2023-03-24 17:41:48 +01:00
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import random
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import pygame
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2023-03-25 16:18:44 +01:00
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from pygame.font import Font
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2023-03-24 17:41:48 +01:00
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2023-03-25 15:41:32 +01:00
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from level.LevelManager import LevelManager
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from sprite.DynamicSprite import DynamicSprite
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from sprite.PositionScale import PositionScale
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from sprite.SpritesheetManager import SpritesheetManager
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from physics.PhysicsElementsHandler import PhysicsElementsHandler
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from sprite.Sprite import Sprite
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from sprite.StaticSprite import StaticSprite
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from ui_elements.TextLabel import TextLabel
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2023-03-24 17:41:48 +01:00
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2023-03-25 18:13:59 +01:00
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what_to_run = 'textlabel'
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2023-03-25 17:18:43 +01:00
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def apply_frame_rate(number: float):
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"""
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this function calculates a factor that will be multiplied with the
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physics of the game to provide a constant speed
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:param number: The number to scale by the factor
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:return: The scaled number
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"""
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return number / (frame_rate / 30)
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2023-03-24 17:41:48 +01:00
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2023-03-25 15:41:32 +01:00
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if what_to_run == 'level':
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csv_parse_test = LevelManager('data/levels')
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csv_parse_test.load_from_config('data/levels/levels.json')
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print(csv_parse_test.levels[0])
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2023-03-24 17:41:48 +01:00
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2023-03-25 15:41:32 +01:00
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elif what_to_run == 'physics':
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screen_transform = PositionScale((0, 0), (4, 4))
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2023-03-24 17:41:48 +01:00
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2023-03-25 15:41:32 +01:00
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pygame.init()
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screen = pygame.display.set_mode((600, 500))
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pygame.display.set_caption("PE GAME")
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clock = pygame.time.Clock()
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frame_rate = 50
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2023-03-24 17:41:48 +01:00
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2023-03-25 15:41:32 +01:00
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spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json")
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2023-03-24 17:41:48 +01:00
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2023-03-25 17:18:43 +01:00
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physics_handler = PhysicsElementsHandler()
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2023-03-25 15:41:32 +01:00
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test_1_sprite = DynamicSprite(spritesheet_manager.get_sheet("test_1"))
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test_1_sprite.position_scale = PositionScale((10, -100), (1, 1))
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physics_handler.add_sprite(test_1_sprite)
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2023-03-25 17:18:43 +01:00
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test_3_sprite = DynamicSprite(spritesheet_manager.get_sheet("test_1"))
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test_3_sprite.position_scale = PositionScale((130, 100), (1, 1))
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test_3_sprite.motion = (-4, -11)
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physics_handler.add_sprite(test_3_sprite)
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test_2_sprite = StaticSprite(spritesheet_manager.get_sheet("test_1"))
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test_2_sprite.position_scale = PositionScale((10, 80), (1, 1))
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physics_handler.add_sprite(test_2_sprite)
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2023-03-25 15:41:32 +01:00
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while True:
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clock.tick(frame_rate)
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skip = False
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2023-03-25 15:41:32 +01:00
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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exit(0)
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2023-03-25 17:18:43 +01:00
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_RIGHT:
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skip = False
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if skip:
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continue
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screen.fill((0, 0, 0))
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physics_handler.tick(apply_frame_rate(1))
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physics_handler.draw(screen, screen_transform)
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pygame.display.update()
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elif what_to_run == 'textlabel':
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screen_transform = PositionScale((0, 0), (4, 4))
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pygame.init()
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screen = pygame.display.set_mode((800, 800))
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pygame.display.set_caption("PM GAME")
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clock = pygame.time.Clock()
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2023-03-25 18:13:59 +01:00
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test1 = TextLabel("Das ist ein Test", 400, 0, 50, alignment="left")
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test2 = TextLabel("Das ist ein Test", 400, 10, 50, alignment="center")
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test3 = TextLabel("Das ist ein Test", 400, 20, 50, alignment="right")
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while True:
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clock.tick(5)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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screen.fill((0, 0, 110))
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test1.draw(screen, screen_transform)
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test2.draw(screen, screen_transform)
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test3.draw(screen, screen_transform)
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pygame.display.update()
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elif what_to_run == 'sprite':
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screen_transform = PositionScale((0, 0), (4, 4))
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pygame.init()
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screen = pygame.display.set_mode((300, 300))
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pygame.display.set_caption("PE GAME")
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clock = pygame.time.Clock()
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spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json")
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test_1_sprite = Sprite(spritesheet_manager.get_sheet("test_1"))
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test_2_sprite = Sprite(spritesheet_manager.get_sheet("test_1"))
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test_1_sprite.position_scale = PositionScale((10, 10), (1, 1))
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test_2_sprite.position_scale = PositionScale((60, 60), (1, 1))
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# test_1_sprite.dump("debug.png")
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while True:
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clock.tick(5)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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screen.fill((0, 0, 0))
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test_1_sprite.tick(1)
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test_1_sprite.draw(screen, screen_transform)
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test_2_sprite.tick(1)
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test_2_sprite.draw(screen, screen_transform)
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pygame.display.update()
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if random.randint(1, 10) == 1:
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test_1_sprite.set_animation_state(random.choice(["walk_r", "walk_l", "idle", "other_test"]))
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print(test_1_sprite.animation_state)
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