Added winning check

main
Skyball2000 2023-03-29 16:08:12 +02:00
parent 90b0588604
commit d006b0bc50
7 changed files with 45 additions and 4 deletions

View File

@ -8,5 +8,10 @@
60,
40
]
}
},
"themes": [
"tutorial",
"cave",
"castle"
]
}

View File

@ -1,6 +1,8 @@
import json
from typing import Optional
from level.Level import Level
from physics import ConstantsParser
class LevelManager:
@ -34,4 +36,20 @@ class LevelManager:
levels_by_theme[level.theme].append(level)
return levels_by_theme
def find_next_level(self, level: Level) -> Optional[Level]:
"""
Find the next element in the theme using THEME. If the last element from a theme is reached, the first element
of the next theme is returned. If the last THEME is reached, return None.
:param level: The level to find the next level from
:return: The next level or None
"""
levels_by_theme = self.get_levels_by_theme()
theme_index = ConstantsParser.CONFIG.themes.index(level.theme)
level_index = levels_by_theme[level.theme].index(level)
if level_index + 1 < len(levels_by_theme[level.theme]):
return levels_by_theme[level.theme][level_index + 1]
elif theme_index + 1 < len(ConstantsParser.CONFIG.themes):
return levels_by_theme[ConstantsParser.CONFIG.themes[theme_index + 1]][0]
else:
return None

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@ -1,12 +1,14 @@
from level.Level import Level
from level.elements.static.ReceiverLevelElement import ReceiverLevelElement
from physics.SpriteManager import SpriteManager
from physics.TickData import TickData
from sprite.SpritesheetManager import SpritesheetManager
class GoalDoorReceiverLevelElement(ReceiverLevelElement):
def __init__(self, tile: dict, level: Level, level_screen_manager: 'LevelScreenManager'):
super().__init__(tile, level, level_screen_manager)
self.is_collider = False
def load(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager, level: Level):
self.spritesheet = spritesheet_manager.get_sheet('goal_door')
@ -17,4 +19,11 @@ class GoalDoorReceiverLevelElement(ReceiverLevelElement):
super().set_active(active)
self.set_animation_state('open' if self.active_state else 'close')
self.is_collider = False
self.register_collisions = not self.active_state
self.register_collisions = self.active_state
def tick(self, tick_data: TickData):
super().tick(tick_data)
for collision in self.get_collides_with():
if collision.secondary_sprite.id == 'player':
if self.active_state:
self.level_screen_manager.player_success()

View File

@ -32,3 +32,6 @@ class LevelScreenManager(ScreenManager):
def player_death(self):
self.main_loop.player_death(self.level)
def player_success(self):
self.main_loop.player_success(self.level)

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@ -3,6 +3,7 @@ from typing import Optional
from level.Level import Level
from level.LevelManager import LevelManager
from level.selection.ScreenManager import ScreenManager
from physics import ConstantsParser
from physics.SpriteManager import SpriteManager, DrawLayers
from physics.TickData import TickData
from sprite.PositionScale import PositionScale
@ -23,7 +24,7 @@ class LevelSelectionScreenManager(ScreenManager):
self.level_manager = level_manager
self.levels_by_theme = self.level_manager.get_levels_by_theme()
self.themes = ['tutorial', 'cave', 'castle']
self.themes = ConstantsParser.CONFIG.themes
self.level_labels: list[TextLabel] = []
self.theme_label: Optional[TextLabel] = None

View File

@ -103,6 +103,10 @@ class MainLoop:
def player_death(self, level: Level):
self.select_level(level)
def player_success(self, level: Level):
next_level = self.parsed_levels_manager.find_next_level(level)
self.select_level(next_level)
def select_main_menu(self):
self.set_game_state(self.GAME_STATE_MENU)

View File

@ -6,6 +6,7 @@ class ConstantsParser:
parsed = json.load(open(file))
self.level_size = (parsed['level']['level_size'][0], parsed['level']['level_size'][1])
self.block_size = (parsed['level']['block_size'][0], parsed['level']['block_size'][1])
self.themes = parsed['themes']
CONFIG = ConstantsParser("data/config/config.json")