__author__ = 'marble_xu' import os import json import pygame as pg from .. import setup, tools from .. import constants as c from ..components import info, stuff, player, brick, box, enemy, powerup, coin class Level(tools.State): def __init__(self): tools.State.__init__(self) self.player = None def startup(self, current_time, persist): self.game_info = persist self.persist = self.game_info self.game_info[c.CURRENT_TIME] = current_time self.death_timer = 0 self.castle_timer = 0 self.moving_score_list = [] self.overhead_info = info.Info(self.game_info, c.LEVEL) self.load_map() self.setup_background() self.setup_maps() self.ground_group = self.setup_collide(c.MAP_GROUND) self.step_group = self.setup_collide(c.MAP_STEP) self.setup_pipe() self.setup_slider() self.setup_static_coin() self.setup_brick_and_box() self.setup_player() self.setup_enemies() self.setup_checkpoints() self.setup_flagpole() self.setup_sprite_groups() def load_map(self): map_file = 'level_' + str(self.game_info[c.LEVEL_NUM]) + '.json' file_path = os.path.join('source', 'data', 'maps', map_file) f = open(file_path) self.map_data = json.load(f) f.close() def setup_background(self): img_name = self.map_data[c.MAP_IMAGE] self.background = setup.GFX[img_name] self.bg_rect = self.background.get_rect() self.background = pg.transform.scale(self.background, (int(self.bg_rect.width*c.BACKGROUND_MULTIPLER), int(self.bg_rect.height*c.BACKGROUND_MULTIPLER))) self.bg_rect = self.background.get_rect() self.level = pg.Surface((self.bg_rect.w, self.bg_rect.h)).convert() self.viewport = setup.SCREEN.get_rect(bottom=self.bg_rect.bottom) def setup_maps(self): self.map_list = [] if c.MAP_MAPS in self.map_data: for data in self.map_data[c.MAP_MAPS]: self.map_list.append((data['start_x'], data['end_x'], data['player_x'], data['player_y'])) self.start_x, self.end_x, self.player_x, self.player_y = self.map_list[0] else: self.start_x = 0 self.end_x = self.bg_rect.w self.player_x = 110 self.player_y = c.GROUND_HEIGHT def change_map(self, index, type): self.start_x, self.end_x, self.player_x, self.player_y = self.map_list[index] self.viewport.x = self.start_x if type == c.CHECKPOINT_TYPE_MAP: self.player.rect.x = self.viewport.x + self.player_x self.player.rect.bottom = self.player_y self.player.state = c.STAND elif type == c.CHECKPOINT_TYPE_PIPE_UP: self.player.rect.x = self.viewport.x + self.player_x self.player.rect.bottom = c.GROUND_HEIGHT self.player.state = c.UP_OUT_PIPE self.player.up_pipe_y = self.player_y def setup_collide(self, name): group = pg.sprite.Group() if name in self.map_data: for data in self.map_data[name]: group.add(stuff.Collider(data['x'], data['y'], data['width'], data['height'], name)) return group def setup_pipe(self): self.pipe_group = pg.sprite.Group() if c.MAP_PIPE in self.map_data: for data in self.map_data[c.MAP_PIPE]: self.pipe_group.add(stuff.Pipe(data['x'], data['y'], data['width'], data['height'], data['type'])) def setup_slider(self): self.slider_group = pg.sprite.Group() if c.MAP_SLIDER in self.map_data: for data in self.map_data[c.MAP_SLIDER]: if c.VELOCITY in data: vel = data[c.VELOCITY] else: vel = 1 self.slider_group.add(stuff.Slider(data['x'], data['y'], data['num'], data['direction'], data['range_start'], data['range_end'], vel)) def setup_static_coin(self): self.static_coin_group = pg.sprite.Group() if c.MAP_COIN in self.map_data: for data in self.map_data[c.MAP_COIN]: self.static_coin_group.add(coin.StaticCoin(data['x'], data['y'])) def setup_brick_and_box(self): self.coin_group = pg.sprite.Group() self.powerup_group = pg.sprite.Group() self.brick_group = pg.sprite.Group() self.brickpiece_group = pg.sprite.Group() if c.MAP_BRICK in self.map_data: for data in self.map_data[c.MAP_BRICK]: brick.create_brick(self.brick_group, data, self) self.box_group = pg.sprite.Group() if c.MAP_BOX in self.map_data: for data in self.map_data[c.MAP_BOX]: if data['type'] == c.TYPE_COIN: self.box_group.add(box.Box(data['x'], data['y'], data['type'], self.coin_group)) else: self.box_group.add(box.Box(data['x'], data['y'], data['type'], self.powerup_group)) def setup_player(self): if self.player is None: self.player = player.Player(self.game_info[c.PLAYER_NAME]) else: self.player.restart() self.player.rect.x = self.viewport.x + self.player_x self.player.rect.bottom = self.player_y if c.DEBUG: self.player.rect.x = self.viewport.x + c.DEBUG_START_X self.player.rect.bottom = c.DEBUG_START_y self.viewport.x = self.player.rect.x - 110 def setup_enemies(self): self.enemy_group_list = [] index = 0 for data in self.map_data[c.MAP_ENEMY]: group = pg.sprite.Group() for item in data[str(index)]: group.add(enemy.create_enemy(item, self)) self.enemy_group_list.append(group) index += 1 def setup_checkpoints(self): self.checkpoint_group = pg.sprite.Group() for data in self.map_data[c.MAP_CHECKPOINT]: if c.ENEMY_GROUPID in data: enemy_groupid = data[c.ENEMY_GROUPID] else: enemy_groupid = 0 if c.MAP_INDEX in data: map_index = data[c.MAP_INDEX] else: map_index = 0 self.checkpoint_group.add(stuff.Checkpoint(data['x'], data['y'], data['width'], data['height'], data['type'], enemy_groupid, map_index)) def setup_flagpole(self): self.flagpole_group = pg.sprite.Group() if c.MAP_FLAGPOLE in self.map_data: for data in self.map_data[c.MAP_FLAGPOLE]: if data['type'] == c.FLAGPOLE_TYPE_FLAG: sprite = stuff.Flag(data['x'], data['y']) self.flag = sprite elif data['type'] == c.FLAGPOLE_TYPE_POLE: sprite = stuff.Pole(data['x'], data['y']) else: sprite = stuff.PoleTop(data['x'], data['y']) self.flagpole_group.add(sprite) def setup_sprite_groups(self): self.dying_group = pg.sprite.Group() self.enemy_group = pg.sprite.Group() self.shell_group = pg.sprite.Group() self.ground_step_pipe_group = pg.sprite.Group(self.ground_group, self.pipe_group, self.step_group, self.slider_group) self.player_group = pg.sprite.Group(self.player) def update(self, surface, keys, current_time): self.game_info[c.CURRENT_TIME] = self.current_time = current_time self.handle_states(keys) self.draw(surface) def handle_states(self, keys): self.update_all_sprites(keys) def update_all_sprites(self, keys): if self.player.dead: self.player.update(keys, self.game_info, self.powerup_group) if self.current_time - self.death_timer > 3000: self.update_game_info() self.done = True elif self.player.state == c.IN_CASTLE: self.player.update(keys, self.game_info, None) self.flagpole_group.update() if self.current_time - self.castle_timer > 2000: self.update_game_info() self.done = True elif self.in_frozen_state(): self.player.update(keys, self.game_info, None) self.check_checkpoints() self.update_viewport() self.overhead_info.update(self.game_info, self.player) for score in self.moving_score_list: score.update(self.moving_score_list) else: self.player.update(keys, self.game_info, self.powerup_group) self.flagpole_group.update() self.check_checkpoints() self.slider_group.update() self.static_coin_group.update(self.game_info) self.enemy_group.update(self.game_info, self) self.shell_group.update(self.game_info, self) self.brick_group.update() self.box_group.update(self.game_info) self.powerup_group.update(self.game_info, self) self.coin_group.update(self.game_info) self.brickpiece_group.update() self.dying_group.update(self.game_info, self) self.update_player_position() self.check_for_player_death() self.update_viewport() self.overhead_info.update(self.game_info, self.player) for score in self.moving_score_list: score.update(self.moving_score_list) def check_checkpoints(self): checkpoint = pg.sprite.spritecollideany(self.player, self.checkpoint_group) if checkpoint: if checkpoint.type == c.CHECKPOINT_TYPE_ENEMY: group = self.enemy_group_list[checkpoint.enemy_groupid] self.enemy_group.add(group) elif checkpoint.type == c.CHECKPOINT_TYPE_FLAG: self.player.state = c.FLAGPOLE if self.player.rect.bottom < self.flag.rect.y: self.player.rect.bottom = self.flag.rect.y self.flag.state = c.SLIDE_DOWN self.update_flag_score() elif checkpoint.type == c.CHECKPOINT_TYPE_CASTLE: self.player.state = c.IN_CASTLE self.player.x_vel = 0 self.castle_timer = self.current_time self.flagpole_group.add(stuff.CastleFlag(8745, 322)) elif (checkpoint.type == c.CHECKPOINT_TYPE_MUSHROOM and self.player.y_vel < 0): mushroom_box = box.Box(checkpoint.rect.x, checkpoint.rect.bottom - 