|
@ -1,7 +1,7 @@
|
|||
[
|
||||
[
|
||||
{
|
||||
"name": "0-tutorial",
|
||||
"theme": "tutorial",
|
||||
"theme": "cave",
|
||||
"abilities": [
|
||||
],
|
||||
"file": "0-tutorial.csv"
|
||||
|
@ -15,7 +15,7 @@
|
|||
},
|
||||
{
|
||||
"name": "level-02",
|
||||
"theme": "castle",
|
||||
"theme": "cave",
|
||||
"abilities": [
|
||||
],
|
||||
"file": "level-02.csv"
|
||||
|
|
Before Width: | Height: | Size: 614 B After Width: | Height: | Size: 833 B |
Before Width: | Height: | Size: 616 B After Width: | Height: | Size: 823 B |
Before Width: | Height: | Size: 628 B After Width: | Height: | Size: 817 B |
Before Width: | Height: | Size: 620 B After Width: | Height: | Size: 798 B |
Before Width: | Height: | Size: 634 B After Width: | Height: | Size: 821 B |
Before Width: | Height: | Size: 610 B After Width: | Height: | Size: 651 B |
Before Width: | Height: | Size: 618 B After Width: | Height: | Size: 661 B |
|
@ -586,6 +586,22 @@
|
|||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
},
|
||||
{
|
||||
"id": "2",
|
||||
"delays": [
|
||||
1
|
||||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
},
|
||||
{
|
||||
"id": "3",
|
||||
"delays": [
|
||||
1
|
||||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
}
|
||||
]
|
||||
},
|
||||
|
@ -599,6 +615,22 @@
|
|||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
},
|
||||
{
|
||||
"id": "2",
|
||||
"delays": [
|
||||
1
|
||||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
},
|
||||
{
|
||||
"id": "3",
|
||||
"delays": [
|
||||
1
|
||||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
}
|
||||
]
|
||||
},
|
||||
|
@ -612,6 +644,22 @@
|
|||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
},
|
||||
{
|
||||
"id": "2",
|
||||
"delays": [
|
||||
1
|
||||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
},
|
||||
{
|
||||
"id": "3",
|
||||
"delays": [
|
||||
1
|
||||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
}
|
||||
]
|
||||
},
|
||||
|
@ -638,6 +686,22 @@
|
|||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
},
|
||||
{
|
||||
"id": "2",
|
||||
"delays": [
|
||||
1
|
||||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
},
|
||||
{
|
||||
"id": "3",
|
||||
"delays": [
|
||||
1
|
||||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
}
|
||||
]
|
||||
},
|
||||
|
@ -651,6 +715,22 @@
|
|||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
},
|
||||
{
|
||||
"id": "2",
|
||||
"delays": [
|
||||
1
|
||||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
},
|
||||
{
|
||||
"id": "3",
|
||||
"delays": [
|
||||
1
|
||||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
}
|
||||
]
|
||||
},
|
||||
|
@ -664,6 +744,22 @@
|
|||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
},
|
||||
{
|
||||
"id": "2",
|
||||
"delays": [
|
||||
1
|
||||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
},
|
||||
{
|
||||
"id": "3",
|
||||
"delays": [
|
||||
1
|
||||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
}
|
||||
]
|
||||
},
|
||||
|
@ -834,5 +930,26 @@
|
|||
"height": 36
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "ui_arrow",
|
||||
"subsheets": [
|
||||
{
|
||||
"id": "left",
|
||||
"delays": [
|
||||
1
|
||||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
},
|
||||
{
|
||||
"id": "right",
|
||||
"delays": [
|
||||
1
|
||||
],
|
||||
"width": 12,
|
||||
"height": 12
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
After Width: | Height: | Size: 877 B |
|
@ -25,3 +25,13 @@ class LevelManager:
|
|||
filtered_row = list(map(lambda x: x.replace('\n', ''), split_row))
|
||||
csv_array.append(filtered_row)
|
||||
return csv_array
|
||||
|
||||
def get_levels_by_theme(self) -> dict[str, list[Level]]:
|
||||
levels_by_theme = {}
|
||||
for level in self.levels:
|
||||
if level.theme not in levels_by_theme:
|
||||
levels_by_theme[level.theme] = []
|
||||
