def update(self):
return;
- def draw(self, surf, playerPos, playerOffset=[0,0], offsetX=0, offsetY=0):
+ def draw(self, surf, playerPos, offset=(0,0)):
+ offsetX = offset[0]
+ offsetY = offset[1] - 25
coords = getWorldCoords(0, 0)
coords[1] += self.portalYAnim
a = (((offsetX-self.width/2) + coords[0], offsetY + coords[1]), (offsetX+coords[0], offsetY-self.height/2+coords[1]), (offsetX+self.width/2 + coords[0], offsetY+coords[1]), (offsetX + coords[0], offsetY+self.height/2 + coords[1]))
# print(a[0][0], a[1][1], a[2][0], a[3][1])
- # print(playerPos[0]+40, playerPos[1]-250)
+ # print(playerPos[0], playerPos[1])
- if(a[0][0] < playerPos[0]+playerOffset[0] < a[2][0] and a[1][1] < playerPos[1]+playerOffset[1] < a[3][1]):
+ if(a[0][0] < playerPos[0]+self.width/2 < a[2][0] and a[1][1] < playerPos[1] < a[3][1]):
# self.buttonStage += 0.1
surf.blit(self.buttonImage, (a[0][0]+self.width/4, a[1][1]-(2*self.width/3)))
pressed = pg.key.get_pressed()
from re import T
from regex import F
+
import Setup
-from Setup import *
-from Setup import camera_offset
-from Player import Player
-from Pet import Pet
-from Enemy import Enemy
from Block import Block
-from PhysicsBody import PhysicsBody
-from World import World
from EndScreen import EndScreen
+from Enemy import Enemy
+from Function.Fade import fade
+from Function.Portal import Transition
+from Pet import Pet
+from PhysicsBody import PhysicsBody
+from Player import Player
+from Setup import *
+from Setup import camera_offset
from UI.DashMeter import DashMeter
+from UI.Dialogue import DialogueUI
from UI.HealthBar import HealthBar
from UI.PotionUI import PotionUI
+from World import World
-from Function.Portal import Transition
-from Function.Fade import fade
-
-from UI.Dialogue import DialogueUI
class Game:
self.world = World(self.collision_layer)
- enemy_positions, player_position = self.world.load_world(level)
+ enemy_positions, player_position, self.portal_position = self.world.load_world(level)
self.player = Player(player_position, self.collision_layer["player"],
[self.collision_layer["enemy"], self.collision_layer["world"]],
[self.collision_layer["enemy"]])
# screen.fill((255,255,255))
sky = pg.image.load("Assets/world/SKY.png")
surf.blit(sky,(0,0))
- self.Transition.draw(surf, self.player.position, [40, -250], 120, 625)
+
+ if (self.level == 1):
+ self.Transition.draw(surf, self.player.position, self.portal_position)
+ self.dialogue.text = "enemy dialogue"
+ self.dialogue.draw(surf, get_display_point(self.enemies[0].position)[0] + self.enemies[0].width / 2,
+ get_display_point(self.enemies[0].position)[1])
+ self.dialogue.text = "player dialogue"
+ self.dialogue.draw(surf, get_display_point(self.player.position)[0] + self.player.width / 2,
+ get_display_point(self.player.position)[1])
+
+ if(self.level == 4):
+ self.Transition.draw(surf, self.player.position, self.portal_position)
self.world.draw(surf)
for enemy in self.enemies:
# self.dashMeter.update(self.player.lastDash)
# self.dashMeter.draw(surf)
self.healthBar.draw(surf, self.player.health)
- self.potionUI.draw(surf, self.player.potion_bag, self.player.potion_cooldown)
-
- if (self.level == 1):
- self.Transition.draw(surf, self.player.position, [40, -250], 120, 625)
- self.dialogue.text = "enemy dialogue"
- self.dialogue.draw(surf, get_display_point(self.enemies[0].position)[0] + self.enemies[0].width / 2,
- get_display_point(self.enemies[0].position)[1])
- self.dialogue.text = "player dialogue"
- self.dialogue.draw(surf, get_display_point(self.player.position)[0] + self.player.width / 2,
- get_display_point(self.player.position)[1])
+ self.potionUI.draw(surf, self.player.potion_bag, self.player.potion_cooldown)
# print(self.player.get_collision_rect())s
# Debug Lines. DO NOT CROSS THEM!
with open(path.join("Levels", f'Level{level}.txt'), 'r') as f:
file_contents = f.read().split("\n")
- out = [[], center]
+ out = [[], center, "a"]
for i in range(0, len(file_contents) - 1, 3):
layer = file_contents[i].split("|")
pos = file_contents[i + 1].split("|")
out[1] = (x, y)
elif t == "ENEMY":
out[0].append((x, y))
+ elif t == "PORTAL":
+ out[2] = (x, y)
elif f"{t}.png" in listdir("Assets/world/decor"):
self.blocks.append(Decor((x,y),self.collision_layer["none"],t))
else: