import random import pygame from level.LevelManager import LevelManager from level.elements.LoadedLevel import LoadedLevel from physics import ConstantsParser from physics.SpriteManager import SpriteManager, DrawLayers from physics.TickData import TickData from physics.sprites.PlayerSprite import PlayerSprite from sprite.PositionScale import PositionScale from sprite.Sprite import Sprite from sprite.SpritesheetManager import SpritesheetManager from sprite.StaticSprite import StaticSprite from ui_elements.ClickEvent import ClickEvent from ui_elements.KeyManager import KeyManager from ui_elements.LevelMenu import LevelMenu from ui_elements.TextLabel import TextLabel what_to_run = 'level' WIDTH = 12 * 71 * 1.5 HEIGHT = 12 * 40 * 1.5 # Background to test for level design # test_background_castle = pygame.transform.scale(pygame.image.load('data/sprites/castle_bg.png'), (WIDTH, HEIGHT)) # test_background_cave = pygame.transform.scale(pygame.image.load('data/sprites/cave_bg.png'), (WIDTH, HEIGHT)) # test_background_tutorial = pygame.transform.scale(pygame.image.load('data/sprites/tutorial_bg.png'), (WIDTH, HEIGHT)) def apply_frame_rate(number: float): """ this function calculates a factor that will be multiplied with the physics of the game to provide a constant speed :param number: The number to scale by the factor :return: The scaled number """ return number / (frame_rate / 30) if what_to_run == 'menu': screen_transform = PositionScale((0, 0), (1.5, 1.5)) screen_height = 12 * 40 * 1.5 screen_width = 12 * 71 * 1.5 pygame.init() screen = pygame.display.set_mode((screen_width, screen_height)) 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) level_menu_width = screen_width / 2 level_menu_height = screen_height / 2 level_menu = LevelMenu(parsed_levels_manager.levels, 0, 0, level_menu_width, level_menu_height, 3) show_menu = False 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) 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 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])) 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) 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() 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 == 'physics': screen_transform = PositionScale((0, 0), (4, 4)) pygame.init() screen = pygame.display.set_mode((600, 500)) pygame.display.set_caption("PM GAME") clock = pygame.time.Clock() frame_rate = 59.52 spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json") sprite_manager = SpriteManager() key_manager = KeyManager() # test_1_sprite = DynamicSprite(spritesheet_manager.get_sheet("test_1")) # test_1_sprite.position_scale = PositionScale((10, -100), (1, 1)) # sprite_manager.add_ui_element(DrawLayers.OBJECTS, test_1_sprite) # test_3_sprite = DynamicSprite(spritesheet_manager.get_sheet("test_1")) # test_3_sprite.position_scale = PositionScale((130, 100), (1, 1)) # test_3_sprite.motion = (-9, -10) # sprite_manager.add_ui_element(DrawLayers.OBJECTS, test_3_sprite) # test_2_sprite = StaticSprite(spritesheet_manager.get_sheet("test_1")) # test_2_sprite.position_scale = PositionScale((10, 80), (1, 1)) # sprite_manager.add_ui_element(DrawLayers.OBJECTS, test_2_sprite) for x in range(0, 8): floor_sprite = StaticSprite(spritesheet_manager.get_sheet("test_1")) floor_sprite.position_scale = PositionScale((x * 16, 100), (1, 1)) sprite_manager.add_ui_element(DrawLayers.OBJECTS, floor_sprite) for x in range(0, 8): floor_sprite = StaticSprite(spritesheet_manager.get_sheet("test_1")) floor_sprite.position_scale = PositionScale((x * 16, 0), (1, 1)) sprite_manager.add_ui_element(DrawLayers.OBJECTS, floor_sprite) for x in range(0, 6): floor_sprite = StaticSprite(spritesheet_manager.get_sheet("test_1")) floor_sprite.position_scale = PositionScale((0, x * 16), (1, 1)) sprite_manager.add_ui_element(DrawLayers.OBJECTS, floor_sprite) for x in range(0, 6): floor_sprite = StaticSprite(spritesheet_manager.get_sheet("test_1")) floor_sprite.position_scale = PositionScale((130, x * 16), (1, 1)) sprite_manager.add_ui_element(DrawLayers.OBJECTS, floor_sprite) 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) text_1 = TextLabel("Frame: 0", 2, 110, 50, alignment="left") text_1.position_scale.scale = (0.1, 0.1) sprite_manager.add_ui_element(DrawLayers.UI, text_1) ghost_character.debug_label = text_1 frame_counter = 0 while True: clock.tick(frame_rate) skip = False 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() if key_manager.is_keymap_down(KeyManager.KEY_RIGHT): skip = False if skip: continue frame_counter += 1 # text_1.set_text(f"Frame: {frame_counter}") 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 == '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() elif what_to_run == 'sprite': screen_transform = PositionScale((0, 0), (4, 4)) pygame.init() screen = pygame.display.set_mode((300, 300)) pygame.display.set_caption("PE GAME") clock = pygame.time.Clock() spritesheet_manager = SpritesheetManager("data/sprites", "data/sprites/sprites.json") test_1_sprite = Sprite(spritesheet_manager.get_sheet("test_1")) test_2_sprite = Sprite(spritesheet_manager.get_sheet("test_1")) test_1_sprite.position_scale = PositionScale((10, 10), (1, 1)) test_2_sprite.position_scale = PositionScale((60, 60), (1, 1)) # test_1_sprite.dump("debug.png") while True: clock.tick(5) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() screen.fill((0, 0, 0)) test_1_sprite.tick(1) test_1_sprite.draw(screen, screen_transform) test_2_sprite.tick(1) test_2_sprite.draw(screen, screen_transform) pygame.display.update() if random.randint(1, 10) == 1: test_1_sprite.set_animation_state(random.choice(["walk_r", "walk_l", "idle", "other_test"])) print(test_1_sprite.animation_state)