levels_by_theme[level.theme].append(level)
|
||||
return levels_by_theme
|
||||
|
||||
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
import pygame
|
||||
|
||||
from level.Level import Level
|
||||
from ui_elements.Background import Background
|
||||
from ui_elements.ColoredRectangleUiElement import ColoredRectangleUiElement
|
||||
from ui_elements.ClickEvent import ClickEvent
|
||||
from ui_elements.TextLabel import TextLabel
|
||||
|
||||
|
@ -11,23 +11,27 @@ class LevelMenu:
|
|||
def __init__(self, levels: [Level], x_pos: float, y_pos: float, width: float, height: float, column_count: int):
|
||||
super().__init__()
|
||||
self.levels = levels
|
||||
self.x_pos = x_pos
|
||||
self.y_pos = y_pos
|
||||
self.level_select_listener = lambda selected_level: None
|
||||
self.level_text_labels = []
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.column_count = column_count
|
||||
|
||||
self.position = (x_pos, y_pos)
|
||||
|
||||
self.create_level_text_labels()
|
||||
self.background = Background(self.x_pos, self.y_pos, self.width, self.height, (100, 100, 100, 180))
|
||||
self.background = ColoredRectangleUiElement(self.width, self.height, (100, 100, 100, 180))
|
||||
self.background.position_scale.position = self.position
|
||||
|
||||
def create_level_text_labels(self):
|
||||
current_text_label_x = self.x_pos
|
||||
current_text_label_y = self.y_pos
|
||||
current_text_label_position = [self.position[0], self.position[1]]
|
||||
|
||||
for index, level in enumerate(self.levels):
|
||||
text_label = TextLabel(level.name, current_text_label_x, current_text_label_y, 60)
|
||||
text_label = TextLabel(level.name,
|
||||
current_text_label_position[0],
|
||||
current_text_label_position[1],
|
||||
60)
|
||||
|
||||
text_label.position_scale.scale = (0.5, 0.5)
|
||||
text_label.add_click_listener(
|
||||
lambda click_event, selected_level=level:
|
||||
|
@ -36,10 +40,10 @@ class LevelMenu:
|
|||
self.level_text_labels.append(text_label)
|
||||
|
||||
if (index + 1) % self.column_count == 0:
|
||||
current_text_label_y += self.height / (len(self.levels) / self.column_count)
|
||||
current_text_label_x = self.x_pos
|
||||
current_text_label_position[0] = self.position[0]
|
||||
current_text_label_position[1] += self.height / (len(self.levels) / self.column_count)
|
||||
else:
|
||||
current_text_label_x += self.width / self.column_count
|
||||
current_text_label_position[0] += self.width / self.column_count
|
||||
|
||||
def handle_level_text_label_click(self, click_event: ClickEvent, level: Level):
|
||||
if click_event.event.type == pygame.MOUSEBUTTONUP:
|
|
@ -0,0 +1,16 @@
|
|||
from abc import abstractmethod
|
||||
|
||||
from level.selection.ScreenManager import ScreenManager
|
||||
from physics.SpriteManager import SpriteManager
|
||||
from sprite.SpritesheetManager import SpritesheetManager
|
||||
|
||||
|
||||
class LevelScreenManager(ScreenManager):
|
||||
def __init__(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager, main_loop):
|
||||
super().__init__(sprite_manager, spritesheet_manager, main_loop)
|
||||
|
||||
def initialize(self):
|
||||
pass
|
||||
|
||||
def destroy(self):
|
||||
super().destroy()
|
|
@ -0,0 +1,79 @@
|
|||
from abc import abstractmethod
|
||||
|
||||
from level.Level import Level
|
||||
from level.LevelManager import LevelManager
|
||||
from level.selection.ScreenManager import ScreenManager
|
||||
from physics.SpriteManager import SpriteManager, DrawLayers
|
||||
from sprite.PositionScale import PositionScale
|
||||
from sprite.SpritesheetManager import SpritesheetManager
|
||||
from sprite.StaticSprite import StaticSprite
|
||||
from ui_elements.ClickEvent import ClickEvent
|
||||
from ui_elements.TextLabel import TextLabel
|
||||
|
||||
LABEL_COUNT = 10
|
||||
OFFSET = (50, 20)
|
||||
|
||||
|
||||
class LevelSelectionScreenManager(ScreenManager):
