state == "game":
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self.player_name = self.startscreen.player_name
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self.player_name = self.startscreen.player_name
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self.state = "game"
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self.state = "game"
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self.sound_manager.play_bgm("normal")
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elif self.state == "game":
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elif self.state == "game":
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self.handle_events()
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self.handle_events()
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self.update(dt)
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self.update(dt)
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@@ -88,8 +85,16 @@ class Game:
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self.running = False
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self.running = False
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elif event.key == pygame.K_SPACE:
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elif event.key == pygame.K_SPACE:
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self.player.toggle_side()
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self.player.toggle_side()
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self.sound_manager.play_sfx("monster_transform")
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def update(self, dt: float) -> None:
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def update(self, dt: float) -> None:
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if self.player.is_bad:
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self.active_monster = self.player
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self.sound_manager.play_bgm("creepy")
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else:
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self.active_monster = None
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self.sound_manager.play_bgm("normal")
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movement = self.get_player_movement(dt)
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movement = self.get_player_movement(dt)
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self.player.move_by(movement)
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self.player.move_by(movement)
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@@ -105,7 +110,7 @@ class Game:
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- (keys[pygame.K_LEFT] or keys[pygame.K_a]),
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- (keys[pygame.K_LEFT] or keys[pygame.K_a]),
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(keys[pygame.K_DOWN] or keys[pygame.K_s])
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(keys[pygame.K_DOWN] or keys[pygame.K_s])
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- (keys[pygame.K_UP] or keys[pygame.K_w]),
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- (keys[pygame.K_UP] or keys[pygame.K_w]),
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)
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)
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if movement.length_squared() == 0:
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if movement.length_squared() == 0:
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return movement
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return movement
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@@ -118,31 +123,23 @@ class Game:
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return movement.normalize() * PLAYER_SPEED * dt
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return movement.normalize() * PLAYER_SPEED * dt
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def is_position_walkable(self, position: pygame.Vector2) -> bool:
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def is_position_walkable(self, position: pygame.Vector2) -> bool:
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"""Check if the actor's feet are standing on a walkable map tile."""
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column = int(position.x // tile_size)
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column = int(position.x // tile_size)
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row = int(position.y // tile_size)
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row = int(position.y // tile_size)
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return self.map.is_accessible(column, row)
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return self.map.is_accessible(column, row)
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def find_start_position(self) -> tuple[int, int]:
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def find_start_position(self) -> tuple[int, int]:
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"""Find the first S tile and place the actor's feet near its center."""
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for row_index, row in enumerate(self.map.map):
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for row_index, row in enumerate(self.map.map):
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column_index = row.find("S")
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column_index = row.find("S")
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if column_index != -1:
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if column_index != -1:
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# The S tile is at the very top of the current map, so place the
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# actor one tile lower to keep the sprite visible on screen.
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return (
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return (
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column_index * tile_size + tile_size // 2,
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column_index * tile_size + tile_size // 2,
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(row_index + 1) * tile_size + tile_size // 2,
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(row_index + 1) * tile_size + tile_size // 2,
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)
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)
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return tile_size, tile_size
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return tile_size, tile_size
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def draw(self) -> None:
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def draw(self) -> None:
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self.screen.fill(color_void)
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self.screen.fill(color_void)
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self.map.draw_map(self.screen, self.font)
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self.map.draw_map(self.screen, self.font)
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# Draw by Y position so actors lower on the map appear in front.
