started implementing level creation logic

main
Stephan Halder 2023-03-26 14:12:46 +02:00
parent 65c8a17543
commit a3a09f2c11
6 changed files with 92 additions and 16 deletions

View File

@ -19,7 +19,7 @@ class Level:
tiles.append([])
for item_number, item in enumerate(line):
if item_number <= LEVEL_SIZE[0]:
tiles[line_number].append({'tile': item})
tiles[line_number].append({'name': item})
else:
print('Level is too wide:', item_number, '>', LEVEL_SIZE[0])
break

View File

@ -6,9 +6,51 @@ DYNAMIC = 'dynamic'
class LevelElementSymbols:
SOLID_BLOCK = {
'symbol': '#',
'type': STATIC
'type': STATIC,
'sprite_id': '_block'
}
SOLID_BLOCK_LEFT = {
'type': STATIC,
'sprite_id': '_block_left'
}
SOLID_BLOCK_RIGHT = {
'type': STATIC,
'sprite_id': '_block_right'
}
AIR = {
'symbol': '',
'type': STATIC
'type': STATIC,
'sprite_id': '_air'
}
GATE = {
'type':STATIC,
'sprite_id': '_gate'
}
GOAL_DOOR = {
'type':STATIC,
'sprite_id': '_goal_door'
}
SMALL_SPIKE = {
'type': STATIC,
'sprite_id': '_small_spike'
}
LEVER = {
'type':STATIC,
'sprite_id': '_lever'
}
PLAYER = {
'type': DYNAMIC,
'sprite_id': '_player'
}
dict = {
'#': SOLID_BLOCK,
'l': SOLID_BLOCK_RIGHT,
'r': SOLID_BLOCK_LEFT,
'': AIR,
'g': GATE,
'd': GOAL_DOOR,
'x': SMALL_SPIKE,
'h': LEVER,
'P': PLAYER
}

View File

@ -1,5 +1,7 @@
from level.elements.LevelElement import LevelElement
from sprite.StaticSprite import StaticSprite
class BlockElement(LevelElement):
pass
def __init__(self, x_position : int, y_position : int, sprite : StaticSprite):
super().__init__(x_position, y_position, sprite)

View File

@ -0,0 +1,9 @@
from LevelElement import LevelElement
from sprite.StaticSprite import StaticSprite
class InteractableElement(LevelElement):
def __init__(self, x_position : int, y_position : int, sprite : StaticSprite, block_id : str, requires : list[str]):
super().__init__(x_position, y_position, sprite)
self.block_id = block_id
self.requires = requires

View File

@ -1,2 +1,9 @@
from sprite.StaticSprite import StaticSprite
class LevelElement:
pass
def __init__(self,x_position : int, y_position : int, sprite : StaticSprite):
self.x_position = x_position
self.y_position = y_position
self.sprite = sprite

View File

@ -1,23 +1,39 @@
from level.Level import Level
from level.LevelElementSymbols import LevelElementSymbols
from level.elements.BlockElement import BlockElement
from level.elements.InteractableElement import InteractableElement
from physics.SpriteManager import SpriteManager, DrawLayers
from sprite.SpritesheetManager import SpritesheetManager
from sprite.StaticSprite import StaticSprite
BLOCK_SIZE = (16, 16)
BLOCK_SIZE = (12, 12)
class LoadedLevel:
def __init__(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager):
self.sprite_manager = sprite_manager
self.spritesheet_manager = spritesheet_manager
self.blocks = []
def load_level(self, level: Level):
for row in level.tiles:
for tile in row:
pass
for row_number, row in enumerate(level.tiles):
self.blocks.append([])
for tile_number, tile in enumerate(row):
x_position = row_number * BLOCK_SIZE[0]
y_position = tile_number * BLOCK_SIZE[1]
if LevelElementSymbols.dict[tile] != LevelElementSymbols.PLAYER and LevelElementSymbols.dict[tile] != LevelElementSymbols.AIR:
sprite = StaticSprite(self.spritesheet_manager.get_sheet(level.theme + LevelElementSymbols.dict[tile]['sprite_id']))
sprite.position_scale.position = (x_position, y_position)
sprite.set_animation_state('1')
self.sprite_manager.add_ui_element(DrawLayers.OBJECTS, sprite)
if(tile['id'] is None):
self.blocks[row_number].append(BlockElement(x_position, y_position, sprite))
else:
self.blocks[row_number].append(InteractableElement(x_position, y_position, sprite,tile['id'], tile['requirements']))
sprite = StaticSprite(self.spritesheet_manager.get_sheet('test_1'))
sprite.position_scale.position = (1, 1)
sprite.set_animation_state('idle')
self.sprite_manager.add_ui_element(DrawLayers.OBJECTS, None)
def destroy_level(self):
del self.blocks