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import pygame
import os
import codecs
from pygame.locals import *
from locals import *
import data
from util import dir_from_str
from log import error_message, log_message
from tile import Tile
from spikes import Spikes
from item import Item
from player import Player
from spider import Spider
from blob import Blob
from scripted_event import Scripted_event
from animation import Animation
from trigger import Trigger
from visibleobject import tile_coords_to_screen_coords
class Change:
def __init__(self, tile_change, coords):
self.tile_change = tile_change
self.coords = coords
return
class Level:
def __init__(self, screen, level_name = "w0-l0"):
self.screen = screen
self.image = None
self.flipping = False
self.flipcounter = 0
self.set = "brown" #The default tileset, can be changed through level configuration
self.tiles = []
self.objects = []
self.scripted_events = []
self.cached_ground_check = {}
self.dust_color = COLOR_DUST["brown"]
self.level_name = level_name
self.orientation = 0
conffile = codecs.open(data.levelpath(self.level_name), "r", "utf_8")
tiley = 0
values = []
trigger = False
current_event = None
parse_tiles = False
for line in conffile:
if parse_tiles:
if tiley < FULL_TILES_VER:
tilex = 0
while tilex < FULL_TILES_VER:
if (line[tilex] == "W") or (line[tilex] == "B") or (line[tilex] == "S"):
self.add_tile(line[tilex], (tilex, tiley))
tilex += 1
tiley += 1
continue
else:
parse_tiles = False
continue
elif line.strip() != "":
values = line.split()
#Parsing special commands
if trigger:
if values[0] == "end" and values[1] == "trigger":
trigger = False
else:
current_event.add_element(line)
continue
elif values[0] == "trigger":
trigger = True
current_event = Scripted_event(values[1], int(values[2]))
self.scripted_events.append(current_event)
continue
elif values[0] == "tiles":
parse_tiles = True
continue
elif values[0] == "set":
self.set = values[1]
continue
#Parsing objects
x, y = tile_coords_to_screen_coords(values[1], values[2])
if values[0] == "player":
self.player = Player(self.screen, x, y)
continue
elif values[0] == "spider":
self.objects.append(Spider( self.screen, x, y, dir_from_str(values[3]) ))
continue
elif values[0] == "blob":
self.objects.append(Blob(self.screen, x, y, self.player))
continue
elif values[0] == "lever":
trigger_type = TRIGGER_FLIP
if values[4] == "TRIGGER_FLIP":
trigger_type = TRIGGER_FLIP
self.objects.append( Item(self.screen, x, y, self.set, values[0], int(values[3]), trigger_type) )
continue
else:
try:
self.objects.append(Item(self.screen, x, y, self.set, values[0]))
except:
error_message("Couldn't add object '" + values[0] + "'")
continue
self.dust_color = COLOR_DUST[self.set]
self.bg_animations = {}
self.bg_animations["default"] = Animation(self.set + "_background", "static")
self.current_animation = "default"
self.rect = (self.bg_animations[self.current_animation].update_and_get_image()).get_rect()
self.rect.centerx = SCREEN_WIDTH / 2
self.rect.centery = SCREEN_HEIGHT / 2
self.reset_active_tiles()
return
def update(self):
return_trigger = None
if self.flipping:
self.flipcounter += 1
if self.flipcounter > FLIP_FRAMES:
self.flipcounter = 0
self.flipping = False
self.reset_active_tiles()
return_trigger = TRIGGER_FLIPPED
self.image = None
for t in self.tiles:
t.update()
return return_trigger
def reset_active_tiles(self):
self.active_tiles = []
for t in self.tiles:
if (t.x > 0 and t.y > 0):
self.active_tiles.append(t)
return
def get_objects(self):
return self.objects
def get_player(self):
return self.player
def get_scripted_events(self):
return self.scripted_events
#Renders the background and the tiles
def render(self):
if self.flipping or self.image == None or self.edited:
self.image = pygame.Surface((self.rect.width, self.rect.height))
bg = self.bg_animations[self.current_animation].update_and_get_image()
self.image.blit(bg, self.rect)
for t in self.tiles:
t.render(self.image)
self.edited = False
#Blits the cached background
self.screen.blit(self.image, self.rect)
return
#Starts the flipping of the level
def flip(self, flip_direction = CLOCKWISE):
if self.flipping:
return
else:
self.cached_ground_check = {}
self.flipping = True
if (flip_direction == CLOCKWISE):
self.orientation += 1
if (flip_direction == COUNTER_CLOCKWISE):
self.orientation -= 1
for t in self.tiles:
t.flip(flip_direction)
return
#Triggers an object in the position specified
def trigger(self, x, y):
for o in self.objects:
if o.rect.collidepoint(x, y):
if o.itemclass == "lever":
trigg = o.activate()
if trigg != None:
return trigg
return None
#Gives an object from the level (also removes it from the level)
def pick_up(self, x, y):
for o in self.objects:
if o.rect.collidepoint(x, y):
if o.pickable:
self.objects.remove(o)
return o
return None
#Checks the point for solid ground
def ground_check(self, x, y):
if self.cached_ground_check.has_key(str(x) + "_" + str(y)):
return self.cached_ground_check[str(x) + "_" + str(y)]
else:
if x > SCREEN_WIDTH or y > SCREEN_HEIGHT or x < 0 or y < 0:
return True
for t in self.active_tiles:
if t.rect.collidepoint(x, y):
self.cached_ground_check[str(x) + "_" + str(y)] = True
return True
self.cached_ground_check[str(x) + "_" + str(y)] = False
return False
#This functions tests (approximately) if a rect collides with another and from which direction.