|
||||
def __init__(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager, main_loop,
|
||||
level_manager: LevelManager):
|
||||
super().__init__(sprite_manager, spritesheet_manager, main_loop)
|
||||
|
||||
self.level_manager = level_manager
|
||||
self.levels_by_theme = self.level_manager.get_levels_by_theme()
|
||||
self.themes = ['tutorial', 'cave', 'castle']
|
||||
|
||||
self.level_labels: list[TextLabel] = []
|
||||
|
||||
self.selected_theme = self.themes[0]
|
||||
|
||||
def select_next_theme(self, click: ClickEvent):
|
||||
if click.is_click_down(ClickEvent.CLICK_LEFT):
|
||||
index = (self.themes.index(self.selected_theme) + 1) % len(self.themes)
|
||||
self.select_theme(self.themes[index])
|
||||
|
||||
def select_prev_theme(self, click):
|
||||
if click.is_click_down(ClickEvent.CLICK_LEFT):
|
||||
index = self.themes.index(self.selected_theme) - 1
|
||||
if index < 0:
|
||||
index = len(self.themes) - 1
|
||||
self.select_theme(self.themes[index])
|
||||
|
||||
def select_level(self, click: ClickEvent, level: Level):
|
||||
if click.is_click_down(ClickEvent.CLICK_LEFT):
|
||||
self.main_loop.select_level(level)
|
||||
|
||||
def initialize(self):
|
||||
arrow_left = StaticSprite(self.spritesheet_manager.get_sheet('ui_arrow'))
|
||||
arrow_left.set_animation_state('left')
|
||||
arrow_left.position_scale = PositionScale((OFFSET[0], OFFSET[1]), (3, 3))
|
||||
arrow_left.add_click_listener(self.select_prev_theme)
|
||||
self.add_element(DrawLayers.UI, arrow_left)
|
||||
|
||||
arrow_right = StaticSprite(self.spritesheet_manager.get_sheet('ui_arrow'))
|
||||
arrow_right.set_animation_state('right')
|
||||
arrow_right.position_scale = PositionScale((OFFSET[0] + 50, OFFSET[1]), (3, 3))
|
||||
arrow_right.add_click_listener(self.select_next_theme)
|
||||
self.add_element(DrawLayers.UI, arrow_right)
|
||||
|
||||
for i in range(0, LABEL_COUNT):
|
||||
label = TextLabel(str(i), OFFSET[0] + 30, OFFSET[1] + 60 + i * 50, font_size=65)
|
||||
label.position_scale.scale = (0.5, 0.5)
|
||||
self.level_labels.append(label)
|
||||
self.add_element(DrawLayers.UI, label)
|
||||
|
||||
self.select_theme(self.selected_theme)
|
||||
|
||||
def select_theme(self, theme: str):
|
||||
self.selected_theme = theme
|
||||
|
||||
for label in self.level_labels:
|
||||
label.set_text('')
|
||||
label.click_listeners = []
|
||||
|
||||
for id, level in enumerate(self.levels_by_theme[self.selected_theme]):
|
||||
self.level_labels[id].set_text(level.name)
|
||||
self.level_labels[id].add_click_listener(lambda click: self.select_level(click, level))
|
||||
|
||||
def destroy(self):
|
||||
super().destroy()
|
|
@ -0,0 +1,16 @@
|
|||
from abc import abstractmethod
|
||||
|
||||
from level.selection.ScreenManager import ScreenManager
|
||||
from physics.SpriteManager import SpriteManager
|
||||
from sprite.SpritesheetManager import SpritesheetManager
|
||||
|
||||
|
||||
class MainMenuScreenManager(ScreenManager):
|
||||
def __init__(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager,main_loop):
|
||||
super().__init__(sprite_manager, spritesheet_manager, main_loop)
|
||||
|
||||
def initialize(self):
|
||||
pass
|
||||
|
||||
def destroy(self):
|
||||
super().destroy()
|
|
@ -0,0 +1,26 @@
|
|||
from abc import abstractmethod
|
||||
|
||||
from physics.SpriteManager import SpriteManager
|
||||
from sprite.SpritesheetManager import SpritesheetManager
|
||||
from ui_elements.UiElement import UiElement
|
||||
|
||||
|
||||
class ScreenManager:
|
||||
def __init__(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager, main_loop):
|
||||
self.sprite_manager = sprite_manager
|
||||
self.spritesheet_manager = spritesheet_manager
|
||||
self.main_loop = main_loop
|
||||
|
||||
self.elements: list[UiElement] = []
|
||||
|
||||
def add_element(self, layer: str, ui_element: UiElement):
