sep-pm-platformer/project/main.py

289 lines
11 KiB
Python

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.SpritesheetManager import SpritesheetManager
from sprite.Sprite import Sprite
from sprite.StaticSprite import StaticSprite
from ui_elements import CoordinateTransform
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 = 'menu'
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)
level_menu.level_select_listener = lambda selected_level: print(selected_level.name, "selected")
# generated_level.load_level(selected_level)
for level_text_label in level_menu.level_text_labels:
sprite_manager.add_ui_element(DrawLayers.UI, level_text_label)
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.screen_position):
sprite.click(event)
for event in pygame_events:
if event.type == pygame.QUIT:
pygame.quit()
quit()
# elif event.type == pygame.MOUSEBUTTONDOWN:
# generated_level.load_level(parsed_levels_manager.levels[0])
screen.fill((0, 0, 0))
# level_menu.draw(screen, screen_transform)
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[2])
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))
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)