#It's one of the most performance-heavy functions in the game, and thus should be optimized.
#indexing: right left bottom top
def collide(self, rect, dy, dx, topcollision = True):
collision = [None, None, None, None, 0]
for t in self.active_tiles:
if not t.is_aligned():
#Sometimes collisions were misdetected just after the level was flipped,
#so this is an extra check to avoid that.
#Should look into the order things are done when flipping finishes
#to fix the problem properly
continue
if t.rect.collidepoint(rect.right + 1, rect.centery - dy) and dx > 0:
collision[RIGHT] = t.rect.left
if (t.rect.collidepoint(rect.right + 1, rect.bottom - dy - 1) or t.rect.collidepoint(rect.right + 1, rect.top - dy + 1)) and dx > 0:
collision[RIGHT] = t.rect.left
if t.rect.collidepoint(rect.left - 1, rect.centery - dy) and dx < 0:
collision[LEFT] = t.rect.right
if (t.rect.collidepoint(rect.left - 1, rect.bottom - dy - 1) or t.rect.collidepoint(rect.left - 1, rect.top - dy + 1)) and dx < 0:
collision[LEFT] = t.rect.right
if (t.rect.collidepoint(rect.centerx - dx, rect.bottom + 1) or t.rect.collidepoint(rect.right - dx - 1, rect.bottom + 1) or t.rect.collidepoint(rect.left - dx + 1, rect.bottom + 1)) and dy > 0:
if (t.itemclass == "spikes"):
if (collision[DOWN] == None):
collision[DAMAGE] = 5
collision[DOWN] = t.rect.top
else:
collision[DOWN] = t.rect.top
if collision[DAMAGE] > 0:
collision[DAMAGE] = 0
if t.rect.collidepoint(rect.centerx - dx, rect.top - 1) and dy < 0:
collision[UP] = t.rect.bottom
if (t.rect.collidepoint(rect.right - dx - 1, rect.top - 1) or t.rect.collidepoint(rect.left - dx + 1, rect.top - 1)) and dy < 0:
collision[UP] = t.rect.bottom
return collision
def change(self, change):
"""Apply a change to the level data according to a Change class object."""
if change == None:
return
log_message("Made change " + change.tile_change + " to coords " + str(change.coords[0]) + ", " + str(change.coords[1]))
if (change.tile_change == "remove"):
self.remove_tile(change.coords)
elif (change.tile_change == "save"):
self.save()
elif (change.tile_change == "W") or (change.tile_change == "B") or (change.tile_change == "S"):
self.remove_tile(change.coords)
change.coords = (change.coords[0] + FULL_TILES_HOR - TILES_HOR, change.coords[1] + FULL_TILES_VER - TILES_VER)
self.add_tile(change.tile_change, change.coords)
self.reset_active_tiles()
return
#Uses to_str to convert the level to string form and then saves the level
#to a file, overwrites the old level file.
def save(self):
conffile = codecs.open(data.levelpath(self.level_name), "w", "utf_8")
string = self.to_str()
log_message('Level data to save:')
log_message(string)
log_message('Saving level to ' + data.levelpath(self.level_name))
conffile.write(string)
conffile.close()
log_message('Level saved.')
return
#Converts the level to a string with all the original level data
def to_str(self):
string = "set " + self.set + "\n\n"
string += "tiles" + "\n"
tilemap = [[] for i in range(FULL_TILES_VER)]
for row in tilemap:
for i in range(FULL_TILES_HOR):
row.append(' ')
for t in self.tiles:
tilemap[t.tiley][t.tilex] = t.tileclass[0].upper()
for row in tilemap:
for t in row:
string += t
string += "\n"
string += "\n"
for o in self.objects:
string += o.to_str(False) + "\n"
for s in self.scripted_events:
string += s.to_str() + "\n"
return string
def remove_tile(self, coords):
"""Remove a tile from the level with coordinates relative to the corner of the area currently visible."""
for t in self.active_tiles:
if t.rect.collidepoint(coords[0]*TILE_DIM + TILE_DIM / 2, coords[1]*TILE_DIM + TILE_DIM / 2):
self.active_tiles.remove(t)
self.tiles.remove(t)
self.edited = True
return
def add_tile(self, tile_type, coords):
"""Add a tile to the level with absolute coordinates in the current rotation state."""
new_tile = None
if tile_type == "W":
new_tile = Tile(self.screen, coords[0], coords[1], self.set)
elif tile_type == "B":
new_tile = Tile(self.screen, coords[0], coords[1], self.set, "bars")
elif tile_type == "S":
new_tile = Spikes(self.screen, coords[0], coords[1], self.set)
if new_tile != None:
self.tiles.append(new_tile)
self.edited = True
return
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