143 lines
6.0 KiB
Python
143 lines
6.0 KiB
Python
from gamedata.objects.base import BaseObject
|
|
from gamedata.objects.transition import Transition
|
|
|
|
class Levels(BaseObject):
|
|
|
|
def __init__(self,x,y,game,nodes,customvalues):
|
|
|
|
super().__init__(0,0,game)
|
|
self.nodes = nodes
|
|
self.customvalues = customvalues
|
|
|
|
self.launched = False
|
|
|
|
self.blueflags = self.game.getSpriteDir("flags/blue/")
|
|
self.greenflags= self.game.getSpriteDir("flags/green/")
|
|
self.flagbase = self.game.sprite_lib["flags/base.png"]
|
|
self.playerwalking = self.game.getSpriteDir("player/walking/")
|
|
self.playerstill = self.game.sprite_lib["player/still.png"]
|
|
|
|
self.medalwave = self.game.sprite_lib["medals/wave.png"]
|
|
self.medalwaveoff = self.game.sprite_lib["medals/waveoff.png"]
|
|
self.medalclock = self.game.sprite_lib["medals/clock.png"]
|
|
self.medalclockoff = self.game.sprite_lib["medals/clockoff.png"]
|
|
|
|
self.flip = False
|
|
self.moving = False
|
|
self.spriteindex = 0
|
|
|
|
self.flagsindex = []
|
|
self.names = []
|
|
self.textnumbers = []
|
|
for i,v in enumerate(self.nodes):
|
|
v["x"]+=8 # Center on tiles
|
|
v["y"]+=8
|
|
self.flagsindex.append(self.game.lib.randint(1,3))
|
|
|
|
# Get sprites for "Level N"
|
|
sprite = self.game.getchars("Level "+str(i+1))
|
|
self.textnumbers.append(sprite)
|
|
|
|
# Get sprites for the level's name
|
|
if str(i) in customvalues.keys():
|
|
sprites = self.game.getchars(customvalues[str(i)].split(";")[0])
|
|
self.names.append(sprites)
|
|
else:
|
|
self.names.append(None)
|
|
|
|
self.animspeed = 7
|
|
self.cursor = 0 # Which level is selected
|
|
self.playerx = self.nodes[0]["x"]
|
|
self.playery = self.nodes[1]["y"]
|
|
|
|
self.tileset = self.game.gameloop.findname("TilesetRenderer")[0]
|
|
self.maxwidth = self.tileset.layers[0]["surface"].get_width()
|
|
|
|
def step(self):
|
|
for i in range(len(self.flagsindex)):
|
|
self.flagsindex[i]+=self.animspeed*self.game.dt
|
|
|
|
if not self.moving and not self.launched:
|
|
if self.game.inputs["keys"]["right"]["timer"]>0:
|
|
if "Level "+str(self.cursor+1) in self.game.globals["finishedlevels"] or self.game.globals["allunlocked"]:
|
|
self.cursor+=1
|
|
self.flip = False
|
|
if self.game.inputs["keys"]["left"]["timer"]>0:
|
|
self.cursor-=1
|
|
self.flip = True
|
|
if self.game.inputs["keys"]["up"]["timer"]==1:
|
|
# Launch the level
|
|
t = Transition(self.game,level = "Level "+str(self.cursor+1))
|
|
self.launched = True
|
|
self.game.globals["levelname"] = self.cursor
|
|
if str(self.cursor) in self.customvalues.keys():
|
|
props = self.customvalues[str(self.cursor)].split(";")
|
|
self.game.globals["levellore"] = props[0]
|
|
self.game.globals["timetobeat"] = props[1]
|
|
else:
|
|
self.game.globals["levellore"] = None
|
|
self.game.gameloop.summon(t)
|
|
self.cursor = min(self.cursor,len(self.nodes)-1)
|
|
self.cursor = max(0,self.cursor)
|
|
|
|
speedx = (self.nodes[self.cursor]["x"]-self.playerx)
|
|
speedy = (self.nodes[self.cursor]["y"]-self.playery)
|
|
|
|
self.moving = (abs(speedx)+1)*(abs(speedy)+1)>3
|
|
if self.moving:
|
|
self.spriteindex += self.animspeed*self.game.dt
|
|
else:
|
|
self.spriteindex = 0
|
|
self.playerx += speedx*4*self.game.dt
|
|
self.playery += speedy*4*self.game.dt
|
|
|
|
self.game.globals["camerax"] = self.playerx-self.game.globals["cameraw"]/2
|
|
self.game.globals["camerax"] = max(0,self.game.globals["camerax"])
|
|
self.game.globals["camerax"] = min(self.maxwidth-self.game.globals["cameraw"],self.game.globals["camerax"])
|
|
|
|
def draw(self):
|
|
for i,v in enumerate(self.nodes): # Draw flags
|
|
sprites = self.blueflags
|
|
if i in self.game.globals["finishedlevels"]:
|
|
sprites = self.greenflags
|
|
sprite = sprites[int(self.flagsindex[i])%len(sprites)]
|
|
x = v["x"]-sprite.get_width()/2-self.game.globals["camerax"]+8
|
|
y = v["y"]-sprite.get_height()-self.game.globals["cameray"]
|
|
self.game.window.blit(self.flagbase,[v["x"]-self.game.globals["camerax"]-8,v["y"]-self.game.globals["cameray"]-2])
|
|
self.game.window.blit(sprite,[x,y])
|
|
|
|
# Draw player
|
|
if self.moving:
|
|
sprite = self.playerwalking[int(self.spriteindex)%len(self.playerwalking)]
|
|
else:
|
|
sprite = self.playerstill
|
|
sprite = self.game.pygame.transform.flip(sprite,self.flip,False)
|
|
x = self.playerx-self.game.globals["camerax"]-sprite.get_width()/2
|
|
y = self.playery-self.game.globals["cameray"]-sprite.get_height()/2-6
|
|
self.game.window.blit(sprite,[x,y])
|
|
|
|
# Draw level's number
|
|
sprite = self.textnumbers[self.cursor]
|
|
x = self.nodes[self.cursor]["x"]-self.game.globals["camerax"]-sprite.get_width()/2
|
|
y = self.nodes[self.cursor]["y"]-self.game.globals["cameray"]-sprite.get_height()/2-50
|
|
self.game.window.blit(sprite,[x,y])
|
|
# Medals
|
|
wave = self.medalwaveoff
|
|
if self.cursor in self.game.globals["completedlevels"]:
|
|
wave = self.medalwave
|
|
clock = self.medalclockoff
|
|
if self.cursor in self.game.globals["speedrunlevels"]:
|
|
clock = self.medalclock
|
|
|
|
x = self.nodes[self.cursor]["x"]-self.game.globals["camerax"]
|
|
y = self.nodes[self.cursor]["y"]-72
|
|
self.game.window.blit(wave,[x-wave.get_width()-1,y])
|
|
self.game.window.blit(clock,[x+1,y])
|
|
|
|
# Draw the level's name
|
|
if self.names[self.cursor]:
|
|
sprite = self.names[self.cursor]
|
|
x = self.nodes[self.cursor]["x"]-self.game.globals["camerax"]-sprite.get_width()/2
|
|
y = self.nodes[self.cursor]["y"]-self.game.globals["cameray"]-sprite.get_height()/2-40
|
|
self.game.window.blit(sprite,[x,y])
|