Introduced screen layouts and game states
parent
2280e81629
commit
e50d280afa
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@ -15,7 +15,7 @@
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},
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{
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"name": "level-02",
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"theme": "castle",
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"theme": "cave",
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"abilities": [
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],
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"file": "level-02.csv"
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@ -834,5 +834,26 @@
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"height": 36
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}
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]
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},
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{
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"id": "ui_arrow",
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"subsheets": [
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{
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"id": "left",
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"delays": [
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1
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],
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"width": 12,
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"height": 12
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},
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{
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"id": "right",
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"delays": [
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1
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],
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"width": 12,
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"height": 12
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}
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]
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}
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]
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@ -25,3 +25,13 @@ class LevelManager:
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filtered_row = list(map(lambda x: x.replace('\n', ''), split_row))
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csv_array.append(filtered_row)
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return csv_array
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def get_levels_by_theme(self) -> dict[str, list[Level]]:
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levels_by_theme = {}
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for level in self.levels:
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if level.theme not in levels_by_theme:
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levels_by_theme[level.theme] = []
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levels_by_theme[level.theme].append(level)
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return levels_by_theme
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@ -1,7 +1,7 @@
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import pygame
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from level.Level import Level
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from ui_elements.Background import Background
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from ui_elements.ColoredRectangleUiElement import ColoredRectangleUiElement
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from ui_elements.ClickEvent import ClickEvent
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from ui_elements.TextLabel import TextLabel
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@ -11,23 +11,27 @@ class LevelMenu:
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def __init__(self, levels: [Level], x_pos: float, y_pos: float, width: float, height: float, column_count: int):
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super().__init__()
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self.levels = levels
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self.x_pos = x_pos
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self.y_pos = y_pos
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self.level_select_listener = lambda selected_level: None
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self.level_text_labels = []
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self.width = width
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self.height = height
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self.column_count = column_count
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self.position = (x_pos, y_pos)
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self.create_level_text_labels()
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self.background = Background(self.x_pos, self.y_pos, self.width, self.height, (100, 100, 100, 180))
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self.background = ColoredRectangleUiElement(self.width, self.height, (100, 100, 100, 180))
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self.background.position_scale.position = self.position
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def create_level_text_labels(self):
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current_text_label_x = self.x_pos
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current_text_label_y = self.y_pos
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current_text_label_position = [self.position[0], self.position[1]]
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for index, level in enumerate(self.levels):
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text_label = TextLabel(level.name, current_text_label_x, current_text_label_y, 60)
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text_label = TextLabel(level.name,
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current_text_label_position[0],
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current_text_label_position[1],
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60)
