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Level.py
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455 lines (269 loc) · 8 KB
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#!/usr/bin/env python
#
#
#
#
import pygame
import collections
import os
import math
import sys
from hiddenwalls import HiddenWalls
from Platforms import Platforms
from Background import Backgrounds
from Props import Props
from weather import Weathers
from scrolling import Scrollers
from BackgroundMusic import BackgroundAudio
from NPC import NPCs
from Names import Names
from Readable import Readables
from Flyers import Flyers
from Ending_Animation import Ending_Animation
from Wind import Wind
class Level:
def __init__(self, screen, level):
self.screen = screen
self.level = level
self.found = False
self.platforms = None
self.background = None
self.midground = None
self.foreground = None
self.weather = None
self.hiddenwalls = None
self.props = None
self.scrollers = None
self.shake = None
self.background_audio = None
self.npc = None
self.name = None
self.readable = None
self.flyer = None
class Levels:
def __init__(self, screen):
self.max_level = 42
self.current_level = 0
self.current_level_name = None
self.screen = screen
# Objects
self.platforms = Platforms()
self.background = Backgrounds("BG").backgrounds
self.midground = Backgrounds("MG").backgrounds
self.foreground = Backgrounds("FG").backgrounds
self.props = Props().props
self.weather = Weathers().weather
self.hiddenwalls = HiddenWalls().hiddenwalls
self.scrollers = Scrollers()
self.npcs = NPCs().npcs
self.names = Names()
self.readables = Readables().readables
self.flyers = Flyers()
self.Ending_Animation = Ending_Animation()
# Audio
self.background_audio = BackgroundAudio().level_audio
self.channels = [pygame.mixer.Channel(2), pygame.mixer.Channel(3), pygame.mixer.Channel(4), pygame.mixer.Channel(5)]
for channel in self.channels:
channel.set_volume(1.0)
# Movement
self.shake_var = 0
self.shake_levels = [39, 40, 41]
self.wind = Wind(self.screen)
self.levels = {}
self._load_levels()
# Ending
self.ending = False
self.END = False
def blit1(self):
try:
current_level = self.levels[self.current_level]
if current_level.background:
current_level.background.blitme(self.screen)
if current_level.scrollers:
for scroller in current_level.scrollers:
scroller.blitme(self.screen, "bg")
if current_level.midground:
current_level.midground.blitme(self.screen)
if current_level.props:
for prop in current_level.props:
prop.blitme(self.screen)
if current_level.flyer:
current_level.flyer.blitme(self.screen)
if current_level.npc:
current_level.npc.blitme(self.screen)
if current_level.weather:
current_level.weather.blitme(self.screen, self.wind.rect)
except Exception as e:
print("BLIT1 ERROR: ", e)
def blit2(self):
try:
current_level = self.levels[self.current_level]
if current_level.foreground:
current_level.foreground.blitme(self.screen)
if current_level.hiddenwalls:
for hiddenwall in current_level.hiddenwalls:
hiddenwall.blitme(self.screen)
if current_level.scrollers:
for scroller in current_level.scrollers:
scroller.blitme(self.screen, "fg")
if current_level.npc:
current_level.npc.blitmetext(self.screen)
if current_level.readable:
current_level.readable.blitmetext(self.screen)
if self.names.active:
self.names.blitme(self.screen)
if os.environ.get("hitboxes"):
if current_level.platforms:
for platform in current_level.platforms:
pygame.draw.rect(self.screen, (255, 0, 0), platform.rect, 1)
if self.END:
self.Ending_Animation.blitme(self.screen)
except Exception as e:
print("BLIT2 ERROR: ", e)
def update_levels(self, king, babe, agentCommand=None):
self.update_wind(king)
self.update_hiddenwalls(king)
