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174
mods/LevelEditor/level.py
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174
mods/LevelEditor/level.py
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#!~/.pyenv/versions/3.11.6/bin/python
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#
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# Copyright (c) 2024 Cutieguwu | Olivia Brooks
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#
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# -*- coding:utf-8 -*-
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# @Title: Levels in a game.
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# @Author: Cutieguwu | Olivia Brooks
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# @Email: owen.brooks77@gmail.com | obroo2@ocdsb.ca
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# @Description: Classes descibing different levels in a pygame game.
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#
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# @Script: level.py
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# @Date Created: 16 Apr, 2024
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# @Last Modified: 09 May, 2024
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# @Last Modified by: Cutieguwu | Olivia Brooks
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# ----------------------------------------------------------
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from icecream import ic
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from lib.section import Section, Blocks
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from lib.scene import Scene
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# Note: opt for importing IceCream in each library instead of using install() in case it is unavailable.
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# Taken from IceCream devs github at https://github.com/gruns/icecream
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try:
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from icecream import ic
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except ImportError: # Graceful fallback if IceCream isn't installed.
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ic = lambda *a: None if not a else (a[0] if len(a) == 1 else a) # Whatever the heck this filler function does.
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class Level():
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"""
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Creates and manages the level scape.
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"""
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def __init__(self, parent):
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self.PARENT = parent
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self.WINDOW = self.PARENT.WINDOW
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self.SCALE = self.PARENT.SCALE
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self.SECTION = Section(self.PARENT)
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self.SCENE = Scene()
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self.layout = Example() # Should be Main(), but Example for testing.
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self.dx = 0
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self.dy = 0
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self.get_layout_size()
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def draw(self):
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"""
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Draws the level on the screen.
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"""
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if self.layout.TYPE == "scene":
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self.SCENE.draw()
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elif self.layout.TYPE == "level":
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self.SECTION.draw(self.layout.LAYOUT)
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def load_layout(self, layout:object):
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"""
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Load a new layout configuration.
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"""
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self.layout = layout
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self.draw()
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self.get_layout_size()
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def get_layout_size(self):
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"""
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Fetches the size of the active layout
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"""
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width = 0
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height = 0
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for coords, block in self.layout.LAYOUT.items():
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try:
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if coords[2] > width:
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width = coords[2]
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if coords[3] > height:
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height = coords[3]
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except IndexError:
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if coords[0] > width:
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width = coords[0]
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if coords[1] > height:
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height = coords[1]
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self.width = width
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self.height = height
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def update_deltas_relative_to_player(self):
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"""
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Called with a scale update.
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Recalculates self.dx and self.dy so that player is centered properly.
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"""
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borderWidthX = (self.SCALE.gameX // 2) + 1
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borderWidthY = (self.SCALE.gameY // 2) + 1
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if self.PARENT.PLAYER.x < borderWidthX:
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# Player is in left border
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self.dx = 0
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elif self.PARENT.PLAYER.x > self.width - borderWidthX:
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# Player is in right border
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self.dx = self.width - self.SCALE.gameX
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else:
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# Player is within x boundaries
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self.dx = self.PARENT.PLAYER.x - borderWidthX
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if self.PARENT.PLAYER.y < borderWidthY:
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# Player is in the top border
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self.dy = 0
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elif self.PARENT.PLAYER.y > self.height - borderWidthY:
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# Player is in bottom border.
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self.dy = self.height - self.SCALE.gameY
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else:
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# Player is within y boundaries.
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self.dy = self.PARENT.PLAYER.y - borderWidthY
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self.dx = int(self.dx)
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self.dy = int(self.dy)
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"""
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NAME :str
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HAS_PLAYER :bool
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TYPE :str = "scene", "menu", "level"
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scene # Does not scale with gameScale or uiScale
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# Each obj in LAYOUT is a different frame, not block sections.
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# Does not have a player, so HAS_PLAYER is not checked, and can be removed from definition.
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menu # Does not scale with gameScale
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LAYOUT :dict = {(x, y, rangeX, rangeY): obj}
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BGFILL :tuple = (r, g, b)
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:pygame.surface.Surface
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"""
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class Intro_Load():
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def __init__(self):
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self.TYPE = "scene"
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self.LAYOUT = {}
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class Main():
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def __init__(self):
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self.TYPE = "menu"
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self.HAS_PLAYER = False
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self.LAYOUT = {}
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class Settings():
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def __init__(self):
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self.TYPE = "menu"
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self.HAS_PLAYER = False
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self.LAYOUT = {}
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class Example():
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def __init__(self):
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self.TYPE = "level"
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self.HAS_PLAYER = True
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self.LAYOUT = {(0, 0, 32, 32): Blocks.block_blue(),
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(2, 1): Blocks.block_rainbow(layer=1)
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}
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self.STARTPOSITIONS = {"center": (0, 0), "left": (-10, 0), "right": (10, 0), "up": (0, 10), "down": (0, -10)}
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self.BGFILL = (0, 0, 0)
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