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text_label.position_scale.scale = (0.5, 0.5)
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text_label.add_click_listener(
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lambda click_event, selected_level=level:
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@ -36,10 +40,10 @@ class LevelMenu:
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self.level_text_labels.append(text_label)
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if (index + 1) % self.column_count == 0:
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current_text_label_y += self.height / (len(self.levels) / self.column_count)
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current_text_label_x = self.x_pos
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current_text_label_position[0] = self.position[0]
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current_text_label_position[1] += self.height / (len(self.levels) / self.column_count)
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else:
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current_text_label_x += self.width / self.column_count
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current_text_label_position[0] += self.width / self.column_count
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def handle_level_text_label_click(self, click_event: ClickEvent, level: Level):
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if click_event.event.type == pygame.MOUSEBUTTONUP:
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@ -0,0 +1,16 @@
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from abc import abstractmethod
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from level.selection.ScreenManager import ScreenManager
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from physics.SpriteManager import SpriteManager
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from sprite.SpritesheetManager import SpritesheetManager
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class LevelScreenManager(ScreenManager):
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def __init__(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager, main_loop):
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super().__init__(sprite_manager, spritesheet_manager, main_loop)
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def initialize(self):
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pass
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def destroy(self):
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super().destroy()
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@ -0,0 +1,79 @@
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from abc import abstractmethod
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from level.Level import Level
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from level.LevelManager import LevelManager
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from level.selection.ScreenManager import ScreenManager
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from physics.SpriteManager import SpriteManager, DrawLayers
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from sprite.PositionScale import PositionScale
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from sprite.SpritesheetManager import SpritesheetManager
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from sprite.StaticSprite import StaticSprite
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from ui_elements.ClickEvent import ClickEvent
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from ui_elements.TextLabel import TextLabel
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LABEL_COUNT = 10
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OFFSET = (50, 20)
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class LevelSelectionScreenManager(ScreenManager):
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def __init__(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager, main_loop,
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level_manager: LevelManager):
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super().__init__(sprite_manager, spritesheet_manager, main_loop)
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self.level_manager = level_manager
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self.levels_by_theme = self.level_manager.get_levels_by_theme()
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self.themes = ['tutorial', 'cave', 'castle']
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self.level_labels: list[TextLabel] = []
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self.selected_theme = self.themes[0]
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def select_next_theme(self, click: ClickEvent):
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if click.is_click_down(ClickEvent.CLICK_LEFT):
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index = (self.themes.index(self.selected_theme) + 1) % len(self.themes)
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self.select_theme(self.themes[index])
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def select_prev_theme(self, click):
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if click.is_click_down(ClickEvent.CLICK_LEFT):
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index = self.themes.index(self.selected_theme) - 1
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if index < 0:
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index = len(self.themes) - 1
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self.select_theme(self.themes[index])
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def select_level(self, click: ClickEvent, level: Level):
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if click.is_click_down(ClickEvent.CLICK_LEFT):
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self.main_loop.select_level(level)
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def initialize(self):
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arrow_left = StaticSprite(self.spritesheet_manager.get_sheet('ui_arrow'))
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arrow_left.set_animation_state('left')
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arrow_left.position_scale = PositionScale((OFFSET[0], OFFSET[1]), (3, 3))
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arrow_left.add_click_listener(self.select_prev_theme)