40, c.TYPE_LIFEMUSHROOM, self.powerup_group) mushroom_box.start_bump(self.moving_score_list) self.box_group.add(mushroom_box) self.player.y_vel = 7 self.player.rect.y = mushroom_box.rect.bottom self.player.state = c.FALL elif checkpoint.type == c.CHECKPOINT_TYPE_PIPE: self.player.state = c.WALK_AUTO elif checkpoint.type == c.CHECKPOINT_TYPE_PIPE_UP: self.change_map(checkpoint.map_index, checkpoint.type) elif checkpoint.type == c.CHECKPOINT_TYPE_MAP: self.change_map(checkpoint.map_index, checkpoint.type) elif checkpoint.type == c.CHECKPOINT_TYPE_BOSS: self.player.state = c.WALK_AUTO checkpoint.kill() def update_flag_score(self): base_y = c.GROUND_HEIGHT - 80 y_score_list = [(base_y, 100), (base_y-120, 400), (base_y-200, 800), (base_y-320, 2000), (0, 5000)] for y, score in y_score_list: if self.player.rect.y > y: self.update_score(score, self.flag) break def update_player_position(self): if self.player.state == c.UP_OUT_PIPE: return self.player.rect.x += round(self.player.x_vel) if self.player.rect.x < self.start_x: self.player.rect.x = self.start_x elif self.player.rect.right > self.end_x: self.player.rect.right = self.end_x self.check_player_x_collisions() if not self.player.dead: self.player.rect.y += round(self.player.y_vel) self.check_player_y_collisions() def check_player_x_collisions(self): ground_step_pipe = pg.sprite.spritecollideany(self.player, self.ground_step_pipe_group) brick = pg.sprite.spritecollideany(self.player, self.brick_group) box = pg.sprite.spritecollideany(self.player, self.box_group) enemy = pg.sprite.spritecollideany(self.player, self.enemy_group) shell = pg.sprite.spritecollideany(self.player, self.shell_group) powerup = pg.sprite.spritecollideany(self.player, self.powerup_group) coin = pg.sprite.spritecollideany(self.player, self.static_coin_group) if box: self.adjust_player_for_x_collisions(box) elif brick: self.adjust_player_for_x_collisions(brick) elif ground_step_pipe: if (ground_step_pipe.name == c.MAP_PIPE and ground_step_pipe.type == c.PIPE_TYPE_HORIZONTAL): return self.adjust_player_for_x_collisions(ground_step_pipe) elif powerup: if powerup.type == c.TYPE_MUSHROOM: self.update_score(1000, powerup, 0) if not self.player.big: self.player.y_vel = -1 self.player.state = c.SMALL_TO_BIG elif powerup.type == c.TYPE_FIREFLOWER: self.update_score(1000, powerup, 0) if not self.player.big: self.player.state = c.SMALL_TO_BIG elif self.player.big and not self.player.fire: self.player.state = c.BIG_TO_FIRE elif powerup.type == c.TYPE_STAR: self.update_score(1000, powerup, 0) self.player.invincible = True elif powerup.type == c.TYPE_LIFEMUSHROOM: self.update_score(500, powerup, 0) self.game_info[c.LIVES] += 1 if powerup.type != c.TYPE_FIREBALL: powerup.kill() elif enemy: if self.player.invincible: self.update_score(100, enemy, 0) self.move_to_dying_group(self.enemy_group, enemy) direction = c.RIGHT if self.player.facing_right else c.LEFT enemy.start_death_jump(direction) elif self.player.hurt_invincible: pass elif self.player.big: self.player.y_vel = -1 self.player.state = c.BIG_TO_SMALL else: self.player.start_death_jump(self.game_info) self.death_timer = self.current_time elif shell: if shell.state == c.SHELL_SLIDE: if self.player.invincible: self.update_score(200, shell, 0) self.move_to_dying_group(self.shell_group, shell) direction = c.RIGHT if self.player.facing_right else c.LEFT shell.start_death_jump(direction) elif self.player.hurt_invincible: pass elif self.player.big: self.player.y_vel = -1 self.player.state = c.BIG_TO_SMALL else: self.player.start_death_jump(self.game_info) self.death_timer = self.current_time else: self.update_score(400, shell, 0) if self.player.rect.x < shell.rect.x: self.player.rect.left = shell.rect.x shell.direction = c.RIGHT shell.x_vel = 10 else: self.player.rect.x = shell.rect.left shell.direction = c.LEFT shell.x_vel = -10 shell.rect.x += shell.x_vel * 4 shell.state = c.SHELL_SLIDE elif coin: self.update_score(100, coin, 1) coin.kill() def adjust_player_for_x_collisions(self, collider): if collider.name == c.MAP_SLIDER: return if self.player.rect.x < collider.rect.x: self.player.rect.right = collider.rect.left else: self.player.rect.left = collider.rect.right self.player.x_vel = 