Optimization on level loading
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48c8163609
commit
44d3ab01bf
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Before Width: | Height: | Size: 4.8 KiB After Width: | Height: | Size: 2.2 KiB |
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@ -29,8 +29,10 @@ class LoadedLevel:
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def load_level(self, level: Level):
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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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world_position = (tile_number, row_number)
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position = (tile_number * ConstantsParser.CONFIG.block_size[0],
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row_number * ConstantsParser.CONFIG.block_size[1])
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tile['world_position'] = world_position
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tile['position'] = position
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name = tile['name']
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@ -47,6 +49,28 @@ class LoadedLevel:
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self.sprite_manager.add_ui_element(DrawLayers.OBJECTS, element)
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element.load(self.sprite_manager, self.spritesheet_manager, level)
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if isinstance(element, SimpleBlockLevelElement):
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if self.is_surrounded_by_blocks(world_position, level.tiles):
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element.is_collider = False
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# self.sprite_manager.remove_ui_element(element)
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def is_surrounded_by_blocks(self, position, tiles):
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for i in range(-1, 2):
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for j in range(-1, 2):
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if i == 0 and j == 0:
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continue
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if position[0] + i < 0 or position[0] + i >= len(tiles[0]):
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continue
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if position[1] + j < 0 or position[1] + j >= len(tiles):
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continue
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tile = tiles[position[1] + j][position[0] + i]
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if not tile['name'] in ['#', '+', '-', 'l', 'r', '~', '|']:
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return False
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return True
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def destroy_level(self):
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for block in self.blocks:
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self.sprite_manager.remove_ui_element(block)
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@ -3,13 +3,11 @@ from physics.TickData import TickData
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from sprite.DynamicSprite import DynamicSprite
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from sprite.Spritesheet import Spritesheet
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from ui_elements.KeyManager import KeyManager
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from ui_elements.TextLabel import TextLabel
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class PlayerSprite(DynamicSprite):
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def __init__(self, spritesheet: Spritesheet):
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super().__init__(spritesheet)
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self.cheat_fly = False
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self.jump_time = -1
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self.allowed_jump_time = 12
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@ -33,7 +31,6 @@ class PlayerSprite(DynamicSprite):
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if self.motion[0] > -self.max_motion_horizontal_via_input:
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self.motion = (self.motion[0] - self.acceleration_horizontal, self.motion[1])
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if not self.cheat_fly:
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if tick_data.key_manager.is_keymap_down(KeyManager.KEY_UP):
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if self.jump_time < 0 and self.get_collides_with_direction(CollisionDirection.BOTTOM):
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self.jump_time = self.allowed_jump_time
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@ -42,8 +39,3 @@ class PlayerSprite(DynamicSprite):
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self.motion = (self.motion[0], self.motion[1] - 0.5)
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if self.jump_time >= 0:
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self.jump_time -= 1
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else:
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if tick_data.key_manager.is_keymap_down(KeyManager.KEY_UP):
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self.motion = (self.motion[0], self.motion[1] - 2)
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if tick_data.key_manager.is_keymap_down(KeyManager.KEY_DOWN):
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self.motion = (self.motion[0], self.motion[1] + 2)
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