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self.add_element(DrawLayers.UI, arrow_left)
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arrow_right = StaticSprite(self.spritesheet_manager.get_sheet('ui_arrow'))
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arrow_right.set_animation_state('right')
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arrow_right.position_scale = PositionScale((OFFSET[0] + 50, OFFSET[1]), (3, 3))
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arrow_right.add_click_listener(self.select_next_theme)
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self.add_element(DrawLayers.UI, arrow_right)
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for i in range(0, LABEL_COUNT):
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label = TextLabel(str(i), OFFSET[0] + 30, OFFSET[1] + 60 + i * 50, font_size=65)
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label.position_scale.scale = (0.5, 0.5)
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self.level_labels.append(label)
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self.add_element(DrawLayers.UI, label)
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self.select_theme(self.selected_theme)
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def select_theme(self, theme: str):
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self.selected_theme = theme
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for label in self.level_labels:
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label.set_text('')
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label.click_listeners = []
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for id, level in enumerate(self.levels_by_theme[self.selected_theme]):
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self.level_labels[id].set_text(level.name)
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self.level_labels[id].add_click_listener(lambda click: self.select_level(click, level))
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def destroy(self):
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super().destroy()
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@ -0,0 +1,16 @@
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from abc import abstractmethod
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from level.selection.ScreenManager import ScreenManager
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from physics.SpriteManager import SpriteManager
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from sprite.SpritesheetManager import SpritesheetManager
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class MainMenuScreenManager(ScreenManager):
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def __init__(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager,main_loop):
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super().__init__(sprite_manager, spritesheet_manager, main_loop)
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def initialize(self):
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pass
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def destroy(self):
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super().destroy()
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@ -0,0 +1,26 @@
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from abc import abstractmethod
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from physics.SpriteManager import SpriteManager
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from sprite.SpritesheetManager import SpritesheetManager
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from ui_elements.UiElement import UiElement
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class ScreenManager:
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def __init__(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager, main_loop):
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self.sprite_manager = sprite_manager
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self.spritesheet_manager = spritesheet_manager
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self.main_loop = main_loop
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self.elements: list[UiElement] = []
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def add_element(self, layer: str, ui_element: UiElement):
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self.elements.append(ui_element)
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self.sprite_manager.add_ui_element(layer, ui_element)
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@abstractmethod
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def initialize(self):
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pass
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def destroy(self):
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for element in self.elements:
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self.sprite_manager.remove_ui_element(element)
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295
project/main.py
295
project/main.py
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import random
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from typing import Optional
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import pygame
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from level.Level import Level
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from level.LevelManager import LevelManager
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from level.elements.LoadedLevel import LoadedLevel
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from level.selection.LevelScreenManager import LevelScreenManager
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from level.selection.LevelSelectionScreenManager import LevelSelectionScreenManager
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from level.selection.MainMenuScreenManager import MainMenuScreenManager
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from level.selection.ScreenManager import ScreenManager
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from physics import ConstantsParser
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from physics.SpriteManager import SpriteManager, DrawLayers
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from physics.SpriteManager import SpriteManager
