#!~/.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)