|
||||
self.elements.append(ui_element)
|
||||
self.sprite_manager.add_ui_element(layer, ui_element)
|
||||
|
||||
@abstractmethod
|
||||
def initialize(self):
|
||||
pass
|
||||
|
||||
def destroy(self):
|
||||
for element in self.elements:
|
||||
self.sprite_manager.remove_ui_element(element)
|
247
project/main.py
|
@ -1,98 +1,126 @@
|
|||
import random
|
||||
from typing import Optional
|
||||
|
||||
import pygame
|
||||
|
||||
from level.Level import Level
|
||||
from level.LevelManager import LevelManager
|
||||
from level.elements.LoadedLevel import LoadedLevel
|
||||
from level.selection.LevelScreenManager import LevelScreenManager
|
||||
from level.selection.LevelSelectionScreenManager import LevelSelectionScreenManager
|
||||
from level.selection.MainMenuScreenManager import MainMenuScreenManager
|
||||
from level.selection.ScreenManager import ScreenManager
|
||||
from physics import ConstantsParser
|
||||
from physics.SpriteManager import SpriteManager, DrawLayers
|
||||
from physics.SpriteManager import SpriteManager
|
||||
from physics.TickData import TickData
|
||||
from physics.sprites.PlayerSprite import PlayerSprite
|
||||
from sprite.PositionScale import PositionScale
|
||||
from sprite.Sprite import Sprite
|
||||
from sprite.SpritesheetManager import SpritesheetManager
|
||||
from sprite.StaticSprite import StaticSprite
|
||||
from ui_elements.ClickEvent import ClickEvent
|
||||
from ui_elements.KeyManager import KeyManager
|
||||
from ui_elements.LevelMenu import LevelMenu
|
||||
from ui_elements.TextLabel import TextLabel
|
||||
|
||||
what_to_run = 'level'
|
||||
|
||||
WIDTH = 12 * 71 * 1.5
|
||||
HEIGHT = 12 * 40 * 1.5
|
||||
DEPRECATED_WIDTH = 12 * 71 * 1.5
|
||||
DEPRECATED_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))
|
||||
#test_background_tutorial = pygame.transform.scale(pygame.image.load('data/sprites/tutorial_bg.png'), (WIDTH, HEIGHT))
|
||||
test_background_castle = pygame.transform.scale(pygame.image.load('data/sprites/castle_bg.png'),
|
||||
(DEPRECATED_WIDTH, DEPRECATED_HEIGHT))
|
||||
|
||||
|
||||
# test_background_castle = pygame.transform.scale(pygame.image.load('data/sprites/cave_bg.png'), (DEPRECATED_WIDTH, DEPRECATED_WIDTH))
|
||||
# test_background_tutorial = pygame.transform.scale(pygame.image.load('data/sprites/tutorial_bg.png'), (DEPRECATED_WIDTH, DEPRECATED_WIDTH))
|
||||
|
||||
def apply_frame_rate(number: float):
|
||||
|
||||
def apply_frame_rate(number: float, frame_rate: float = 30):
|
||||
"""
|
||||
this function calculates a factor that will be multiplied with the
|
||||
physics of the game to provide a constant speed
|
||||
:param frame_rate: the frame rate of the game
|
||||
:param number: The number to scale by the factor
|
||||
:return: The scaled number
|
||||
"""
|
||||
return number / (frame_rate / 30)
|
||||
|
||||
|
||||
if what_to_run == 'menu':
|
||||
screen_transform = PositionScale((0, 0), (1.5, 1.5))
|
||||
class MainLoop:
|
||||
def __init__(self):
|
||||
self.GAME_STATE_MENU = 'main_menu'
|
||||
self.GAME_STATE_LEVEL_SELECTION = 'level_selection'
|
||||
self.GAME_STATE_LEVEL = 'level'
|
||||
|
||||
screen_height = 12 * 40 * 1.5
|
||||
screen_width = 12 * 71 * 1.5
|
||||
self.screen_transform: PositionScale = PositionScale((0, 0), (1.5, 1.5))
|
||||
self.window_size: tuple[float, float] = (1, 1)
|
||||
|
||||
pygame.init()
|
||||
screen = pygame.display.set_mode((screen_width, screen_height))
|
||||
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()
|
||||
self.update_position_scale(self.screen_transform)
|
||||
|
||||
parsed_levels_manager = LevelManager('data/levels')
|
||||
parsed_levels_manager.load_from_config('data/levels/levels.json')
|
||||
self.screen = self.screen
|
||||
self.clock = pygame.time.Clock()
|
||||
self.frame_rate = 30
|
||||
|
||||