self.update_npcs(king)
self.update_readables(king)
self.update_flyers(king)
self.update_discovery(king)
self.update_audio()
if self.ending:
self.END = self.Ending_Animation.update(self.levels[self.current_level], king, babe)
else:
king.update(agentCommand=agentCommand)
babe.update(king)
def update_flyers(self, king):
try:
current_level = self.levels[self.current_level]
if current_level.flyer:
current_level.flyer.update(king)
except Exception as e:
print("UPDATEFLYERS ERROR: ", e)
def update_audio(self):
try:
if not self.ending:
current_level = self.levels[self.current_level]
for index, audio in enumerate(current_level.background_audio):
if not audio:
self.channels[index].stop()
elif audio != [channel.get_sound() for channel in self.channels][index]:
self.channels[index].play(audio)
self.names.play_audio()
else:
for channel in self.channels:
channel.stop()
self.Ending_Animation.update_audio()
except Exception as e:
print("UPDATEAUDIO ERROR: ", e)
def update_discovery(self, king):
try:
if not king.isFalling:
if self.levels[self.current_level].name != self.current_level_name:
self.current_level_name = self.levels[self.current_level].name
if self.current_level_name:
self.names.opacity = 255
self.names.active = True
self.names.blit_name = self.current_level_name
self.names.blit_type = self.levels[self.current_level].found
self.levels[self.current_level].found = True
except Exception as e:
print("UPDATEDISCOVERY ERROR: ", e)
def update_readables(self, king):
try:
if self.levels[self.current_level].readable:
self.levels[self.current_level].readable.update(king)
except Exception as e:
print("UPDATEREADABLES ERROR:", e)
def update_npcs(self, king):
try:
for npc in self.npcs.values():
npc.update(king)
except Exception as e:
print("UPDATENPCS ERROR:", e)
def update_hiddenwalls(self, king):
try:
if self.levels[self.current_level].hiddenwalls:
for hiddenwall in self.levels[self.current_level].hiddenwalls:
hiddenwall.check_collision(king)
except Exception as e:
print("UPDATEHIDDENWALLS ERROR: ", e)
def update_wind(self, king):
try:
wind = self.wind.calculate_wind(king)
if self.levels[self.current_level].weather:
if self.levels[self.current_level].weather.hasWind:
if not king.lastCollision:
king.angle, king.speed = king.physics.add_vectors(king.angle, king.speed, math.pi / 2, wind / 50)
elif not king.lastCollision.type == "Snow":
king.angle, king.speed = king.physics.add_vectors(king.angle, king.speed, math.pi / 2, wind / 50)
except Exception as e:
print("UPDATEWIND ERROR: ", e)
def _load_levels(self):
try:
for i in range(0, self.max_level + 1):
self.levels[i] = Level(self.screen, i)
try:
self.levels[i].background = self.background[i]
except:
pass
try:
self.levels[i].midground = self.midground[i]
except:
pass
try:
self.levels[i].foreground = self.foreground[i]
except:
pass
try:
self.levels[i].platforms = self.platforms.platforms(i)
except:
pass
try:
self.levels[i].props = self.props[i]
except:
pass
try:
self.levels[i].weather = self.weather[i]
except:
pass
try:
self.levels[i].hiddenwalls = self.hiddenwalls[i]
except:
pass
try:
self.levels[i].scrollers = self.scrollers.scrollers[i]
except:
pass
try:
if i in self.shake_levels:
self.levels[i].shake = True
except:
pass
try:
self.levels[i].background_audio = self.background_audio[i]
except:
pass
try:
self.levels[i].npc = self.npcs[i]
except:
pass
try:
self.levels[i].name = self.names.names[i]
except:
pass
try:
self.levels[i].readable = self.readables[i]
except:
pass
try:
self.levels[i].flyer = self.flyers.flyers[i]
except:
pass
except Exception as e:
print("LOAD LEVELS ERROR: ", e)
def reset(self):
self.current_level = 0
self.wind.__init__(self.screen)
self.scrollers.__init__()
self.flyers.__init__()