sep-pm-platformer/project/main.py

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import random
import pygame
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from level.LevelManager import LevelManager
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from level.elements.LoadedLevel import LoadedLevel
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from physics import ConstantsParser
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from physics.SpriteManager import SpriteManager, DrawLayers
from physics.TickData import TickData
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from physics.sprites.PlayerSprite import PlayerSprite
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from sprite.PositionScale import PositionScale
from sprite.Sprite import Sprite
from sprite.SpritesheetManager import SpritesheetManager
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from sprite.StaticSprite import StaticSprite
from ui_elements.ClickEvent import ClickEvent
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from ui_elements.KeyManager import KeyManager
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from ui_elements.LevelMenu import LevelMenu
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from ui_elements.TextLabel import TextLabel
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what_to_run = 'level'
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WIDTH = 12 * 71 * 1.5
HEIGHT = 12 * 40 * 1.5
# Background to test for level design
test_background_castle = pygame.transform.scale(pygame.image.load('data/sprites/castle_bg.png'), (WIDTH, HEIGHT))
# test_background_cave = pygame.transform.scale(pygame.image.load('data/sprites/cave_bg.png'), (WIDTH, HEIGHT))
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#test_background_tutorial = pygame.transform.scale(pygame.image.load('data/sprites/tutorial_bg.png'), (WIDTH, HEIGHT))
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def apply_frame_rate(number: float):
"""
this function calculates a factor that will be multiplied with the
physics of the game to provide a constant speed
:param number: The number to scale by the factor
:return: The scaled number
"""
return number / (frame_rate / 30)
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if what_to_run == 'menu':
screen_transform = PositionScale((0, 0), (1.5, 1.5))
screen_height = 12 * 40 * 1.5
screen_width = 12 * 71 * 1.5
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pygame.init()
screen = pygame.display.set_mode((screen_width, screen_height))
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pygame.display.set_caption("PM GAME")
clock = pygame.time.Clock()
frame_rate = 30
spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json")
sprite_manager = SpriteManager()
key_manager = KeyManager()
parsed_levels_manager = LevelManager('data/levels')
parsed_levels_manager.load_from_config('data/levels/levels.json')
generated_level = LoadedLevel(sprite_manager, spritesheet_manager)
level_menu_width = screen_width / 2
level_menu_height = screen_height / 2
level_menu = LevelMenu(parsed_levels_manager.levels, 0, 0, level_menu_width, level_menu_height, 3)
show_menu = False
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def load_next_level(selected_level):
global show_menu
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generated_level.destroy_level()
generated_level.load_level(selected_level)
destroy_menu()
show_menu = False
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def destroy_menu():
global level_text_label
for level_text_label in level_menu.level_text_labels:
sprite_manager.remove_ui_element(level_text_label)
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sprite_manager.remove_ui_element(level_menu.background)
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level_menu.level_select_listener = lambda selected_level: load_next_level(selected_level)
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while True:
clock.tick(frame_rate)
pygame_events: list[pygame.event.Event] = pygame.event.get()
key_manager.update_key_events(pygame_events)
click_events: list[ClickEvent] = ClickEvent.create_events(pygame_events, screen_transform)
for event in click_events:
for layer in sprite_manager.layers:
for sprite in sprite_manager.layers[layer]:
if sprite.get_bounding_box().contains_point(event.world_position):
sprite.click(event)
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for event in pygame_events:
if event.type == pygame.QUIT:
pygame.quit()
quit()
if key_manager.is_keymap_down(KeyManager.KEY_ESCAPE):
if show_menu:
show_menu = False
destroy_menu()
else:
show_menu = True
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sprite_manager.add_ui_element(DrawLayers.UI, level_menu.background)
for level_text_label in level_menu.level_text_labels:
sprite_manager.add_ui_element(DrawLayers.UI, level_text_label)
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screen.fill((0, 0, 0))
sprite_manager.tick(TickData(apply_frame_rate(1), pygame_events, key_manager, click_events, screen_transform))
sprite_manager.draw(screen, screen_transform)
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pygame.display.update()
elif what_to_run == 'level':
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screen_transform = PositionScale((0, 0), (1.5, 1.5))
pygame.init()
screen = pygame.display.set_mode((12 * ConstantsParser.CONFIG.level_size[0] * screen_transform.scale[0],
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12 * ConstantsParser.CONFIG.level_size[1] * screen_transform.scale[1]),
flags=pygame.HWSURFACE | pygame.DOUBLEBUF,
vsync=1,
depth=1)
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pygame.display.set_caption("PM GAME")
clock = pygame.time.Clock()
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frame_rate = 30
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spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json")
sprite_manager = SpriteManager()
key_manager = KeyManager()
parsed_levels_manager = LevelManager('data/levels')
parsed_levels_manager.load_from_config('data/levels/levels.json')
generated_level = LoadedLevel(sprite_manager, spritesheet_manager)
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generated_level.load_level(parsed_levels_manager.levels[9])
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ghost_character = PlayerSprite(spritesheet_manager.get_sheet("ghost_character"))
ghost_character.position_scale = PositionScale((90, 50), (1, 1))
sprite_manager.add_ui_element(DrawLayers.OBJECTS, ghost_character)
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calculated_frame_rate_text = TextLabel("0 FPS", 2, 2, 70, alignment="left")
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calculated_frame_rate_text.position_scale.scale = (0.3, 0.3)
sprite_manager.add_ui_element(DrawLayers.UI, calculated_frame_rate_text)
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left_sprite = None
right_sprite = None
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while True:
clock.tick(frame_rate)
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calculated_frame_rate_text.text = f"{round(clock.get_fps())} FPS"
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pygame_events: list[pygame.event.Event] = pygame.event.get()
key_manager.update_key_events(pygame_events)
click_events: list[ClickEvent] = ClickEvent.create_events(pygame_events, screen_transform)
for event in pygame_events:
if event.type == pygame.QUIT:
pygame.quit()
quit()
for event in click_events:
for layer in sprite_manager.layers:
for sprite in sprite_manager.layers[layer]:
if sprite.get_bounding_box().contains_point(event.world_position):
if event.is_click_down(ClickEvent.CLICK_LEFT):
left_sprite = sprite
if event.is_click_down(ClickEvent.CLICK_RIGHT):
right_sprite = sprite
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if left_sprite is not None and right_sprite is not None:
print(left_sprite.get_bounding_box().distance(right_sprite.get_bounding_box()))
left_sprite = None
right_sprite = None
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screen.fill((0, 0, 0))
# Playground to test background on any level
screen.blit(test_background_castle, (0, 0))
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sprite_manager.tick(TickData(apply_frame_rate(1), pygame_events, key_manager, click_events, screen_transform))
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sprite_manager.draw(screen, screen_transform)
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pygame.display.update()
elif what_to_run == 'textlabel':
screen_transform = PositionScale((0, 0), (4, 4))
pygame.init()
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screen = pygame.display.set_mode((800, 800))
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pygame.display.set_caption("PM GAME")
clock = pygame.time.Clock()
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test1 = TextLabel("Das ist ein Test", 100, 0, 50, alignment="left")
test2 = TextLabel("Das ist ein Test", 100, 50, 50, alignment="left")
test3 = TextLabel("Das ist ein Test", 100, 20, 50, alignment="left")
test1.position_scale.scale = (0.2, 0.2)
test2.position_scale.scale = (0.4, 0.4)
test3.position_scale.scale = (0.2, 0.2)
test3.visible = False
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while True:
clock.tick(5)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
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screen.fill((0, 0, 110))
test1.draw(screen, screen_transform)
test2.draw(screen, screen_transform)
test3.draw(screen, screen_transform)
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pygame.display.update()