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for actor in sorted([self.player], key=lambda item: item.position.y):
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for actor in sorted([self.player], key=lambda item: item.position.y):
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actor.draw(self.screen)
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actor.draw(self.screen)
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@@ -120,3 +120,20 @@ HUD_BAR_X = 150 # left startpoint for hp bars
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HUD_Y_DOOR = 20
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HUD_Y_DOOR = 20
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HUD_Y_ZOMBIE = 50
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HUD_Y_ZOMBIE = 50
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HUD_Y_ECTS = 85
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HUD_Y_ECTS = 85
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# --- SOUND ---
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SOUND_DIR = "assets/sounds"
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SFX_TOWER_SHOOT = f"{SOUND_DIR}/tower_shoot.wav"
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SFX_MONSTER_HIT = f"{SOUND_DIR}/monster_hit.wav"
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SFX_BUY_SUCCESS = f"{SOUND_DIR}/buy_success.wav"
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SFX_BUY_FAIL = f"{SOUND_DIR}/buy_fail.wav"
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SFX_MONSTER_HEALED = f"{SOUND_DIR}/monster_healed.wav"
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SFX_MONSTER_TRANSFORM = f"{SOUND_DIR}/monster_transform.wav"
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BGM_NORMAL = f"{SOUND_DIR}/bgm_normal.wav"
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BGM_CREEPY = f"{SOUND_DIR}/bgm_creepy.wav"
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VOLUME_SFX = 0.5
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VOLUME_BGM = 0.3
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+5
-1
@@ -2,9 +2,11 @@ from src.item import Item
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class Shop:
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class Shop:
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def __init__(self, ects, buyable_items):
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def __init__(self, ects, buyable_items, sound_manager):
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self.ects = ects # give the ects object to the shop
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self.ects = ects # give the ects object to the shop
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self.buyable_items: list[Item] = buyable_items
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self.buyable_items: list[Item] = buyable_items
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# save soundManager to use it in buy()
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self.sound_manager = sound_manager
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def buy(self, item_name):
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def buy(self, item_name):
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item_to_buy = self.get_item(item_name)
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item_to_buy = self.get_item(item_name)
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@@ -15,9 +17,11 @@ class Shop:
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# is_over_balance() means "has enough balance"
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# is_over_balance() means "has enough balance"
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if not self.ects.is_over_balance(cost):
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if not self.ects.is_over_balance(cost):
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self.sound_manager.play_sfx("buy_fail")
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return False
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return False
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self.ects.decrease_balance(cost)
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self.ects.decrease_balance(cost)
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self.sound_manager.play_sfx("buy_success")
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return True
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return True
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def get_item(self, item_name):
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def get_item(self, item_name):
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import pygame
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from src.settings import (
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SFX_TOWER_SHOOT, SFX_MONSTER_HIT, SFX_BUY_SUCCESS,
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SFX_BUY_FAIL, SFX_MONSTER_HEALED, SFX_MONSTER_TRANSFORM,
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BGM_NORMAL, BGM_CREEPY, VOLUME_SFX, VOLUME_BGM
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)
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class SoundManager:
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def __init__(self):
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pygame.mixer.init()
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self.effects = {}
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self.current_bgm = None
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self._load_sfx("tower_shoot", SFX_TOWER_SHOOT)
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self._load_sfx("monster_hit", SFX_MONSTER_HIT)
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self._load_sfx("buy_success", SFX_BUY_SUCCESS)
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self._load_sfx("buy_fail", SFX_BUY_FAIL)
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self._load_sfx("monster_healed", SFX_MONSTER_HEALED)
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self._load_sfx("monster_transform", SFX_MONSTER_TRANSFORM)
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# set volume via settings param
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for sound in self.effects.values():
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if sound:
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sound.set_volume(VOLUME_SFX)
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def _load_sfx(self, name, path):
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try:
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self.effects[name] = pygame.mixer.Sound(path)
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except pygame.error:
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print(f"Could not find sound: {path}")
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self.effects[name] = None
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def play_sfx(self, name):
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sound = self.effects.get(name)
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if isinstance(sound, pygame.mixer.Sound):
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sound.play()
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# set BackGroundMusic dependent if monster is active or tutor is active
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def play_bgm(self, mode):
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if self.current_bgm == mode:
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return
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path = BGM_NORMAL if mode == "normal" else BGM_CREEPY
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try:
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pygame.mixer.music.load(path)
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pygame.mixer.music.set_volume(VOLUME_BGM)
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pygame.mixer.music.play(-1)
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self.current_bgm = mode
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except pygame.error:
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print(f"Could not find sound: {path}")
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