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from physics.TickData import TickData
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from physics.sprites.PlayerSprite import PlayerSprite
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from sprite.PositionScale import PositionScale
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from sprite.Sprite import Sprite
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from sprite.SpritesheetManager import SpritesheetManager
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from sprite.StaticSprite import StaticSprite
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from ui_elements.ClickEvent import ClickEvent
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from ui_elements.KeyManager import KeyManager
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from ui_elements.LevelMenu import LevelMenu
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from ui_elements.TextLabel import TextLabel
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what_to_run = 'level'
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WIDTH = 12 * 71 * 1.5
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HEIGHT = 12 * 40 * 1.5
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DEPRECATED_WIDTH = 12 * 71 * 1.5
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DEPRECATED_HEIGHT = 12 * 40 * 1.5
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# Background to test for level design
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test_background_castle = pygame.transform.scale(pygame.image.load('data/sprites/castle_bg.png'), (WIDTH, HEIGHT))
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# test_background_cave = pygame.transform.scale(pygame.image.load('data/sprites/cave_bg.png'), (WIDTH, HEIGHT))
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# test_background_tutorial = pygame.transform.scale(pygame.image.load('data/sprites/tutorial_bg.png'), (WIDTH, HEIGHT))
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test_background_castle = pygame.transform.scale(pygame.image.load('data/sprites/castle_bg.png'),
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(DEPRECATED_WIDTH, DEPRECATED_HEIGHT))
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# test_background_castle = pygame.transform.scale(pygame.image.load('data/sprites/cave_bg.png'), (DEPRECATED_WIDTH, DEPRECATED_WIDTH))
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# test_background_tutorial = pygame.transform.scale(pygame.image.load('data/sprites/tutorial_bg.png'), (DEPRECATED_WIDTH, DEPRECATED_WIDTH))
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def apply_frame_rate(number: float):
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def apply_frame_rate(number: float, frame_rate: float = 30):
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"""
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this function calculates a factor that will be multiplied with the
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physics of the game to provide a constant speed
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:param frame_rate: the frame rate of the game
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:param number: The number to scale by the factor
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:return: The scaled number
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"""
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return number / (frame_rate / 30)
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if what_to_run == 'menu':
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screen_transform = PositionScale((0, 0), (1.5, 1.5))
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class MainLoop:
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def __init__(self):
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self.GAME_STATE_MENU = 'main_menu'
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self.GAME_STATE_LEVEL_SELECTION = 'level_selection'
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self.GAME_STATE_LEVEL = 'level'
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screen_height = 12 * 40 * 1.5
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screen_width = 12 * 71 * 1.5
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self.screen_transform: PositionScale = PositionScale((0, 0), (1.5, 1.5))
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self.window_size: tuple[float, float] = (1, 1)
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pygame.init()
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screen = pygame.display.set_mode((screen_width, screen_height))
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pygame.display.set_caption("PM GAME")
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clock = pygame.time.Clock()
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frame_rate = 30
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pygame.init()
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pygame.display.set_caption("PM GAME")
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spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json")
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sprite_manager = SpriteManager()
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key_manager = KeyManager()
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self.update_position_scale(self.screen_transform)
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parsed_levels_manager = LevelManager('data/levels')
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parsed_levels_manager.load_from_config('data/levels/levels.json')
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self.screen = self.screen
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self.clock = pygame.time.Clock()
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self.frame_rate = 30
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generated_level = LoadedLevel(sprite_manager, spritesheet_manager)
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self.spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json")
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self.sprite_manager = SpriteManager()
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self.key_manager = KeyManager()
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level_menu_width = screen_width / 2