generated_level = LoadedLevel(sprite_manager, spritesheet_manager)
|
||||
self.spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json")
|
||||
self.sprite_manager = SpriteManager()
|
||||
self.key_manager = KeyManager()
|
||||
|
||||
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
|
||||
self.parsed_levels_manager = LevelManager('data/levels')
|
||||
self.parsed_levels_manager.load_from_config('data/levels/levels.json')
|
||||
|
||||
self.screen_manager: Optional[ScreenManager] = None
|
||||
self.game_state = self.GAME_STATE_MENU
|
||||
self.set_game_state(self.GAME_STATE_LEVEL_SELECTION)
|
||||
|
||||
def load_next_level(selected_level):
|
||||
global show_menu
|
||||
generated_level.destroy_level()
|
||||
generated_level.load_level(selected_level)
|
||||
destroy_menu()
|
||||
show_menu = False
|
||||
def update_position_scale(self, position_scale: PositionScale):
|
||||
self.screen_transform = position_scale
|
||||
self.window_size = (
|
||||
self.screen_transform.scale[0] * ConstantsParser.CONFIG.block_size[0] *
|
||||
ConstantsParser.CONFIG.level_size[0],
|
||||
self.screen_transform.scale[1] * ConstantsParser.CONFIG.block_size[1] *
|
||||
ConstantsParser.CONFIG.level_size[1]
|
||||
)
|
||||
|
||||
self.screen = pygame.display.set_mode((self.window_size[0], self.window_size[1]))
|
||||
|
||||
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)
|
||||
sprite_manager.remove_ui_element(level_menu.background)
|
||||
def select_level(self, level: Level):
|
||||
print(level.name)
|
||||
self.set_game_state(self.GAME_STATE_LEVEL)
|
||||
|
||||
def set_game_state(self, game_state: str):
|
||||
self.game_state = game_state
|
||||
|
||||
level_menu.level_select_listener = lambda selected_level: load_next_level(selected_level)
|
||||
if self.screen_manager is not None:
|
||||
self.screen_manager.destroy()
|
||||
|
||||
if self.game_state == self.GAME_STATE_MENU:
|
||||
self.screen_manager = MainMenuScreenManager(
|
||||
self.sprite_manager, self.spritesheet_manager, self
|
||||
)
|
||||
elif self.game_state == self.GAME_STATE_LEVEL:
|
||||
self.screen_manager = LevelScreenManager(
|
||||
self.sprite_manager, self.spritesheet_manager, self
|
||||
)
|
||||
elif self.game_state == self.GAME_STATE_LEVEL_SELECTION:
|
||||
self.screen_manager = LevelSelectionScreenManager(
|
||||
self.sprite_manager, self.spritesheet_manager, self, self.parsed_levels_manager
|
||||
)
|
||||
else:
|
||||
print('Invalid game state', self.game_state)
|
||||
|
||||
if self.screen_manager is not None:
|
||||
self.screen_manager.initialize()
|
||||
|
||||
def main_loop(self):
|
||||
while True:
|
||||
clock.tick(frame_rate)
|
||||
self.clock.tick(self.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)
|
||||
self.key_manager.update_key_events(pygame_events)
|
||||
click_events: list[ClickEvent] = ClickEvent.create_events(pygame_events, self.screen_transform)
|
||||
|
||||
for event in click_events:
|
||||
for layer in sprite_manager.layers:
|
||||
for sprite in sprite_manager.layers[layer]:
|
||||
for layer in self.sprite_manager.layers:
|
||||
for sprite in self.sprite_manager.layers[layer]:
|
||||
if sprite.get_bounding_box().contains_point(event.world_position):
|
||||
sprite.click(event)
|
||||
|
||||
|
@ -100,122 +128,19 @@ if what_to_run == 'menu':
|
|||
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
|
||||
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)
|
||||
|
||||
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)
|
||||
self.screen.fill((0, 0, 0))
|
||||
self.sprite_manager.tick(
|
||||
TickData(apply_frame_rate(1, self.frame_rate),
|
||||
pygame_events,
|
||||
self.key_manager,
|
||||
click_events,
|
||||
self.screen_transform)
|
||||
)
|
||||
self.sprite_manager.draw(self.screen, self.screen_transform)
|
||||
|
||||
pygame.display.update()
|
||||
|
||||
elif what_to_run == 'level':
|
||||
