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shroom_of_doom/mods/LevelEditor/level.py
2025-02-26 14:40:25 -05:00

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Python

#!~/.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)