]> Skullheadx's Git Forge - Pygame-Jam.git/commitdiff
import level files and set initial pos for player and enemy
authorSkullheadx <704277@pdsb.net>
Sat, 9 Jul 2022 20:33:33 +0000 (16:33 -0400)
committerSkullheadx <704277@pdsb.net>
Sat, 9 Jul 2022 20:33:33 +0000 (16:33 -0400)
Assets/world/blocks/ENEMY.png [new file with mode: 0644]
Assets/world/blocks/PLAYER.png [new file with mode: 0644]
Game.py
LevelCreator.py
Levels/Level1.txt
Player.py
World.py
main.py

diff --git a/Assets/world/blocks/ENEMY.png b/Assets/world/blocks/ENEMY.png
new file mode 100644 (file)
index 0000000..7ab0889
Binary files /dev/null and b/Assets/world/blocks/ENEMY.png differ
diff --git a/Assets/world/blocks/PLAYER.png b/Assets/world/blocks/PLAYER.png
new file mode 100644 (file)
index 0000000..59817c8
Binary files /dev/null and b/Assets/world/blocks/PLAYER.png differ
diff --git a/Game.py b/Game.py
index bca5cee82128d2f83f7682b4f4ea036e3d830464..d0ef0d5b20806b45cb2fb3d078cff72e39f691f1 100644 (file)
--- a/Game.py
+++ b/Game.py
@@ -13,25 +13,28 @@ from UI.DashMeter import DashMeter
 
 class Game:
 
-    def __init__(self):
-        self.collision_layer = {"none":set(),"world": set(), "player": set(), "enemy": set(), "pet": set()}
+    def __init__(self, level):
+        self.collision_layer = {"none": set(), "world": set(), "player": set(), "enemy": set(), "pet": set()}
 
-        self.player = Player(center, self.collision_layer["player"],
-                             [self.collision_layer["enemy"], self.collision_layer["world"]],
-                             [self.collision_layer["enemy"]])
-        # self.pet = Pet(center, self.collision_layer["pet"], [self.collision_layer["world"]])
+        # self.load_world(level)
 
         self.world = World(self.collision_layer)
 
-        self.enemies = [Enemy((SCREEN_WIDTH *3/ 4, SCREEN_HEIGHT / 2), self.collision_layer["enemy"],
-                              [self.collision_layer["player"], self.collision_layer["world"]])]
-
-
+        enemy_positions, player_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"]])
+        # self.pet = Pet(center, self.collision_layer["pet"], [self.collision_layer["world"]])
+        self.enemies = [Enemy(pos, self.collision_layer["enemy"],
+                              [self.collision_layer["player"], self.collision_layer["world"]]) for pos in
+                        enemy_positions]
         self.scene = EndScreen()
         self.dashMeter = DashMeter(self.player.dashCooldown)
         self.level = 1
         self.scene.level = self.level
 
+    # def load_world(self, level):
+
     def update(self, delta):
         Setup.camera_offset = self.player.update(delta)
         if self.player.dead:
@@ -50,21 +53,18 @@ class Game:
         # self.pet.update(delta, self.player, self.camera_pos)
 
     def draw(self, surf):
-        screen.fill((255, 255, 255))
+        screen.fill((0, 191, 255))
         self.world.draw(surf)
         for enemy in self.enemies:
             enemy.draw(surf)
 
-
         self.player.draw(surf)
         self.dashMeter.update(self.player.lastDash)
         self.dashMeter.draw(surf)
-        
+
         if self.player.dead:
             self.scene.update()
             self.scene.draw()
-        
-        
 