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level_menu_height = screen_height / 2
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level_menu = LevelMenu(parsed_levels_manager.levels, 0, 0, level_menu_width, level_menu_height, 3)
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show_menu = False
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self.parsed_levels_manager = LevelManager('data/levels')
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self.parsed_levels_manager.load_from_config('data/levels/levels.json')
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self.screen_manager: Optional[ScreenManager] = None
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self.game_state = self.GAME_STATE_MENU
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self.set_game_state(self.GAME_STATE_LEVEL_SELECTION)
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def update_position_scale(self, position_scale: PositionScale):
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self.screen_transform = position_scale
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self.window_size = (
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self.screen_transform.scale[0] * ConstantsParser.CONFIG.block_size[0] *
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ConstantsParser.CONFIG.level_size[0],
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self.screen_transform.scale[1] * ConstantsParser.CONFIG.block_size[1] *
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ConstantsParser.CONFIG.level_size[1]
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)
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self.screen = pygame.display.set_mode((self.window_size[0], self.window_size[1]))
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def select_level(self, level: Level):
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print(level.name)
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self.set_game_state(self.GAME_STATE_LEVEL)
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def set_game_state(self, game_state: str):
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self.game_state = game_state
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if self.screen_manager is not None:
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self.screen_manager.destroy()
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if self.game_state == self.GAME_STATE_MENU:
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self.screen_manager = MainMenuScreenManager(
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self.sprite_manager, self.spritesheet_manager, self
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)
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elif self.game_state == self.GAME_STATE_LEVEL:
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self.screen_manager = LevelScreenManager(
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self.sprite_manager, self.spritesheet_manager, self
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)
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elif self.game_state == self.GAME_STATE_LEVEL_SELECTION:
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self.screen_manager = LevelSelectionScreenManager(
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self.sprite_manager, self.spritesheet_manager, self, self.parsed_levels_manager
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)
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else:
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print('Invalid game state', self.game_state)
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if self.screen_manager is not None:
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self.screen_manager.initialize()
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def main_loop(self):
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while True:
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self.clock.tick(self.frame_rate)
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pygame_events: list[pygame.event.Event] = pygame.event.get()
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self.key_manager.update_key_events(pygame_events)
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click_events: list[ClickEvent] = ClickEvent.create_events(pygame_events, self.screen_transform)
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for event in click_events:
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for layer in self.sprite_manager.layers:
|
||||
for sprite in self.sprite_manager.layers[layer]:
|
||||
if sprite.get_bounding_box().contains_point(event.world_position):
|
||||
sprite.click(event)
|
||||
|
||||
for event in pygame_events:
|
||||
if event.type == pygame.QUIT:
|
||||
pygame.quit()
|
||||
quit()
|
||||
|
||||
self.screen.fill((0, 0, 0))
|
||||
self.sprite_manager.tick(
|
||||
TickData(apply_frame_rate(1, self.frame_rate),
|
||||
pygame_events,
|
||||
self.key_manager,
|
||||
click_events,
|
||||
self.screen_transform)
|
||||
)
|
||||
self.sprite_manager.draw(self.screen, self.screen_transform)
|
||||
|
||||
pygame.display.update()
|
||||
|
||||
|
||||
def load_next_level(selected_level):
|
||||
global show_menu
|
||||
generated_level.destroy_level()
|
||||
generated_level.load_level(selected_level)
|
||||
destroy_menu()
|
||||
show_menu = False
|
||||
|
||||
|
||||
def destroy_menu():
|
||||
global level_text_label
|
||||
for level_text_label in level_menu.level_text_labels:
|
||||
sprite_manager.remove_ui_element(level_text_label)
|
||||
sprite_manager.remove_ui_element(level_menu.background)
|
||||
|
||||
|
||||
level_menu.level_select_listener = lambda selected_level: load_next_level(selected_level)
|
||||
|
||||
while True:
|
||||
clock.tick(frame_rate)
|
||||
|
||||
pygame_events: list[pygame.event.Event] = pygame.event.get()
|
||||
key_manager.update_key_events(pygame_events)
|
||||
click_events: list[ClickEvent] = ClickEvent.create_events(pygame_events, screen_transform)
|
||||
|
||||
for event in click_events:
|
||||
for layer in sprite_manager.layers:
|
||||
for sprite in sprite_manager.layers[layer]:
|
||||
if sprite.get_bounding_box().contains_point(event.world_position):
|
||||
sprite.click(event)
|
||||
|
||||
for event in pygame_events:
|
||||
if event.type == pygame.QUIT:
|
||||
pygame.quit()
|
||||
quit()
|
||||
if key_manager.is_keymap_down(KeyManager.KEY_ESCAPE):
