Initial button logic

main
Yan Wittmann 2023-03-27 12:51:44 +02:00
parent f25bc0112c
commit ac0b8dc2f5
7 changed files with 66 additions and 28 deletions

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@ -26,7 +26,7 @@
#,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,#
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#,,,,,,,,,,,,,,,,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,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
1
26 # #
27 # #
28 # #
29 # P P x x x x x x x x x D #
30 # # # # # # # # # # # # # # # # # # # # # # # r l # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
31 # # # # # # # # # # # # # # # # # # # # # # # r l # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
32 # # # # # # # # # # # # # # # # # # # # # # # r l # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
40 # # # # # # # # # # # # # # # # # # # # # # # r l # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
41 # # # # # # # # # # # # # # # # # # # # # # # r l # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
42
43 16 28 id=HEBEL emitter_state=false debug=1
44 10 28 id=HEBEL emitter_state=false debug=2

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@ -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

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@ -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')

View File

@ -15,8 +15,8 @@ TILES = {
'~': SimpleBlockLevelElement,
'|': SimpleBlockLevelElement,
'P': ButtonInputLevelElement,
'L': ButtonInputLevelElement, # TODO
'P': ButtonInputLevelElement
}

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@ -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)

View File

@ -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)

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@ -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
@ -33,13 +33,17 @@ 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 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
self.motion = (self.motion[0], self.motion[1] - 7)
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
self.motion = (self.motion[0], self.motion[1] - 7)
if self.jump_time >= 0:
self.motion = (self.motion[0], self.motion[1] - 0.5)
if self.jump_time >= 0:
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()))}')
self.jump_time -= 1
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)