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Cutieguwu
2025-02-26 14:40:25 -05:00
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#!~/.pyenv/versions/3.11.6/bin/python
#
# Copyright (c) 2024 Cutieguwu | Olivia Brooks
#
# -*- coding:utf-8 -*-
# @Title: Levels in a game.
# @Author: Cutieguwu | Olivia Brooks
# @Email: owen.brooks77@gmail.com | obroo2@ocdsb.ca
# @Description: Classes descibing different levels in a pygame game.
#
# @Script: level.py
# @Date Created: 16 Apr, 2024
# @Last Modified: 09 May, 2024
# @Last Modified by: Cutieguwu | Olivia Brooks
# ----------------------------------------------------------
from icecream import ic
from lib.section import Section, Blocks
from lib.scene import Scene
# Note: opt for importing IceCream in each library instead of using install() in case it is unavailable.
# Taken from IceCream devs github at https://github.com/gruns/icecream
try:
from icecream import ic
except ImportError: # Graceful fallback if IceCream isn't installed.
ic = lambda *a: None if not a else (a[0] if len(a) == 1 else a) # Whatever the heck this filler function does.
class Level():
"""
Creates and manages the level scape.
"""
def __init__(self, parent):
self.PARENT = parent
self.WINDOW = self.PARENT.WINDOW
self.SCALE = self.PARENT.SCALE
self.SECTION = Section(self.PARENT)
self.SCENE = Scene()
self.layout = Example() # Should be Main(), but Example for testing.
self.dx = 0
self.dy = 0
self.get_layout_size()
def draw(self):
"""
Draws the level on the screen.
"""
if self.layout.TYPE == "scene":
self.SCENE.draw()
elif self.layout.TYPE == "level":
self.SECTION.draw(self.layout.LAYOUT)
def load_layout(self, layout:object):
"""
Load a new layout configuration.
"""
self.layout = layout
self.draw()
self.get_layout_size()
def get_layout_size(self):
"""
Fetches the size of the active layout
"""
width = 0
height = 0
for coords, block in self.layout.LAYOUT.items():
try:
if coords[2] > width:
width = coords[2]
if coords[3] > height:
height = coords[3]
except IndexError:
if coords[0] > width:
width = coords[0]
if coords[1] > height:
height = coords[1]
self.width = width
self.height = height
def update_deltas_relative_to_player(self):
"""
Called with a scale update.
Recalculates self.dx and self.dy so that player is centered properly.
"""
borderWidthX = (self.SCALE.gameX // 2) + 1
borderWidthY = (self.SCALE.gameY // 2) + 1
if self.PARENT.PLAYER.x < borderWidthX:
# Player is in left border
self.dx = 0
elif self.PARENT.PLAYER.x > self.width - borderWidthX:
# Player is in right border
self.dx = self.width - self.SCALE.gameX
else:
# Player is within x boundaries
self.dx = self.PARENT.PLAYER.x - borderWidthX
if self.PARENT.PLAYER.y < borderWidthY:
# Player is in the top border
self.dy = 0
elif self.PARENT.PLAYER.y > self.height - borderWidthY:
# Player is in bottom border.
self.dy = self.height - self.SCALE.gameY
else:
# Player is within y boundaries.
self.dy = self.PARENT.PLAYER.y - borderWidthY
self.dx = int(self.dx)
self.dy = int(self.dy)
"""
NAME :str
HAS_PLAYER :bool
TYPE :str = "scene", "menu", "level"
