Files
pixel-platformer/game/world.py
T

155 lines
5.6 KiB
Python

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