started implementing level creation logic
parent
65c8a17543
commit
a3a09f2c11
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@ -19,7 +19,7 @@ class Level:
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tiles.append([])
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for item_number, item in enumerate(line):
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if item_number <= LEVEL_SIZE[0]:
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tiles[line_number].append({'tile': item})
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tiles[line_number].append({'name': item})
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else:
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print('Level is too wide:', item_number, '>', LEVEL_SIZE[0])
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break
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@ -6,9 +6,51 @@ DYNAMIC = 'dynamic'
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class LevelElementSymbols:
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SOLID_BLOCK = {
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'symbol': '#',
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'type': STATIC
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'type': STATIC,
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'sprite_id': '_block'
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}
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SOLID_BLOCK_LEFT = {
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'type': STATIC,
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'sprite_id': '_block_left'
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}
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SOLID_BLOCK_RIGHT = {
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'type': STATIC,
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'sprite_id': '_block_right'
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}
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AIR = {
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'symbol': '',
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'type': STATIC
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'type': STATIC,
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'sprite_id': '_air'
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}
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GATE = {
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'type':STATIC,
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'sprite_id': '_gate'
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}
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GOAL_DOOR = {
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'type':STATIC,
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'sprite_id': '_goal_door'
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}
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SMALL_SPIKE = {
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'type': STATIC,
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'sprite_id': '_small_spike'
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}
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LEVER = {
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'type':STATIC,
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'sprite_id': '_lever'
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}
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PLAYER = {
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'type': DYNAMIC,
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'sprite_id': '_player'
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}
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dict = {
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'#': SOLID_BLOCK,
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'l': SOLID_BLOCK_RIGHT,
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'r': SOLID_BLOCK_LEFT,
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'': AIR,
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'g': GATE,
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'd': GOAL_DOOR,
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'x': SMALL_SPIKE,
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'h': LEVER,
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'P': PLAYER
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}
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@ -1,5 +1,7 @@
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from level.elements.LevelElement import LevelElement
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from sprite.StaticSprite import StaticSprite
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class BlockElement(LevelElement):
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pass
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def __init__(self, x_position : int, y_position : int, sprite : StaticSprite):
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super().__init__(x_position, y_position, sprite)
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@ -0,0 +1,9 @@
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from LevelElement import LevelElement
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from sprite.StaticSprite import StaticSprite
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class InteractableElement(LevelElement):
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def __init__(self, x_position : int, y_position : int, sprite : StaticSprite, block_id : str, requires : list[str]):
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super().__init__(x_position, y_position, sprite)
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self.block_id = block_id
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self.requires = requires
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@ -1,2 +1,9 @@
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from sprite.StaticSprite import StaticSprite
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class LevelElement:
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pass
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def __init__(self,x_position : int, y_position : int, sprite : StaticSprite):
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self.x_position = x_position
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self.y_position = y_position
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self.sprite = sprite
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@ -1,23 +1,39 @@
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from level.Level import Level
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from level.LevelElementSymbols import LevelElementSymbols
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from level.elements.BlockElement import BlockElement
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from level.elements.InteractableElement import InteractableElement
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from physics.SpriteManager import SpriteManager, DrawLayers
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from sprite.SpritesheetManager import SpritesheetManager
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from sprite.StaticSprite import StaticSprite
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BLOCK_SIZE = (16, 16)
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BLOCK_SIZE = (12, 12)
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class LoadedLevel:
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def __init__(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager):
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self.sprite_manager = sprite_manager
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self.spritesheet_manager = spritesheet_manager
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self.blocks = []
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def load_level(self, level: Level):
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for row in level.tiles:
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for tile in row:
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pass
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for row_number, row in enumerate(level.tiles):
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self.blocks.append([])
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for tile_number, tile in enumerate(row):
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x_position = row_number * BLOCK_SIZE[0]
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y_position = tile_number * BLOCK_SIZE[1]
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if LevelElementSymbols.dict[tile] != LevelElementSymbols.PLAYER and LevelElementSymbols.dict[tile] != LevelElementSymbols.AIR:
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sprite = StaticSprite(self.spritesheet_manager.get_sheet(level.theme + LevelElementSymbols.dict[tile]['sprite_id']))
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sprite.position_scale.position = (x_position, y_position)
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sprite.set_animation_state('1')
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self.sprite_manager.add_ui_element(DrawLayers.OBJECTS, sprite)
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if(tile['id'] is None):
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self.blocks[row_number].append(BlockElement(x_position, y_position, sprite))
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else:
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self.blocks[row_number].append(InteractableElement(x_position, y_position, sprite,tile['id'], tile['requirements']))
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sprite = StaticSprite(self.spritesheet_manager.get_sheet('test_1'))
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sprite.position_scale.position = (1, 1)
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sprite.set_animation_state('idle')
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self.sprite_manager.add_ui_element(DrawLayers.OBJECTS, None)
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def destroy_level(self):
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del self.blocks
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