Pushed main changes
parent
cd8fa05c41
commit
7f6e37d8bc
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@ -5,13 +5,13 @@ import pygame
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from level.LevelManager import LevelManager
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from level.LevelManager import LevelManager
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from physics.SpriteManager import SpriteManager, DrawLayers
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from physics.SpriteManager import SpriteManager, DrawLayers
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from physics.TickData import TickData
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from physics.TickData import TickData
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from sprite.DynamicSprite import DynamicSprite
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from physics.controllers.PlayerSprite import PlayerSprite
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from sprite.PositionScale import PositionScale
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from sprite.PositionScale import PositionScale
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from sprite.SpritesheetManager import SpritesheetManager
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from sprite.SpritesheetManager import SpritesheetManager
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from sprite.Sprite import Sprite
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from sprite.Sprite import Sprite
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from sprite.StaticSprite import StaticSprite
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from sprite.StaticSprite import StaticSprite
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from ui_elements.ClickEvent import ClickEvent
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from ui_elements.ClickEvent import ClickEvent
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from ui_elements.KeyEvent import KeyEvent
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from ui_elements.KeyManager import KeyManager
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from ui_elements.TextLabel import TextLabel
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from ui_elements.TextLabel import TextLabel
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what_to_run = 'physics'
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what_to_run = 'physics'
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@ -45,33 +45,57 @@ elif what_to_run == 'physics':
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frame_rate = 59.52
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frame_rate = 59.52
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spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json")
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spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json")
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sprite_manager = SpriteManager()
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sprite_manager = SpriteManager()
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key_manager = KeyManager()
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test_1_sprite = DynamicSprite(spritesheet_manager.get_sheet("test_1"))
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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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# test_1_sprite.position_scale = PositionScale((10, -100), (1, 1))
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sprite_manager.add_ui_element(DrawLayers.OBJECTS, test_1_sprite)
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# sprite_manager.add_ui_element(DrawLayers.OBJECTS, test_1_sprite)
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test_3_sprite = DynamicSprite(spritesheet_manager.get_sheet("test_1"))
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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.position_scale = PositionScale((130, 100), (1, 1))
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test_3_sprite.motion = (-9, -10)
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# test_3_sprite.motion = (-9, -10)
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sprite_manager.add_ui_element(DrawLayers.OBJECTS, test_3_sprite)
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# sprite_manager.add_ui_element(DrawLayers.OBJECTS, test_3_sprite)
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test_2_sprite = StaticSprite(spritesheet_manager.get_sheet("test_1"))
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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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# test_2_sprite.position_scale = PositionScale((10, 80), (1, 1))
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sprite_manager.add_ui_element(DrawLayers.OBJECTS, test_2_sprite)
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# sprite_manager.add_ui_element(DrawLayers.OBJECTS, test_2_sprite)
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text_1 = TextLabel("Frame: 0", 10, 110, 50, alignment="left")
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for x in range(0, 8):
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floor_sprite = StaticSprite(spritesheet_manager.get_sheet("test_1"))
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floor_sprite.position_scale = PositionScale((x * 16, 100), (1, 1))
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sprite_manager.add_ui_element(DrawLayers.OBJECTS, floor_sprite)
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for x in range(0, 8):
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floor_sprite = StaticSprite(spritesheet_manager.get_sheet("test_1"))
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floor_sprite.position_scale = PositionScale((x * 16, 0), (1, 1))
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sprite_manager.add_ui_element(DrawLayers.OBJECTS, floor_sprite)
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for x in range(0, 6):
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floor_sprite = StaticSprite(spritesheet_manager.get_sheet("test_1"))
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floor_sprite.position_scale = PositionScale((0, x * 16), (1, 1))
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sprite_manager.add_ui_element(DrawLayers.OBJECTS, floor_sprite)
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for x in range(0, 6):
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floor_sprite = StaticSprite(spritesheet_manager.get_sheet("test_1"))
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floor_sprite.position_scale = PositionScale((130, x * 16), (1, 1))
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sprite_manager.add_ui_element(DrawLayers.OBJECTS, floor_sprite)
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ghost_character = PlayerSprite(spritesheet_manager.get_sheet("ghost_character"))
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ghost_character.position_scale = PositionScale((90, 50), (1, 1))
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sprite_manager.add_ui_element(DrawLayers.OBJECTS, ghost_character)
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text_1 = TextLabel("Frame: 0", 2, 110, 50, alignment="left")
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text_1.position_scale.scale = (0.1, 0.1)
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text_1.position_scale.scale = (0.1, 0.1)
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sprite_manager.add_ui_element(DrawLayers.UI, text_1)
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sprite_manager.add_ui_element(DrawLayers.UI, text_1)
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counter = 0
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ghost_character.debug_label = text_1
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frame_counter = 0
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while True:
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while True:
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clock.tick(frame_rate)
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clock.tick(frame_rate)
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skip = True
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skip = False
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pygame_events: list[pygame.event.Event] = pygame.event.get()
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pygame_events: list[pygame.event.Event] = pygame.event.get()
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key_events: list[KeyEvent] = KeyEvent.create_events(pygame_events)
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key_manager.update_key_events(pygame_events)
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click_events: list[ClickEvent] = ClickEvent.create_events(pygame_events, screen_transform)
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click_events: list[ClickEvent] = ClickEvent.create_events(pygame_events, screen_transform)
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for event in pygame_events:
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for event in pygame_events:
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@ -79,18 +103,17 @@ elif what_to_run == 'physics':
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pygame.quit()
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pygame.quit()
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quit()
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quit()
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for key_event in key_events:
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if key_manager.is_keymap_down(KeyManager.KEY_RIGHT):
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if key_event.is_keymap_down(KeyEvent.KEY_RIGHT):
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skip = False
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skip = False
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if skip:
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if skip:
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continue
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continue
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counter += 1
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frame_counter += 1
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text_1.set_text(f"Frame: {counter}")
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# text_1.set_text(f"Frame: {frame_counter}")
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screen.fill((0, 0, 0))
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screen.fill((0, 0, 0))
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sprite_manager.tick(TickData(apply_frame_rate(1), pygame_events, key_events, click_events, screen_transform))
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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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sprite_manager.draw(screen, screen_transform)
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pygame.display.update()
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pygame.display.update()
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