feat: prototype level loading and world stepping
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import pygame
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from .constants import (
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tileSize,
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bufferWidth,
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bufferHeight,
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renderScale,
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skyColor,
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stompBounce,
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)
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from .art import buildSprites
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from .entities import Player, Enemy, Coin
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class MoveInput:
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def __init__(self, left=False, right=False, jump=False):
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self.left = left
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self.right = right
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self.jump = jump
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class World:
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def __init__(self, level, sprites=None):
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self.level = level
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self.tiles = level.tiles
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self.cols = level.cols
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self.rows = level.rows
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self.sprites = sprites if sprites is not None else buildSprites()
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self.player = Player(*level.playerSpawn)
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self.enemies = [Enemy(x, y) for (x, y) in level.enemySpawns]
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self.coins = [Coin(x, y) for (x, y) in level.coinSpawns]
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self.score = 0
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self.coinCount = 0
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def solidAt(self, col, row):
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if col < 0 or col >= self.cols:
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return True
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if row < 0 or row >= self.rows:
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return False
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return self.tiles[row][col] != "air"
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def solidCellsOverlapping(self, box):
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leftCol = box.left // tileSize
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rightCol = box.right // tileSize
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topRow = box.top // tileSize
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bottomRow = box.bottom // tileSize
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cells = []
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for row in range(topRow, bottomRow + 1):
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for col in range(leftCol, rightCol + 1):
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if self.solidAt(col, row):
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cells.append(pygame.Rect(col * tileSize, row * tileSize, tileSize, tileSize))
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return cells
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def step(self, moveInput):
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self.player.update(self, moveInput)
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for enemy in self.enemies:
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if enemy.alive:
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enemy.update(self)
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self.resolveEnemies()
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self.resolveCoins()
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def resolveEnemies(self):
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playerBox = self.player.rect()
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for enemy in self.enemies:
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if not enemy.alive:
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continue
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enemyBox = enemy.rect()
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if not playerBox.colliderect(enemyBox):
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continue
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stomping = self.player.vy > 0 and (playerBox.bottom - enemyBox.top) < 10
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if stomping:
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enemy.alive = False
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self.player.vy = stompBounce
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self.score += 100
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else:
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self.player.alive = False
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def resolveCoins(self):
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playerBox = self.player.rect()
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for coin in self.coins:
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if coin.collected:
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continue
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if playerBox.colliderect(coin.rect()):
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coin.collected = True
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self.coinCount += 1
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self.score += 200
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def cameraOffset(self):
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camX = int(self.player.x + self.player.width / 2 - bufferWidth / 2)
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camY = int(self.player.y + self.player.height / 2 - bufferHeight / 2)
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camX = max(0, min(camX, self.level.pixelWidth() - bufferWidth))
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camY = max(0, min(camY, self.level.pixelHeight() - bufferHeight))
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return camX, camY
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def drawBackground(self, buffer, camX):
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buffer.fill(skyColor)
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for hillX in (40, 220, 430, 620):
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screenX = hillX - camX // 2
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pygame.draw.ellipse(buffer, (0, 168, 68), (screenX, bufferHeight - 46, 120, 70))
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pygame.draw.ellipse(buffer, (0, 200, 84), (screenX + 18, bufferHeight - 40, 84, 60))
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for cloudX in (90, 260, 470, 640):
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screenX = cloudX - camX // 3
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pygame.draw.ellipse(buffer, (255, 255, 255), (screenX, 26, 46, 20))
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pygame.draw.ellipse(buffer, (255, 255, 255), (screenX + 18, 18, 40, 24))
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pygame.draw.ellipse(buffer, (255, 255, 255), (screenX + 34, 28, 34, 18))
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def render(self):
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buffer = pygame.Surface((bufferWidth, bufferHeight))
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camX, camY = self.cameraOffset()
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self.drawBackground(buffer, camX)
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firstCol = max(0, camX // tileSize)
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lastCol = min(self.cols, (camX + bufferWidth) // tileSize + 1)
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firstRow = max(0, camY // tileSize)
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lastRow = min(self.rows, (camY + bufferHeight) // tileSize + 1)
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for row in range(firstRow, lastRow):
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for col in range(firstCol, lastCol):
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tile = self.tiles[row][col]
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if tile == "air":
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continue
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buffer.blit(self.sprites[tile], (col * tileSize - camX, row * tileSize - camY))
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for coin in self.coins:
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if not coin.collected:
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buffer.blit(self.sprites["coin"], (coin.x - camX, coin.y - camY))
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for enemy in self.enemies:
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if not enemy.alive:
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continue
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sprite = self.sprites["goomba"]
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if enemy.direction > 0:
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sprite = pygame.transform.flip(sprite, True, False)
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buffer.blit(sprite, (int(enemy.x) - camX, int(enemy.y) - camY))
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playerSprite = self.sprites["player"]
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if self.player.facing < 0:
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playerSprite = pygame.transform.flip(playerSprite, True, False)
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buffer.blit(playerSprite, (int(self.player.x) - 2 - camX, int(self.player.y) - camY))
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scaled = pygame.transform.scale(
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buffer, (bufferWidth * renderScale, bufferHeight * renderScale)
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)
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self.drawHud(scaled)
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return scaled
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def drawHud(self, surf):
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font = pygame.font.Font(None, 24)
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scoreText = "SCORE %06d" % self.score
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coinText = "COINS x%02d" % self.coinCount
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for label, pos in ((scoreText, (10, 8)), (coinText, (surf.get_width() - 132, 8))):
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shadow = font.render(label, True, (0, 0, 0))
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text = font.render(label, True, (255, 255, 255))
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surf.blit(shadow, (pos[0] + 1, pos[1] + 1))
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surf.blit(text, pos)
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