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],
|
||||
12 * ConstantsParser.CONFIG.level_size[1] * screen_transform.scale[1]),
|
||||
flags=pygame.HWSURFACE | pygame.DOUBLEBUF,
|
||||
vsync=1,
|
||||
depth=1)
|
||||
|
||||
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)
|
||||
generated_level.load_level(parsed_levels_manager.levels[9])
|
||||
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)
|
||||
|
||||
calculated_frame_rate_text = TextLabel("0 FPS", 2, 2, 70, alignment="left")
|
||||
calculated_frame_rate_text.position_scale.scale = (0.3, 0.3)
|
||||
sprite_manager.add_ui_element(DrawLayers.UI, calculated_frame_rate_text)
|
||||
|
||||
left_sprite = None
|
||||
right_sprite = None
|
||||
|
||||
while True:
|
||||
clock.tick(frame_rate)
|
||||
|
||||
calculated_frame_rate_text.text = f"{round(clock.get_fps())} FPS"
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
screen.fill((0, 0, 0))
|
||||
# Playground to test background on any level
|
||||
screen.blit(test_background_castle, (0, 0))
|
||||
|
||||
sprite_manager.tick(TickData(apply_frame_rate(1), pygame_events, key_manager, click_events, screen_transform))
|
||||
sprite_manager.draw(screen, screen_transform)
|
||||
pygame.display.update()
|
||||
|
||||
|
||||
elif what_to_run == 'textlabel':
|
||||
screen_transform = PositionScale((0, 0), (4, 4))
|
||||
|
||||
pygame.init()
|
||||
screen = pygame.display.set_mode((800, 800))
|
||||
pygame.display.set_caption("PM GAME")
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
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
|
||||
|
||||
while True:
|
||||
clock.tick(5)
|
||||
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
pygame.quit()
|
||||
|
||||
screen.fill((0, 0, 110))
|
||||
|
||||
test1.draw(screen, screen_transform)
|
||||
test2.draw(screen, screen_transform)
|
||||
test3.draw(screen, screen_transform)
|
||||
|
||||
pygame.display.update()
|
||||
main_loop: MainLoop = MainLoop()
|
||||
main_loop.main_loop()
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
import math
|
||||
|
||||
import pygame
|
||||
|
||||
|
||||
class BoundingBox:
|
||||
def __init__(self, x, y, width, height):
|
||||
|
@ -46,3 +48,6 @@ class BoundingBox:
|
|||
"""
|
||||
return self.x < bounding_box.x + bounding_box.width and self.x + self.width > bounding_box.x and \
|
||||
self.y < bounding_box.y + bounding_box.height and self.y + self.height > bounding_box.y
|
||||
|
||||
def get_rect(self) -> pygame.Rect:
|
||||
return pygame.Rect(self.x, self.y, self.width, self.height)
|
||||
|
|
|
@ -8,24 +8,26 @@ from sprite.BoundingBox import BoundingBox
|
|||
from ui_elements.UiElement import UiElement
|
||||
|
||||
|
||||
class Background(UiElement):
|
||||
class ColoredRectangleUiElement(UiElement):
|
||||
|
||||
def __init__(self, x_pos: float, y_pos: float, width: float, height: float, color: tuple):
|
||||
def __init__(self, width: float, height: float, color: tuple):
|
||||
super().__init__()
|
||||
self.x_pos = x_pos
|
||||
self.y_pos = y_pos
|
||||
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.color = color
|
||||
|
||||
def tick(self, tick_data: TickData):
|
||||
pass
|
||||
|
||||
def render_sprite_image(self) -> Optional[Surface]:
|
||||
bounding_box = self.get_bounding_box()
|
||||
background_rect = bounding_box.get_rect()
|
||||
|
||||
surface = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
|
||||
background_rect = pygame.Rect(self.x_pos, self.y_pos, self.width, self.height)
|
||||
pygame.draw.rect(surface, self.color, background_rect)
|
||||
return surface
|
||||
|
||||
def get_bounding_box(self) -> BoundingBox:
|
||||
return BoundingBox(-1, -1, 0, 0)
|
||||
return BoundingBox(self.position_scale.position[0], self.position_scale.position[1],
|
||||
self.width, self.height)
|
||||
|
||||
def tick(self, tick_data: TickData):
|
||||
pass
|