scene # Does not scale with gameScale or uiScale
# Each obj in LAYOUT is a different frame, not block sections.
# Does not have a player, so HAS_PLAYER is not checked, and can be removed from definition.
menu # Does not scale with gameScale
LAYOUT :dict = {(x, y, rangeX, rangeY): obj}
BGFILL :tuple = (r, g, b)
:pygame.surface.Surface
"""
class Intro_Load():
def __init__(self):
self.TYPE = "scene"
self.LAYOUT = {}
class Main():
def __init__(self):
self.TYPE = "menu"
self.HAS_PLAYER = False
self.LAYOUT = {}
class Settings():
def __init__(self):
self.TYPE = "menu"
self.HAS_PLAYER = False
self.LAYOUT = {}
class Example():
def __init__(self):
self.TYPE = "level"
self.HAS_PLAYER = True
self.LAYOUT = {(0, 0, 32, 32): Blocks.block_blue(),
(2, 1): Blocks.block_rainbow(layer=1)
}
self.STARTPOSITIONS = {"center": (0, 0), "left": (-10, 0), "right": (10, 0), "up": (0, 10), "down": (0, -10)}
self.BGFILL = (0, 0, 0)

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#!~/.pyenv/versions/3.11.6/bin/python
#
# Copyright (c) 2024 Cutieguwu | Olivia Brooks
#
# -*- coding:utf-8 -*-
# @Title: SoD: The Massacring Mushroom Level Editor.
# @Author: Cutieguwu | Olivia Brooks
# @Email: owen.brooks77@gmail.com | obroo2@ocdsb.ca
# @Description: A Level Editor for SoD: The Massacring Mushroom.
#
# @Script: main.py
# @Date Created: 10 May, 2024
# @Last Modified: 10 May, 2024
# @Last Modified by: Cutieguwu | Olivia Brooks
# ----------------------------------------------------------
# Adapted from Serge Stroobandt on https://stackoverflow.com/questions/46419607/how-to-automatically-install-required-packages-from-a-python-script-as-necessary
from pkg_resources import working_set
from subprocess import check_call, CalledProcessError
from sys import executable
# Non built-ins
libsReq = {
"pygame",
"icecream"
}
libsInst = {
pkg.key for pkg in working_set # Find required and installed libraries.
}
libsMiss = libsReq - libsInst # Remove the already installed libraries from the dependency list.
try:
if len(libsMiss) != 0:
check_call([executable, "-m", "pip", "install", "--upgrade", "pip"]) # Ensure pip is up-to-date.
check_call([executable, "-m", "pip", "install", *libsMiss]) # Install all missing libraries.
except CalledProcessError:
print("Debug | CANNOT FIND OR INSTALL DEPENDENCIES - EXITING")
raise SystemExit
import pygame, level
from icecream import ic
from os import path
import math
ic.configureOutput(prefix="DEBUG | ")
class Editor():
"""
Level Editor
"""
def __init__(self):
self.clock = pygame.time.Clock()
editorIcon = pygame.image.load(path.dirname(__file__) + "/data/image/editor/icon.png")
pygame.display.set_icon(editorIcon)
self.VERSION = "0.0.1-alpha"
pygame.display.set_caption(f"SoD: TMM Level Editor v{self.VERSION}")
# Initialise the window.
self.WINDOW = self.Window(self,
1440,
720)
self.bgFill = (255, 255, 255)
self.WINDOW.window.fill(self.bgFill)
self.SCALE = self.Scale(parent=self)
self.LEVEL = level.Level(self)
self.editorOn = True
def run(self):
"""
Editor run loop.
"""
while self.editorOn:
self.clock.tick(self.WINDOW.framerate)
# Clear window
if self.bgFill != self.LEVEL.layout.BGFILL: # If the background has changed (may or may not change between levels)
bgFill = self.LEVEL.layout.BGFILL # Update it locally.
if isinstance(self.bgFill, pygame.surface.Surface): # If it's an image, scale it accordingly.
width = bgFill.get_width() * self.PARENT.gameScale
height = bgFill.get_height() * self.PARENT.gameScale
pygame.transform.scale(self.bgFill, (width, height))
if isinstance(bgFill, tuple): # If background is a solid colour fill
self.WINDOW.window.fill(bgFill)
elif isinstance(bgFill, pygame.surface.Surface): # Elif background is an image fill.
self.WINDOW.window.blit(bgFill, (self.LEVEL.dx * self.PARENT.gameScale, self.LEVEL.dy * self.PARENT.gameScale))
self.LEVEL.draw()
self.PLAYER.update_move(playerActionMove)
self.PLAYER.draw()
# Refresh buttons.
for b in self.gameButtons:
b.draw()
# Update objects on screen.
pygame.display.flip()
# Event handler
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.gameOn = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE: # Window exit via esc.