         # Debug Lines. DO NOT CROSS THEM!
         pg.draw.line(surf, (255, 0, 0), -Setup.camera_offset, pg.Vector2(SCREEN_WIDTH, -Setup.camera_offset.y), 10)
index 61b9904537f60b00204a2e3c4f5caf324def2f4e..920f9ed31f28c814dac144f3b54022d404061fe5 100644 (file)
@@ -1,11 +1,12 @@
 import os
-
 import numpy as np
-import pygame.mouse
 
 from Function.createText import createText
 from Setup import *
 
+import tkinter as tk
+from tkinter import filedialog
+
 
 class LevelCreator:
     canvas_layers = 5
@@ -42,7 +43,9 @@ class LevelCreator:
                         Button((0, 0), "+Layer", self.increase_layer),
                         Button((0, 0), f"{self.collision_layer=}", self.toggle_collidable),
                         Button((0, 0), "Toggle Hitboxes", self.toggle_show_hitboxes),
-                        Button((0, 0), "Export", self.export)]
+                        Button((0, 0), "Import", self.import_level),
+                        Button((0, 0), "Export", self.export),
+                        ]
 
         self.level = -2
 
@@ -78,6 +81,31 @@ class LevelCreator:
             except FileExistsError:
                 counter += 1
 
+    def import_level(self):
+        root = tk.Tk()
+        root.withdraw()
+
+        filename = filedialog.askopenfilename(initialdir="./Levels", title="Select A File",
+                                              filetypes=((".txt", "*.txt"), ("all files", "*.*")))
+        if filename == '':
+            return
+        with open(filename, 'r', encoding='utf-8') as f:
+            file_contents = f.read().split("\n")
+
+        # with open(path.join("Levels", f'Level{1}.txt'), 'r') as f:
+        #     file_contents = f.read().split("\n")
+
+        for i in range(0, len(file_contents) - 1, 3):
+            layer = file_contents[i].split("|")
+            pos = file_contents[i + 1].split("|")
+            texture = file_contents[i + 2].split("|")
+
+            for l, p, t in zip(layer, pos, texture):
+                if p == "":
+                    break
+                x, y = p.split(',')
+                self.add_block(self.apply_transformations((float(x), float(y))), self.blocks[l], t, i)
+
     def toggle_collidable(self):
         if self.collision_layer == "none":
             self.collision_layer = "world"
@@ -104,10 +132,14 @@ class LevelCreator:
         button = self.buttons[2]
         button.__init__(button.position, f"{self.current_layer=}", self.upd_layer)
 
-    def fit_to_grid(self, pt):
+    def fit_to_grid(self, pt, use_floor=True):
         pos = self.reverse_transformations(pg.Vector2(pt))
-        return pg.Vector2((pos.x // EditorBlock.width) * EditorBlock.width,
-                          (pos.y // EditorBlock.height) * EditorBlock.height)
+        if use_floor:
+            return pg.Vector2((pos.x // EditorBlock.width) * EditorBlock.width,
+                              (pos.y // EditorBlock.height) * EditorBlock.height)
+        else:
+            return pg.Vector2(round(pos.x / EditorBlock.width) * EditorBlock.width,
+                              round(pos.y / EditorBlock.height) * EditorBlock.height)
 
     def apply_rect_transformations(self, rect):
         top_left = np.array([rect.left, rect.top, 1])
@@ -230,7 +262,7 @@ class LevelCreator:
         display_img = EditorBlock.textures[self.textures[self.current_texture]].copy()
         display_img.set_alpha(100)
         surf.blit(pg.transform.scale(display_img, self.apply_rect_transformations(display_img.get_rect()).size),
-                  self.apply_transformations(self.fit_to_grid(pygame.mouse.get_pos())))
+                  self.apply_transformations(self.fit_to_grid(pg.mouse.get_pos(), use_floor=True)))
         for button in self.buttons:
             button.draw(surf)
 
index 401a5e40459d6f685ef4d5ca4feac79708c0eb82..a4ded547025c53cffe396251b52473c16dbb6889 100644 (file)
@@ -1,6 +1,6 @@
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+DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|DIRT|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONE|DIRT|STONE|STONE|STONE|STONEDIRT|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|GRASS|DIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONEDIRT|STONE|STONE|STONE|STONE|STONE|STONE|STONE|PLAYER|ENEMY|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE|STONE
 
