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) 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 = 120 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()