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level.py
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import pygame
from support import import_csv_layout, import_cut_graphic
from settings import tile_size, screen_height, screen_width
from tiles import Tile, StaticTile, Crate, Coin, Tree2, Tree3, AnimatedTile, Stomp, Sign, Mushroom, Mushroom2, Rock, Small_bush
from enemy import Enemy
from decoration import Sky, Water, Clouds
from player import Player
from particles import ParticleEffect
from game_data import levels
class Level:
def __init__(self, current_level, surface, create_overworld, change_coins, change_health):
#setup
self.display_surface = surface
self.world_shift = 0
self.current_x = None
#overworld connection
self.create_overworld = create_overworld
self.current_level = current_level
level_data = levels[self.current_level]
self.new_max_level = level_data["unlock"]
#level_content = level_data["content"]
#level_display
#self.font = pygame.font.Font(None, 40)
#self.text_surf = self.font.render(level_content, True, "white")
#self.text_rect = self.text_surf.get_rect(center=(screen_width/2, screen_height / 2))
#player
player_layout = import_csv_layout(level_data["player"])
self.player = pygame.sprite.GroupSingle()
self.goal = pygame.sprite.GroupSingle()
self.player_setup(player_layout, change_health)
#ui
self.change_coins = change_coins
#kurz
self.dust_sprite = pygame.sprite.GroupSingle()
self.player_on_ground = False
#wybuch
self.explosion_sprites = pygame.sprite.Group()
#terrain setup
terrain_layout = import_csv_layout(level_data["terrain"])
self.terrain_sprites = self.create_tile_group(terrain_layout, "terrain")
#trawa
grass_layout = import_csv_layout(level_data["grass"])
self.grass_sprites = self.create_tile_group(grass_layout, "grass")
#skrzynki
crates_layout = import_csv_layout(level_data["crates"])
self.crates_sprites = self.create_tile_group(crates_layout, "crates")
#kamien
rock_layout = import_csv_layout(level_data["bg rock"])
self.rock_sprites = self.create_tile_group(rock_layout, "bg rock")
#monety
coin_layout = import_csv_layout(level_data["coins"])
self.coins_sprites = self.create_tile_group(coin_layout, "coins")
#znaki
sign_layout = import_csv_layout(level_data["bg sign"])
self.sign_sprites = self.create_tile_group(sign_layout, "bg sign")
#grzyby
mushroom_layout = import_csv_layout(level_data["bg mushrooms"])
self.mushroom_sprites = self.create_tile_group(mushroom_layout, "bg mushrooms")
#grzyby2
mushroom2_layout = import_csv_layout(level_data["bg mushrooms2"])
self.mushroom2_sprites = self.create_tile_group(mushroom2_layout, "bg mushrooms2")
#pniaki
bg_stomps_layout = import_csv_layout(level_data["bg stomps"])
self.bg_stomps_sprites = self.create_tile_group(bg_stomps_layout, "bg stomps")
#small_bushes
bg_bushes_layout = import_csv_layout(level_data["bg bushes"])
self.bg_bushes_sprites = self.create_tile_group(bg_bushes_layout, "bg bushes")
#bg drzewa1
bg_trees_layout = import_csv_layout(level_data["bg trees"])
self.bg_trees_sprites = self.create_tile_group(bg_trees_layout, "bg trees")
#bg drzewa2
bg_trees_layout2 = import_csv_layout(level_data["bg trees2"])
self.bg_trees2_sprites = self.create_tile_group(bg_trees_layout2, "bg trees2")
#przeciwnicy
enemy_layout = import_csv_layout(level_data["enemies"])
self.enemies_sprites = self.create_tile_group(enemy_layout, "enemies")
#ogranicznik
constraint_layout = import_csv_layout(level_data["constraints"])
self.constraint_sprites = self.create_tile_group(constraint_layout, "constraints")
#decoration
self.sky = Sky(8)
level_width = len(terrain_layout[0]) * tile_size
self.water = Water(screen_height - 30, 1.3 * level_width)
self.clouds = Clouds(400, level_width, 30)
def create_tile_group(self, layout, type):
sprite_group = pygame.sprite.Group()
for row_index, row in enumerate(layout):
for col_index, val in enumerate(row):
if val != "-1":
x = col_index * tile_size
y = row_index * tile_size
if type == "terrain":
terrain_tile_list = import_cut_graphic("./graphics/Tiles/123456789101112131415161718192021.png")
tile_surface = terrain_tile_list[int(val)]
sprite = StaticTile(tile_size, x, y, tile_surface)
if type == "grass":
grass_tile_list = import_cut_graphic("./graphics/Object/grass.png")
tile_surface = grass_tile_list[int(val)]
sprite = StaticTile(tile_size, x, y, tile_surface)
if type == "crates":
sprite = Crate(tile_size, x, y)
if type == "bg trees":
sprite = Tree2(tile_size, x, y)
if type == "bg trees2":
sprite = Tree3(tile_size, x, y)
if type == "bg stomps":
sprite = Stomp(tile_size, x, y)
if type == "bg sign":
sprite = Sign(tile_size, x, y)
if type == "bg mushrooms":
sprite = Mushroom(tile_size, x, y)
if type == "bg mushrooms2":
sprite = Mushroom2(tile_size, x, y)
if type == "bg bushes":
sprite = Small_bush(tile_size, x, y)
if type == "bg rock":
sprite = Rock(tile_size, x, y)
if type == "coins":
if val == "0":
sprite = Coin(tile_size, x, y,"./graphics/coins/gold", 5)
if val == "1":
sprite = Coin(tile_size, x, y, "./graphics/coins/silver", 1)
if type == "enemies":
sprite = Enemy(tile_size, x, y)
if type == "constraints":
sprite = Tile(tile_size, x, y)
sprite.image.set_alpha(0)
sprite_group.add(sprite)
return sprite_group
def player_setup(self, layout, change_health):
for row_index, row in enumerate(layout):
for col_index, val in enumerate(row):
x = col_index * tile_size
y = row_index * tile_size
if val == "0":
sprite = Player((x, y), self.display_surface, self.create_jump_particles, change_health)
self.player.add(sprite)
if val == "1":
koncowy_znak = pygame.image.load("./graphics/Object/Sign_CV.png").convert_alpha()
sprite = StaticTile(tile_size, x, y, koncowy_znak)
self.goal.add(sprite)
def enemy_collision_reverse(self):
for enemy in self.enemies_sprites.sprites():
if pygame.sprite.spritecollide(enemy, self.constraint_sprites, False):
enemy.reverse()
def create_jump_particles(self, pos):
if self.player.sprite.facing_right:
pos -= pygame.math.Vector2(10, 5)
else:
pos += pygame.math.Vector2(10, -5)
jump_particle_sprite = ParticleEffect(pos, "jump")
self.dust_sprite.add(jump_particle_sprite)
def poziome_zderzenia(self):
player = self.player.sprite
# jesli nie ma kolizji to dodac update, inaczej spokoj
player.collision_rect.x += player.direction.x * player.speed
dotyk = self.terrain_sprites.sprites() + self.crates_sprites.sprites()
for sprite in dotyk:
if sprite.rect.colliderect(player.collision_rect):
if player.direction.x < 0:
player.collision_rect.left = sprite.rect.right
player.on_left = True
self.current_x = player.rect.left
elif player.direction.x > 0:
player.collision_rect.right = sprite.rect.left
player.on_right = True
self.current_x = player.rect.right
if player.on_left and (player.rect.left < self.current_x or player.direction.x >= 0):
player.on_left = False
if player.on_right and (player.rect.right > self.current_x or player.direction.x <= 0):
player.on_right = False
def pionowe_zderzenia(self):
player = self.player.sprite
player.dodaj_grawitacje()
dotyk = self.terrain_sprites.sprites() + self.crates_sprites.sprites()
for sprite in dotyk:
if sprite.rect.colliderect(player.collision_rect):
if player.direction.y > 0:
player.collision_rect.bottom = sprite.rect.top
player.direction.y = 0
player.on_ground = True
elif player.direction.y < 0:
player.collision_rect.top = sprite.rect.bottom
player.direction.y = 0
player.on_ceiling = True
if player.on_ground and player.direction.y < 0 or player.direction.y > 1:
player.on_ground = False
if player.on_ceiling and player.direction.y > 0.1:
player.on_ceiling = False
def scroll_x(self):
player = self.player.sprite
player_x = player.rect.centerx
direction_x = player.direction.x
if player_x < screen_width / 2.5 and direction_x < 0:
self.world_shift = 8
player.speed = 0
elif player_x > screen_width - (screen_width / 2.5) and direction_x > 0:
self.world_shift = -8
player.speed = 0
else:
self.world_shift = 0
player.speed = 8
def get_player_on_ground(self):
if self.player.sprite.on_ground:
self.player_on_ground = True
else:
self.player_on_ground = False
def create_landing_dust(self):
if not self.player_on_ground and self.player.sprite.on_ground and not self.dust_sprite.sprites():
if self.player.sprite.facing_right:
offset = pygame.math.Vector2(10, 15)
else:
offset = pygame.math.Vector2(-10, 15)
fall_dust_particle = ParticleEffect(self.player.sprite.rect.midbottom - offset, "land")
self.dust_sprite.add(fall_dust_particle)
def check_death(self):
if self.player.sprite.rect.top > screen_height:
self.create_overworld(self.current_level, 0)
def check_win(self):
if pygame.sprite.spritecollide(self.player.sprite, self.goal, False):
self.create_overworld(self.current_level, self.new_max_level)
def check_coin_collision(self):
collided_coins = pygame.sprite.spritecollide(self.player.sprite, self.coins_sprites, True)
if collided_coins:
for coin in collided_coins:
self.change_coins(coin.value)
def check_enemy_collisions(self):
enemy_collisions = pygame.sprite.spritecollide(self.player.sprite, self.enemies_sprites, False)
if enemy_collisions:
for enemy in enemy_collisions:
enemy_center = enemy.rect.centery
enemy_top = enemy.rect.top
player_bottom = self.player.sprite.rect.bottom
if enemy_top < player_bottom < enemy_center and self.player.sprite.direction.y >= 0:
self.player.sprite.direction.y = -8
explosion_sprite = ParticleEffect(enemy.rect.center, "explosion")
self.explosion_sprites.add(explosion_sprite)
enemy.kill()
else:
self.player.sprite.get_damage()
def input(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_RETURN]:
self.create_overworld(self.current_level, self.new_max_level)
if keys[pygame.K_ESCAPE]:
self.create_overworld(self.current_level, 0)
def run(self):
self.input()
#self.display_surface.blit(self.text_surf, self.text_rect)
# decoration
self.sky.draw(self.display_surface)
self.clouds.draw(self.display_surface, self.world_shift)
#kurz
self.dust_sprite.update(self.world_shift)
self.dust_sprite.draw(self.display_surface)
#poziom
self.terrain_sprites.update(self.world_shift)
self.terrain_sprites.draw(self.display_surface)
#skrzynka
self.crates_sprites.update(self.world_shift)
self.crates_sprites.draw(self.display_surface)
# pniak
self.bg_stomps_sprites.update(self.world_shift)
self.bg_stomps_sprites.draw(self.display_surface)
# trawa
self.grass_sprites.update(self.world_shift)
self.grass_sprites.draw(self.display_surface)
#bg_drzewa
self.bg_trees_sprites.update(self.world_shift)
self.bg_trees_sprites.draw(self.display_surface)
# bg_drzewa2
self.bg_trees2_sprites.update(self.world_shift)
self.bg_trees2_sprites.draw(self.display_surface)
#znaki
self.sign_sprites.update(self.world_shift)
self.sign_sprites.draw(self.display_surface)
#grzyby
self.mushroom_sprites.update(self.world_shift)
self.mushroom_sprites.draw(self.display_surface)
#grzyby2
self.mushroom2_sprites.update(self.world_shift)
self.mushroom2_sprites.draw(self.display_surface)
#kamienie
self.rock_sprites.update(self.world_shift)
self.rock_sprites.draw(self.display_surface)
#kamienie
self.bg_bushes_sprites.update(self.world_shift)
self.bg_bushes_sprites.draw(self.display_surface)
#przeciwnicy
self.enemies_sprites.update(self.world_shift)
#self.constraint_sprites.update(self.world_shift)
self.enemy_collision_reverse()
self.enemies_sprites.draw(self.display_surface)
self.explosion_sprites.update(self.world_shift)
self.explosion_sprites.draw(self.display_surface)
#ograniczenia
self.constraint_sprites.update(self.world_shift)
self.constraint_sprites.draw(self.display_surface)
#monety
self.coins_sprites.update(self.world_shift)
self.coins_sprites.draw(self.display_surface)
#Interakcja gracza
self.player.update()
self.pionowe_zderzenia()
self.get_player_on_ground()
self.poziome_zderzenia()
self.create_landing_dust()
self.scroll_x()
self.player.draw(self.display_surface)
self.goal.update(self.world_shift)
self.goal.draw(self.display_surface)
self.check_death()
self.check_win()
self.check_coin_collision()
self.check_enemy_collisions()
#water
self.water.draw(self.display_surface, self.world_shift)