Added wall on left and right
parent
10e6ae1260
commit
22fb3a3c34
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@ -47,6 +47,12 @@ TILES = {
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'i': InvisibleElement
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'i': InvisibleElement
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}
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}
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BACK_LAYER = [
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]
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FRONT_LAYER = [
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'M'
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]
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class LoadedLevel:
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class LoadedLevel:
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def __init__(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager):
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def __init__(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager):
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@ -57,6 +63,26 @@ class LoadedLevel:
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self.level_screen_manager = None
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self.level_screen_manager = None
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def load_level(self, level: Level):
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def load_level(self, level: Level):
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# create a wall of InvisibleElement around the level left and right
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# block_left = SimpleBlockLevelElement({'name': '#', 'position': (30, 300)}, self, self.level_screen_manager)
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# block_left.load(self.sprite_manager, self.spritesheet_manager, level)
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# self.blocks.append(block_left)
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# self.sprite_manager.add_ui_element(DrawLayers.OBJECTS_BACK, block_left)
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for i in range(0, 100):
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block_left = InvisibleElement({'name': 'i', 'position': (-16, i * 32)}, self, self.level_screen_manager)
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block_left.load(self.sprite_manager, self.spritesheet_manager, level)
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self.blocks.append(block_left)
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self.sprite_manager.add_ui_element(DrawLayers.OBJECTS_BACK, block_left)
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for i in range(0, 100):
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block_right = InvisibleElement({'name': 'i', 'position':
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(ConstantsParser.CONFIG.block_size[0] * ConstantsParser.CONFIG.level_size[0] + 4, i * 32)},
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self, self.level_screen_manager)
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block_right.load(self.sprite_manager, self.spritesheet_manager, level)
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self.blocks.append(block_right)
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self.sprite_manager.add_ui_element(DrawLayers.OBJECTS_BACK, block_right)
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for row_number, row in enumerate(level.tiles):
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for row_number, row in enumerate(level.tiles):
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for tile_number, tile in enumerate(row):
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for tile_number, tile in enumerate(row):
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world_position = (tile_number, row_number)
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world_position = (tile_number, row_number)
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@ -71,6 +97,10 @@ class LoadedLevel:
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if name in TILES:
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if name in TILES:
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element = TILES[name](tile, self, self.level_screen_manager)
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element = TILES[name](tile, self, self.level_screen_manager)
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if name in BACK_LAYER:
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layer = DrawLayers.OBJECTS_BACK
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elif name in FRONT_LAYER:
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layer = DrawLayers.OBJECTS_FRONT
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elif name == 'C':
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elif name == 'C':
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ghost_character = PlayerSprite(self.spritesheet_manager.get_sheet("ghost_character"))
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ghost_character = PlayerSprite(self.spritesheet_manager.get_sheet("ghost_character"))
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@ -12,11 +12,13 @@ from ui_elements.UiElement import UiElement
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class DrawLayers:
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class DrawLayers:
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BACKGROUND = 'background'
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BACKGROUND = 'background'
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LEVEL = 'level'
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LEVEL = 'level'
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OBJECTS_BACK = 'objects_back'
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OBJECTS = 'objects'
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OBJECTS = 'objects'
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OBJECTS_FRONT = 'objects_front'
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PLAYER = 'player'
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PLAYER = 'player'
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UI = 'ui'
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UI = 'ui'
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DRAW_ORDER = [BACKGROUND, LEVEL, OBJECTS, PLAYER, UI]
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DRAW_ORDER = [BACKGROUND, LEVEL, OBJECTS_BACK, OBJECTS, OBJECTS_FRONT, PLAYER, UI]
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class SpriteManager:
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class SpriteManager:
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@ -53,7 +53,6 @@ class PlayerSprite(DynamicSprite):
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self.is_potentially_stuck = 0
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self.is_potentially_stuck = 0
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if self.is_potentially_stuck == 2:
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if self.is_potentially_stuck == 2:
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print('stuck')
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self.position_scale.position = (self.position_scale.position[0] - 5, self.position_scale.position[1])
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self.position_scale.position = (self.position_scale.position[0] - 5, self.position_scale.position[1])
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self.is_potentially_stuck = 0
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self.is_potentially_stuck = 0
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