ic(event.key)
self.gameOn = False
if self.LEVEL.layout.HAS_PLAYER: # If layout shows a player
for controlsDict in [
self.controlsPlayerMovement,
self.controlsPlayerInteraction
]:
for action, key in controlsDict.items(): # Check movement triggers
if key == event.key: # Key pressed is associated with a movement action.
if controlsDict == self.controlsPlayerMovement:
playerActionMove = action
elif controlsDict == self.controlsPlayerInteraction:
if action == "trigger":
self.PLAYER.interact()
elif event.type == pygame.KEYUP:
if self.LEVEL.layout.HAS_PLAYER: # If layout shows a player
for controlsDict in [
self.controlsPlayerMovement,
self.controlsPlayerInteraction
]:
for action, key in controlsDict.items(): # Check movement triggers
if key == event.key: # Key released is associated with a movement action.
if controlsDict == self.controlsPlayerMovement:
if action == playerActionMove: # Only if the most recent movement action key was released
playerActionMove = "neutral" # stop the player.
elif event.type == pygame.MOUSEBUTTONDOWN:
for button in self.gameButtons:
if button.is_clicked:
if button.ID == "settings":
# open settings panel.
pass
elif event.type == pygame.MOUSEWHEEL:
# Scale the level
if self.SETTINGS["controls"]["mouse"]["is_inverted"]:
scaleNew = self.SCALE.gameScale + event.y # event.y should be +1 or -1 generally. I have seen 0 and others before somehow.
else:
scaleNew = self.SCALE.gameScale - event.y
if scaleNew in range(4, 30): # Limit the scaling range (limit level zoom).
if self.SCALE.gameScale < scaleNew:
# Source images need to be refreshed if character is growing in size.
ic(self.PLAYER.update_images(self.PLAYER.character))
else:
ic(self.PLAYER.update_scale())
self.SCALE.gameScale = scaleNew
ic(self.SCALE.update_units_game())
ic(self.PLAYER.update_scale())
self.LEVEL.update_deltas_relative_to_player()
if isinstance(self.bgFill, pygame.surface.Surface): # Update the scaling of the bgFill if it's an image fill.
width = self.WINDOW.width / self.PARENT.gameX
height = self.WINDOW.height / self.PARENT.gameY
pygame.transform.scale(self.bgFill, (width, height))
class Window():
"""
Creates a window.
"""
def __init__(self, parent, width:int = 1440, height:int = 720, framerate:int = 30):
self.PARENT = parent
self.width = width
self.height = height
self.size = self.width, self.height
self.framerate = framerate
self.update_aspect_ratio()
ic(self.aspectX, self.aspectY)
self.window = pygame.display.set_mode(self.size)
def update_aspect_ratio(self):
"""
Updates the aspect ratio for correct block scaling.
"""
gcd = math.gcd(self.height, self.width)
self.aspectX = self.width / gcd
self.aspectY = self.height / gcd
def get_smallest_window_edge(self):
"""
Returns the smallest edge of the window.
"""
if self.height < self.width:
return self.height
else:
return self.width
class Scale():
"""
Handles all globally referenced scaling.
"""
def __init__(self, parent):
self.PARENT = parent
self.WINDOW = self.PARENT.WINDOW
self.editorScale = 4
self.uiScale = 1
self.update_units_editor()
def update_units_editor(self):
"""
Gets editor units.
"""
self.WINDOW.update_aspect_ratio()
self.editorX = self.editorScale * self.WINDOW.aspectX # Blocks along X
self.editorY = self.editorScale * self.WINDOW.aspectY # Blocks along Y
ic(self.editorX, self.editorY)
if self.editorX > self.editorY: # Determine the blocks along the shortest edge.
blocksAlongEdge = self.editorY
else:
blocksAlongEdge = self.editorX
self.unitBlockPx = self.WINDOW.get_smallest_window_edge() / blocksAlongEdge # Defines the edge length in pixels of a section.
"""
if (self.unitBlockPx % 2) != 0: # Is not an integer.
self.unitBlockPx = (self.unitBlockPx // 1) + 1 # Round up.
"""
ic(self.unitBlockPx)
editor = Editor()
editor.run()
pygame.quit()