149 lines
6.2 KiB
Python
149 lines
6.2 KiB
Python
from gamedata.objects.base import BaseObject
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from gamedata.objects.transition import Transition
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class Levels(BaseObject):
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def __init__(self,x,y,game,nodes,customvalues):
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super().__init__(0,0,game)
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self.nodes = []
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for i in nodes:
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self.nodes.append(i.copy())
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self.customvalues = customvalues
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self.bgm = self.game.sound_lib["bgm/overworld.mp3"]
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self.bgm.play(-1)
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self.launched = False
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self.blueflags = self.game.getSpriteDir("flags/blue/")
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self.greenflags= self.game.getSpriteDir("flags/green/")
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self.flagbase = self.game.sprite_lib["flags/base.png"]
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self.playerwalking = self.game.getSpriteDir("player/walking/")
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self.playerstill = self.game.sprite_lib["player/still.png"]
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self.medalwave = self.game.sprite_lib["medals/wave.png"]
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self.medalwaveoff = self.game.sprite_lib["medals/waveoff.png"]
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self.medalclock = self.game.sprite_lib["medals/clock.png"]
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self.medalclockoff = self.game.sprite_lib["medals/clockoff.png"]
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self.flip = False
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self.moving = False
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self.spriteindex = 0
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self.flagsindex = []
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self.names = []
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self.textnumbers = []
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for i,v in enumerate(self.nodes):
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v["x"]+=8 # Center on tiles
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v["y"]+=8
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self.flagsindex.append(self.game.lib.randint(1,3))
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# Get sprites for "Level N"
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sprite = self.game.getchars("Level "+str(i+1))
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self.textnumbers.append(sprite)
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# Get sprites for the level's name
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if str(i) in customvalues.keys():
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sprites = self.game.getchars(customvalues[str(i)].split(";")[0])
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self.names.append(sprites)
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else:
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self.names.append(None)
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self.animspeed = 7
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self.cursor = 0 # Which level is selected
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self.playerx = self.nodes[0]["x"]
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self.playery = self.nodes[1]["y"]
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self.tileset = self.game.gameloop.findname("TilesetRenderer")[0]
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self.maxwidth = self.tileset.layers[0]["surface"].get_width()
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def step(self):
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for i in range(len(self.flagsindex)):
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self.flagsindex[i]+=self.animspeed*self.game.dt
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if not self.moving and not self.launched:
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if self.game.inputs["keys"]["right"]["timer"]>0:
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if "Level "+str(self.cursor+1) in self.game.globals["finishedlevels"] or self.game.globals["allunlocked"]:
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self.cursor+=1
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self.flip = False
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if self.game.inputs["keys"]["left"]["timer"]>0:
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self.cursor-=1
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self.flip = True
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if self.game.inputs["keys"]["up"]["timer"]==1:
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# Launch the level
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t = Transition(self.game,level = "Level "+str(self.cursor+1))
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self.launched = True
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self.game.globals["levelname"] = self.cursor
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if str(self.cursor) in self.customvalues.keys():
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props = self.customvalues[str(self.cursor)].split(";")
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self.game.globals["levellore"] = props[0]
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self.game.globals["timetobeat"] = props[1]
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else:
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self.game.globals["levellore"] = None
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self.game.gameloop.summon(t)
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self.bgm.stop()
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self.cursor = min(self.cursor,len(self.nodes)-1)
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self.cursor = max(0,self.cursor)
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speedx = (self.nodes[self.cursor]["x"]-self.playerx)
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speedy = (self.nodes[self.cursor]["y"]-self.playery)
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self.moving = (abs(speedx)+1)*(abs(speedy)+1)>3
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if self.moving:
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self.spriteindex += self.animspeed*self.game.dt
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else:
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self.spriteindex = 0
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self.playerx += speedx*4*self.game.dt
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self.playery += speedy*4*self.game.dt
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self.game.globals["camerax"] = self.playerx-self.game.globals["cameraw"]/2
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self.game.globals["camerax"] = max(0,self.game.globals["camerax"])
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self.game.globals["camerax"] = min(self.maxwidth-self.game.globals["cameraw"],self.game.globals["camerax"])
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def draw(self):
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for i,v in enumerate(self.nodes): # Draw flags
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sprites = self.blueflags
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if i in self.game.globals["finishedlevels"]:
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sprites = self.greenflags
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sprite = sprites[int(self.flagsindex[i])%len(sprites)]
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x = v["x"]-sprite.get_width()/2-self.game.globals["camerax"]+8
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y = v["y"]-sprite.get_height()-self.game.globals["cameray"]
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self.game.window.blit(self.flagbase,[v["x"]-self.game.globals["camerax"]-8,v["y"]-self.game.globals["cameray"]-2])
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self.game.window.blit(sprite,[x,y])
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# Draw player
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if self.moving:
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sprite = self.playerwalking[int(self.spriteindex)%len(self.playerwalking)]
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else:
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sprite = self.playerstill
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sprite = self.game.pygame.transform.flip(sprite,self.flip,False)
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x = self.playerx-self.game.globals["camerax"]-sprite.get_width()/2
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y = self.playery-self.game.globals["cameray"]-sprite.get_height()/2-6
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self.game.window.blit(sprite,[x,y])
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# Draw level's number
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sprite = self.textnumbers[self.cursor]
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x = self.nodes[self.cursor]["x"]-self.game.globals["camerax"]-sprite.get_width()/2
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y = self.nodes[self.cursor]["y"]-self.game.globals["cameray"]-sprite.get_height()/2-50
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self.game.window.blit(sprite,[x,y])
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# Medals
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wave = self.medalwaveoff
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if self.cursor in self.game.globals["completedlevels"]:
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wave = self.medalwave
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clock = self.medalclockoff
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if self.cursor in self.game.globals["speedrunlevels"]:
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clock = self.medalclock
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x = self.nodes[self.cursor]["x"]-self.game.globals["camerax"]
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y = self.nodes[self.cursor]["y"]-72
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self.game.window.blit(wave,[x-wave.get_width()-1,y])
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self.game.window.blit(clock,[x+1,y])
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# Draw the level's name
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if self.names[self.cursor]:
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sprite = self.names[self.cursor]
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x = self.nodes[self.cursor]["x"]-self.game.globals["camerax"]-sprite.get_width()/2
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y = self.nodes[self.cursor]["y"]-self.game.globals["cameray"]-sprite.get_height()/2-40
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self.game.window.blit(sprite,[x,y])
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