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level.py
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level.py
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import pygame, os
from pygame.locals import *
from platform import *
from background import *
from enemy import *
from item import *
import copy
import math
class Level():
def __init__(self, world):
self.world = world
platformpath = os.path.dirname(os.path.dirname( os.path.realpath( __file__ ) ) ) + "/OSGCC6/datafiles/level1.dat"
f = open(platformpath)
allLines = f.readlines()
self.platforms = pygame.sprite.Group()
self.drawGroup = pygame.sprite.Group() #which sprties are in view to draw
self.movePlatforms = pygame.sprite.Group()
self.bg1 = Background("background1.png", "background2.png")
self.bg2 = Background("background_2-1.png", "background_2-2.png")
self.fg = Background("foreground1.png", "foreground1.png")
for i in range (1, len(allLines)):
words = allLines[i].split(" ")
plat = Platform([(int)(words[0]),(int)(words[1])],(int)(words[2]), (words[3]), (int)(words[4]))
if plat.moveX or plat.moveY:
self.movePlatforms.add(plat)
else:
self.platforms.add(plat)
# Add enemies to level
enemy_dat_path = os.path.dirname(os.path.dirname( os.path.realpath( __file__ ) ) ) + "/OSGCC6/datafiles/enemy.dat"
f = open(enemy_dat_path)
allLines = f.readlines()
self.enemies = pygame.sprite.Group()
for i in range (1, len(allLines)):
words = allLines[i].split(" ")
x = (int)(words[0])
y = (int)(words[1])
height = (int)(words[2])
width = (int)(words[3])
enemType = (int)(words[4])
enem = Enemy([x, y], self.world, pygame.time.Clock(), enemType)
self.enemies.add(enem)
# Add items to level
item_dat_path = os.path.dirname(os.path.dirname( os.path.realpath( __file__ ) ) ) + "/OSGCC6/datafiles/item.dat"
f = open(item_dat_path)
allLines = f.readlines()
self.items = pygame.sprite.Group()
for i in range (1, len(allLines)):
words = allLines[i].split(" ")
x = (int)(words[0])
y = (int)(words[1])
ite = Item([x, y], words[2], words[3], (int)(words[4]))
self.items.add(ite)
def Update(self):
for sprite in self.enemies:
sprite.Update()
#check collisions with objects
def checkCollision(self, obj, newPos):
newrect = copy.deepcopy(obj.rect)
newrect.center = newPos
for platform in self.platforms:
newPlat = copy.deepcopy(platform.rect)
newPlat.center = platform.worldPos
#print newrect.center
if newrect.colliderect(newPlat):
return platform
return None
#check collisions with items
def checkItemCollision(self, obj, newPos):
newrect = copy.deepcopy(obj.rect)
newrect.center = newPos
for item in self.items:
newItem = copy.deepcopy(item.rect)
newItem.center = item.worldPos
if newItem.colliderect(newrect):
return item
return None
#check collisions with enemy when shooting beans
def checkCollisionEnemy(self, obj):
for enemy in self.enemies:
if enemy.rect.colliderect(obj.rect):
#if newRec.colliderect(obj.rect):
enemy.kill()
return True
return None
def reieveCheckCollisionEnemy(self, player):
playerrect = copy.deepcopy(player.rect)
playerrect.center = player.worldPos
for obj in self.world.enemyObjects:
newrect = copy.deepcopy(obj.rect)
newrect.center = obj.worldPos
if newrect.colliderect(playerrect):
obj.kill()
return True
return False
#check collision between enemies and player (player may actually be enemy)
def checkEnemyCollision(self, player, newPos):
newrect = copy.deepcopy(player.rect)
newrect.center = newPos
for enemy in self.enemies:
if enemy == player:
pass
else:
enemyrect = copy.deepcopy(enemy.rect)
enemyrect.center = enemy.worldPos
if enemyrect.colliderect(newrect):
return enemy
return None
def checkCollisionMoving(self, obj, newPos):
newrect = copy.deepcopy(obj.rect)
newrect.center = newPos
for plat in self.movePlatforms:
if plat == obj:
pass
else:
enemyrect = copy.deepcopy(plat.rect)
enemyrect.center = plat.worldPos
if enemyrect.colliderect(newrect):
return plat
return None
def Draw(self):
currentPos = copy.deepcopy(self.world.player.worldPos) #players current worldPos
self.bg1.Draw(self.world.screen)
self.bg2.Draw(self.world.screen)
self.drawGroup.empty()
#screen = pygame.Rect((currentPos[0] - 800,currentPos[1] + 450),(800,450))
for platform in self.movePlatforms:
platform.updatePos()
if (platform.worldPos[0] >= (currentPos[0] - 1600)) and (platform.worldPos[0] <= (currentPos[0] + 1600)):
platform.rect.center = [800 - (currentPos[0] - platform.worldPos[0]), 450 - (currentPos[1] - platform.worldPos[1])]
self.drawGroup.add(platform)
for platform in self.platforms:
if platform.gravyVent:
platform.updatePos()
if (platform.worldPos[0] >= (currentPos[0] - 1600)) and (platform.worldPos[0] <= (currentPos[0] + 1600)):
platform.rect.center = [800 - (currentPos[0] - platform.worldPos[0]), 450 - (currentPos[1] - platform.worldPos[1])]
#print platform.rect.center[1]
#print platform.rect.center
self.drawGroup.add(platform)
for obj in self.world.objects:
if (obj.worldPos[0] >= (currentPos[0] - 2000)) and (obj.worldPos[0] <= (currentPos[0] + 2000)):
obj.rect.center = [800 - (currentPos[0] - obj.worldPos[0]), 450 - (currentPos[1] - obj.worldPos[1])]
self.drawGroup.add(obj)
for obj in self.enemies:
if (obj.worldPos[0] >= (currentPos[0] - 2000)) and (obj.worldPos[0] <= (currentPos[0] + 2000)):
obj.rect.center = [800 - (currentPos[0] - obj.worldPos[0]), 450 - (currentPos[1] - obj.worldPos[1])]
self.drawGroup.add(obj)
for obj in self.items:
if (obj.worldPos[0] >= (currentPos[0] - 2000)) and (obj.worldPos[0] <= (currentPos[0] + 2000)):
obj.rect.center = [800 - (currentPos[0] - obj.worldPos[0]), 450 - (currentPos[1] - obj.worldPos[1])]
self.drawGroup.add(obj)
for obj in self.world.enemyObjects:
if (obj.worldPos[0] >= (currentPos[0] - 2000)) and (obj.worldPos[0] <= (currentPos[0] + 2000)):
obj.rect.center = [800 - (currentPos[0] - obj.worldPos[0]), 450 - (currentPos[1] - obj.worldPos[1])]
self.drawGroup.add(obj)
self.drawGroup.draw(self.world.screen)