Initial button logic
parent
f25bc0112c
commit
ac0b8dc2f5
|
@ -26,7 +26,7 @@
|
|||
#,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,#
|
||||
#,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,#
|
||||
#,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,#
|
||||
#,,,,,,,,,,,,,,,,P,,,,,,,,,,,,,,,,,,,,,,,,,,x,x,x,x,x,x,x,x,x,,,,,,,,,,,,,,,,,D,,,#
|
||||
#,,,,,,,,,,P,,,,,,P,,,,,,,,,,,,,,,,,,,,,,,,,,x,x,x,x,x,x,x,x,x,,,,,,,,,,,,,,,,,D,,,#
|
||||
#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,r,,,,,,,,,,,l,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#
|
||||
#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,r,,,,,,,,,,,,,,l,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#
|
||||
#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,r,,,,,,,,,,,,,,l,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#
|
||||
|
@ -40,4 +40,5 @@
|
|||
#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,r,,,,,,,,,,,,,,l,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#
|
||||
#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,r,,,,,,,,,,,,,,l,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#
|
||||
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
|
||||
16,28,id=HEBEL,emitter_state=false,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
|
||||
16,28,id=HEBEL,emitter_state=false,debug=1,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
|
||||
10,28,id=HEBEL,emitter_state=false,debug=2,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
|
|
|
@ -28,20 +28,18 @@ class Level:
|
|||
elif line[0] != '':
|
||||
x = int(line[0])
|
||||
y = int(line[1])
|
||||
tile = tiles[x][y]
|
||||
tile = tiles[y][x]
|
||||
|
||||
for i in range(2, len(line)):
|
||||
if line[i] == '':
|
||||
break
|
||||
continue
|
||||
|
||||
split_item = line[i].split('=')
|
||||
if split_item[0] == 'id':
|
||||
if split_item[0] in ['id', 'emitter_state', 'debug']:
|
||||
tile[split_item[0]] = split_item[1]
|
||||
elif split_item[0] == 'requires':
|
||||
tile[split_item[0]] = split_item[1].split(';')
|
||||
elif split_item[0] == 'emitter_state':
|
||||
tile[split_item[0]] = split_item[1].split(';')
|
||||
else:
|
||||
raise ValueError('Incorrect attribute name: ' + split_item[0])
|
||||
tiles[x][y] = tile
|
||||
tiles[y][x] = tile
|
||||
return tiles
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
from level.Level import Level
|
||||
from level.elements.InputLevelElement import InputLevelElement
|
||||
from physics.CollisionDirection import CollisionDirection
|
||||
from physics.SpriteManager import SpriteManager
|
||||
from physics.TickData import TickData
|
||||
from sprite.SpritesheetManager import SpritesheetManager
|
||||
|
@ -7,6 +8,10 @@ from sprite.SpritesheetManager import SpritesheetManager
|
|||
|
||||
class ButtonInputLevelElement(InputLevelElement):
|
||||
|
||||
def __init__(self, tile: dict, level: Level):
|
||||
super().__init__(tile, level)
|
||||
self.is_currently_stood_on = False
|
||||
|
||||
def load(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager, level: Level):
|
||||
self.spritesheet = spritesheet_manager.get_sheet('pressureplate')
|
||||
self.set_animation_state('on' if self.emitter_state else 'off')
|
||||
|
@ -15,5 +20,26 @@ class ButtonInputLevelElement(InputLevelElement):
|
|||
def tick(self, tick_data: TickData):
|
||||
super().tick(tick_data)
|
||||
|
||||
collisions = self.get_collides_with()
|
||||
# print(collisions)
|
||||
collisions = self.get_collides_with_direction(CollisionDirection.TOP)
|
||||
|
||||
# debug 1: only activate when player is standing on it
|
||||
if self.tile['debug'] == '1':
|
||||
if collisions and not self.is_currently_stood_on:
|
||||
self.is_currently_stood_on = True
|
||||
self.set_active(True)
|
||||
elif not collisions and self.is_currently_stood_on:
|
||||
self.is_currently_stood_on = False
|
||||
self.set_active(False)
|
||||
|
||||
# debug 2: toggle active state when player is standing on it
|
||||
elif self.tile['debug'] == '2':
|
||||
if collisions and not self.is_currently_stood_on:
|
||||
self.is_currently_stood_on = True
|
||||
self.set_active(not self.emitter_state)
|
||||
elif not collisions and self.is_currently_stood_on:
|
||||
self.is_currently_stood_on = False
|
||||
|
||||
def set_active(self, active: bool):
|
||||
self.emitter_state = active
|
||||
self.set_animation_state('on' if self.emitter_state else 'off')
|
||||
|
||||
|
|
|
@ -15,8 +15,8 @@ TILES = {
|
|||
'~': SimpleBlockLevelElement,
|
||||
'|': SimpleBlockLevelElement,
|
||||
|
||||
'P': ButtonInputLevelElement,
|
||||
'L': ButtonInputLevelElement, # TODO
|
||||
'P': ButtonInputLevelElement
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -55,8 +55,6 @@ if what_to_run == 'level':
|
|||
text_1.position_scale.scale = (0.3, 0.3)
|
||||
sprite_manager.add_ui_element(DrawLayers.UI, text_1)
|
||||
|
||||
ghost_character.debug_label = text_1
|
||||
|
||||
while True:
|
||||
clock.tick(frame_rate)
|
||||
|
||||
|
|
|
@ -60,7 +60,6 @@ class PhysicsElementsHandler:
|
|||
|
||||
collides_with_last = None
|
||||
collided = [False, False]
|
||||
sprite.reset_collides_with()
|
||||
|
||||
for i in range(motion_steps):
|
||||
if not collided[0]:
|
||||
|
@ -77,10 +76,16 @@ class PhysicsElementsHandler:
|
|||
)
|
||||
|
||||
if sprite.motion[0] > 0:
|
||||
sprite.add_collides_with(CollisionDirection(CollisionDirection.RIGHT, sprite, collides_with))
|
||||
sprite.add_collides_with(
|
||||
CollisionDirection(CollisionDirection.RIGHT, sprite, collides_with))
|
||||
collides_with.add_collides_with(
|
||||
CollisionDirection(CollisionDirection.LEFT, collides_with, sprite))
|
||||
|
||||
if sprite.motion[0] < 0:
|
||||
sprite.add_collides_with(CollisionDirection(CollisionDirection.LEFT, sprite, collides_with))
|
||||
sprite.add_collides_with(
|
||||
CollisionDirection(CollisionDirection.LEFT, sprite, collides_with))
|
||||
collides_with.add_collides_with(
|
||||
CollisionDirection(CollisionDirection.RIGHT, collides_with, sprite))
|
||||
|
||||
sprite.motion = (0, sprite.motion[1])
|
||||
|
||||
|
@ -101,10 +106,16 @@ class PhysicsElementsHandler:
|
|||
)
|
||||
|
||||
if sprite.motion[1] > 0:
|
||||
sprite.add_collides_with(CollisionDirection(CollisionDirection.BOTTOM, sprite, collides_with))
|
||||
sprite.add_collides_with(
|
||||
CollisionDirection(CollisionDirection.BOTTOM, sprite, collides_with))
|
||||
collides_with.add_collides_with(
|
||||
CollisionDirection(CollisionDirection.TOP, collides_with, sprite))
|
||||
|
||||
if sprite.motion[1] < 0:
|
||||
sprite.add_collides_with(CollisionDirection(CollisionDirection.TOP, sprite, collides_with))
|
||||
sprite.add_collides_with(
|
||||
CollisionDirection(CollisionDirection.TOP, sprite, collides_with))
|
||||
collides_with.add_collides_with(
|
||||
CollisionDirection(CollisionDirection.BOTTOM, collides_with, sprite))
|
||||
|
||||
sprite.motion = (sprite.motion[0], 0)
|
||||
|
||||
|
|
|
@ -9,7 +9,7 @@ from ui_elements.TextLabel import TextLabel
|
|||
class PlayerSprite(DynamicSprite):
|
||||
def __init__(self, spritesheet: Spritesheet):
|
||||
super().__init__(spritesheet)
|
||||
self.debug_label = TextLabel('', -1, -1)
|
||||
self.cheat_fly = False
|
||||
|
||||
self.jump_time = -1
|
||||
self.allowed_jump_time = 12
|
||||
|
@ -33,6 +33,7 @@ class PlayerSprite(DynamicSprite):
|
|||
if self.motion[0] > -self.max_motion_horizontal_via_input:
|
||||
self.motion = (self.motion[0] - self.acceleration_horizontal, self.motion[1])
|
||||
|
||||
if not self.cheat_fly:
|
||||
if tick_data.key_manager.is_keymap_down(KeyManager.KEY_UP):
|
||||
if self.jump_time < 0 and self.get_collides_with_direction(CollisionDirection.BOTTOM):
|
||||
self.jump_time = self.allowed_jump_time
|
||||
|
@ -41,5 +42,8 @@ class PlayerSprite(DynamicSprite):
|
|||
self.motion = (self.motion[0], self.motion[1] - 0.5)
|
||||
if self.jump_time >= 0:
|
||||
self.jump_time -= 1
|
||||
|
||||
self.debug_label.set_text(f'jump: {self.jump_time}, x: {round(self.motion[0], 2)}, y: {round(self.motion[1], 2)}, touches: {list(map(lambda x: x.to_string(), self.get_collides_with()))}')
|
||||
else:
|
||||
if tick_data.key_manager.is_keymap_down(KeyManager.KEY_UP):
|
||||
self.motion = (self.motion[0], self.motion[1] - 2)
|
||||
if tick_data.key_manager.is_keymap_down(KeyManager.KEY_DOWN):
|
||||
self.motion = (self.motion[0], self.motion[1] + 2)
|
||||
|
|
Loading…
Reference in New Issue