 
 
index 1a65cab5b28810d6a7e0f6e5f33cbed753d1d22f..59f9b18649629dbbf992cbaccb7af9e76be4547c 100644 (file)
--- a/Player.py
+++ b/Player.py
@@ -25,7 +25,7 @@ class Player(Actor):
 
     def __init__(self, pos, collision_layer, collision_mask, can_hurt):
         super().__init__(pos, collision_layer, collision_mask)
-        self.initial_position = pg.Vector2(pos)
+        self.initial_position = pg.Vector2(pos)
         self.dashCooldown = timedelta(seconds=2, microseconds=500000)
         self.timeBetweenDoublePress = timedelta(seconds=0, microseconds=500000)
         self.dashSpeed = 5
@@ -44,7 +44,7 @@ class Player(Actor):
         self.starting_potions = 999
         self.potion_bag = [Potion(self)]
         for i in range(self.starting_potions):
-            self.potion_bag.append(Potion(self))
+            self.potion_bag.append(Potion(self)) # use one liner
 
         self.weapon = Melee(self.position, (-Melee.width / 2 + 7, Melee.height / 2 + self.height / 3 - 8),
                             (-5, Melee.height), self.width, -1, -25)
@@ -100,7 +100,7 @@ class Player(Actor):
                 self.display_offsets["weapon"] = pg.Vector2(0, 0)
             self.current_frame = (self.current_frame + 0.1) % len(self.idle_frames)
 
-        return self.position - self.initial_position
+        return self.position - center
 
     def handle_input(self):
         pressed = pygame.key.get_pressed()
@@ -175,4 +175,4 @@ class Player(Actor):
         # text
         current_health_display = createText(0, 0, 30, white, "Regular", str(self.health) + "/100")[0]
         text_rect = current_health_display.get_rect(center=background_rect.center)
-        surf.blit(current_health_display, text_rect)
\ No newline at end of file
+        surf.blit(current_health_display, text_rect)
index 5b2b69c933f45355514feb242375c4e01830da8e..e82f2fee97e6b2e2aebdd0c1ebfc9e04e9ed776d 100644 (file)
--- a/World.py
+++ b/World.py
@@ -8,24 +8,30 @@ class World:
     def __init__(self, collision_layer):
         self.collision_layer = collision_layer
         self.blocks = []
-        self.level = 1
-        self.add_world(self.level)
 
-    def add_world(self, level):
+    def load_world(self, level):
         with open(path.join("Levels", f'Level{level}.txt'), 'r') as f:
             file_contents = f.read().split("\n")
 
-
-        for i in range(0,len(file_contents)-1,3):
+        out = [[], center]
+        for i in range(0, len(file_contents) - 1, 3):
             layer = file_contents[i].split("|")
-            pos = file_contents[i+1].split("|")
-            texture = file_contents[i+2].split("|")
+            pos = file_contents[i + 1].split("|")
+            texture = file_contents[i + 2].split("|")
 
-            for l,p,t in zip(layer,pos,texture):
+            for l, p, t in zip(layer, pos, texture):
                 if p == "":
                     break
-                x,y = p.split(',')
-                self.blocks.append(Block((float(x),float(y)),self.collision_layer[l],t))
+                x, y = p.split(',')
+                x = float(x)
+                y = float(y)
+                if t == "PLAYER":
+                    out[1] = (x, y)
+                elif t == "ENEMY":
+                    out[0].append((x, y))
+                else:
+                    self.blocks.append(Block((x, y), self.collision_layer[l], t))
+        return out
 
     def update(self, delta):
         for block in self.blocks:
diff --git a/main.py b/main.py
index 541ec5cf08db5cb4b307a386cb84f4b6c380e293..e3ccf8bb7bbc86730f4991f40351f42bcb297b54 100644 (file)
--- a/main.py
+++ b/main.py
@@ -32,7 +32,7 @@ while is_running:
             case 0:
                 scene = Menu()
             case 1:
-                scene = Game()
+                scene = Game(1)
         old_level = level
 
     scene.update(delta)