|
||||
if show_menu:
|
||||
show_menu = False
|
||||
destroy_menu()
|
||||
else:
|
||||
show_menu = True
|
||||
sprite_manager.add_ui_element(DrawLayers.UI, level_menu.background)
|
||||
for level_text_label in level_menu.level_text_labels:
|
||||
sprite_manager.add_ui_element(DrawLayers.UI, level_text_label)
|
||||
|
||||
screen.fill((0, 0, 0))
|
||||
sprite_manager.tick(TickData(apply_frame_rate(1), pygame_events, key_manager, click_events, screen_transform))
|
||||
sprite_manager.draw(screen, screen_transform)
|
||||
|
||||
pygame.display.update()
|
||||
|
||||
elif what_to_run == 'level':
|
||||
screen_transform = PositionScale((0, 0), (1.5, 1.5))
|
||||
|
||||
pygame.init()
|
||||
screen = pygame.display.set_mode((12 * ConstantsParser.CONFIG.level_size[0] * screen_transform.scale[0],
|
||||
12 * ConstantsParser.CONFIG.level_size[1] * screen_transform.scale[1]),
|
||||
flags=pygame.HWSURFACE | pygame.DOUBLEBUF,
|
||||
vsync=1,
|
||||
depth=1)
|
||||
|
||||
pygame.display.set_caption("PM GAME")
|
||||
clock = pygame.time.Clock()
|
||||
frame_rate = 30
|
||||
|
||||
spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json")
|
||||
sprite_manager = SpriteManager()
|
||||
key_manager = KeyManager()
|
||||
|
||||
parsed_levels_manager = LevelManager('data/levels')
|
||||
parsed_levels_manager.load_from_config('data/levels/levels.json')
|
||||
|
||||
generated_level = LoadedLevel(sprite_manager, spritesheet_manager)
|
||||
generated_level.load_level(parsed_levels_manager.levels[1])
|
||||
ghost_character = PlayerSprite(spritesheet_manager.get_sheet("ghost_character"))
|
||||
ghost_character.position_scale = PositionScale((90, 50), (1, 1))
|
||||
sprite_manager.add_ui_element(DrawLayers.OBJECTS, ghost_character)
|
||||
|
||||
calculated_frame_rate_text = TextLabel("0 FPS", 2, 2, 70, alignment="left")
|
||||
calculated_frame_rate_text.position_scale.scale = (0.3, 0.3)
|
||||
sprite_manager.add_ui_element(DrawLayers.UI, calculated_frame_rate_text)
|
||||
|
||||
left_sprite = None
|
||||
right_sprite = None
|
||||
|
||||
while True:
|
||||
clock.tick(frame_rate)
|
||||
|
||||
calculated_frame_rate_text.text = f"{round(clock.get_fps())} FPS"
|
||||
|
||||
pygame_events: list[pygame.event.Event] = pygame.event.get()
|
||||
key_manager.update_key_events(pygame_events)
|
||||
click_events: list[ClickEvent] = ClickEvent.create_events(pygame_events, screen_transform)
|
||||
|
||||
for event in pygame_events:
|
||||
if event.type == pygame.QUIT:
|
||||
pygame.quit()
|
||||
quit()
|
||||
|
||||
for event in click_events:
|
||||
for layer in sprite_manager.layers:
|
||||
for sprite in sprite_manager.layers[layer]:
|
||||
if sprite.get_bounding_box().contains_point(event.world_position):
|
||||
if event.is_click_down(ClickEvent.CLICK_LEFT):
|
||||
left_sprite = sprite
|
||||
if event.is_click_down(ClickEvent.CLICK_RIGHT):
|
||||
right_sprite = sprite
|
||||
|
||||
if left_sprite is not None and right_sprite is not None:
|
||||
print(left_sprite.get_bounding_box().distance(right_sprite.get_bounding_box()))
|
||||
left_sprite = None
|
||||
right_sprite = None
|
||||
|
||||
screen.fill((0, 0, 0))
|
||||
# Playground to test background on any level
|
||||
screen.blit(test_background_castle, (0, 0))
|
||||
|
||||
sprite_manager.tick(TickData(apply_frame_rate(1), pygame_events, key_manager, click_events, screen_transform))
|
||||
sprite_manager.draw(screen, screen_transform)
|
||||
pygame.display.update()
|
||||
|
||||
|
||||
elif what_to_run == 'textlabel':
|
||||
screen_transform = PositionScale((0, 0), (4, 4))
|
||||
|
||||
pygame.init()
|
||||
screen = pygame.display.set_mode((800, 800))
|
||||
pygame.display.set_caption("PM GAME")
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
test1 = TextLabel("Das ist ein Test", 100, 0, 50, alignment="left")
|
||||
test2 = TextLabel("Das ist ein Test", 100, 50, 50, alignment="left")
|
||||
test3 = TextLabel("Das ist ein Test", 100, 20, 50, alignment="left")
|
||||
|
||||
test1.position_scale.scale = (0.2, 0.2)
|
||||
test2.position_scale.scale = (0.4, 0.4)
|
||||
test3.position_scale.scale = (0.2, 0.2)
|
||||
|
||||
test3.visible = False
|
||||
|
||||
while True:
|
||||
clock.tick(5)
|
||||
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
pygame.quit()
|
||||
|
||||
screen.fill((0, 0, 110))
|
||||
|
||||
test1.draw(screen, screen_transform)
|
||||
test2.draw(screen, screen_transform)
|
||||
test3.draw(screen, screen_transform)
|
||||
|
||||
pygame.display.update()
|
||||
main_loop: MainLoop = MainLoop()
|
||||
main_loop.main_loop()
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
import math
|
||||
|
||||
import pygame
|
||||
|
||||
|
||||
class BoundingBox:
|
||||
def __init__(self, x, y, width, height):
|
||||
|
@ -46,3 +48,6 @@ class BoundingBox:
|
|||
"""
|
||||
return self.x < bounding_box.x + bounding_box.width and self.x + self.width > bounding_box.x and \
|
||||
self.y < bounding_box.y + bounding_box.height and self.y + self.height > bounding_box.y
|
||||
|
||||
def get_rect(self) -> pygame.Rect:
|
||||
return pygame.Rect(self.x, self.y, self.width, self.height)
|
||||
|
|
|
@ -8,24 +8,26 @@ from sprite.BoundingBox import BoundingBox
|
|||
from ui_elements.UiElement import UiElement
|
||||
|
||||
|
||||
class Background(UiElement):
|
||||
class ColoredRectangleUiElement(UiElement):
|
||||
|
||||
def __init__(self, x_pos: float, y_pos: float, width: float, height: float, color: tuple):
|
||||
def __init__(self, width: float, height: float, color: tuple):
|
||||
super().__init__()
|
||||
self.x_pos = x_pos
|
||||
self.y_pos = y_pos
|
||||
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.color = color
|
||||
|
||||
def tick(self, tick_data: TickData):
|
||||
pass
|
||||
|
||||
def render_sprite_image(self) -> Optional[Surface]:
|
||||
bounding_box = self.get_bounding_box()
|
||||
background_rect = bounding_box.get_rect()
|
||||
|
||||
surface = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
|
||||
background_rect = pygame.Rect(self.x_pos, self.y_pos, self.width, self.height)
|
||||
pygame.draw.rect(surface, self.color, background_rect)
|
||||
return surface
|
||||
|
||||
def get_bounding_box(self) -> BoundingBox:
|
||||
return BoundingBox(-1, -1, 0, 0)
|
||||
return BoundingBox(self.position_scale.position[0], self.position_scale.position[1],
|
||||
self.width, self.height)
|
||||
|
||||
def tick(self, tick_data: TickData):
|
||||
pass
|
Loading…
Reference in New Issue