0 def check_player_y_collisions(self): ground_step_pipe = pg.sprite.spritecollideany(self.player, self.ground_step_pipe_group) enemy = pg.sprite.spritecollideany(self.player, self.enemy_group) shell = pg.sprite.spritecollideany(self.player, self.shell_group) # decrease runtime delay: when player is on the ground, don't check brick and box if self.player.rect.bottom < c.GROUND_HEIGHT: brick = pg.sprite.spritecollideany(self.player, self.brick_group) box = pg.sprite.spritecollideany(self.player, self.box_group) brick, box = self.prevent_collision_conflict(brick, box) else: brick, box = False, False if box: self.adjust_player_for_y_collisions(box) elif brick: self.adjust_player_for_y_collisions(brick) elif ground_step_pipe: self.adjust_player_for_y_collisions(ground_step_pipe) elif enemy: if self.player.invincible: self.update_score(100, enemy, 0) self.move_to_dying_group(self.enemy_group, enemy) direction = c.RIGHT if self.player.facing_right else c.LEFT enemy.start_death_jump(direction) elif (enemy.name == c.PIRANHA or enemy.name == c.FIRESTICK or enemy.name == c.FIRE_KOOPA or enemy.name == c.FIRE): pass elif self.player.y_vel > 0: self.update_score(100, enemy, 0) enemy.state = c.JUMPED_ON if enemy.name == c.GOOMBA: self.move_to_dying_group(self.enemy_group, enemy) elif enemy.name == c.KOOPA or enemy.name == c.FLY_KOOPA: self.enemy_group.remove(enemy) self.shell_group.add(enemy) self.player.rect.bottom = enemy.rect.top self.player.state = c.JUMP self.player.y_vel = -7 elif shell: if self.player.y_vel > 0: if shell.state != c.SHELL_SLIDE: shell.state = c.SHELL_SLIDE if self.player.rect.centerx < shell.rect.centerx: shell.direction = c.RIGHT shell.rect.left = self.player.rect.right + 5 else: shell.direction = c.LEFT shell.rect.right = self.player.rect.left - 5 self.check_is_falling(self.player) self.check_if_player_on_IN_pipe() def prevent_collision_conflict(self, sprite1, sprite2): if sprite1 and sprite2: distance1 = abs(self.player.rect.centerx - sprite1.rect.centerx) distance2 = abs(self.player.rect.centerx - sprite2.rect.centerx) if distance1 < distance2: sprite2 = False else: sprite1 = False return sprite1, sprite2 def adjust_player_for_y_collisions(self, sprite): if self.player.rect.top > sprite.rect.top: if sprite.name == c.MAP_BRICK: self.check_if_enemy_on_brick_box(sprite) if sprite.state == c.RESTING: if self.player.big and sprite.type == c.TYPE_NONE: sprite.change_to_piece(self.dying_group) else: if sprite.type == c.TYPE_COIN: self.update_score(200, sprite, 1) sprite.start_bump(self.moving_score_list) elif sprite.name == c.MAP_BOX: self.check_if_enemy_on_brick_box(sprite) if sprite.state == c.RESTING: if sprite.type == c.TYPE_COIN: self.update_score(200, sprite, 1) sprite.start_bump(self.moving_score_list) elif (sprite.name == c.MAP_PIPE and sprite.type == c.PIPE_TYPE_HORIZONTAL): return self.player.y_vel = 7 self.player.rect.top = sprite.rect.bottom self.player.state = c.FALL else: self.player.y_vel = 0 self.player.rect.bottom = sprite.rect.top if self.player.state == c.FLAGPOLE: self.player.state = c.WALK_AUTO elif self.player.state == c.END_OF_LEVEL_FALL: self.player.state = c.WALK_AUTO else: self.player.state = c.WALK def check_if_enemy_on_brick_box(self, brick): brick.rect.y -= 5 enemy = pg.sprite.spritecollideany(brick, self.enemy_group) if enemy: self.update_score(100, enemy, 0) self.move_to_dying_group(self.enemy_group, enemy) if self.player.rect.centerx > brick.rect.centerx: direction = c.RIGHT else: direction = c.LEFT enemy.start_death_jump(direction) brick.rect.y += 5 def in_frozen_state(self): if (self.player.state == c.SMALL_TO_BIG or self.player.state == c.BIG_TO_SMALL or self.player.state == c.BIG_TO_FIRE or self.player.state == c.DEATH_JUMP or self.player.state == c.DOWN_TO_PIPE or self.player.state == c.UP_OUT_PIPE): return True else: return False def check_is_falling(self, sprite): sprite.rect.y += 1 check_group = pg.sprite.Group(self.ground_step_pipe_group, self.brick_group, self.box_group) if pg.sprite.spritecollideany(sprite, check_group) is None: if (sprite.state == c.WALK_AUTO or sprite.state == c.END_OF_LEVEL_FALL): sprite.state = c.END_OF_LEVEL_FALL elif (sprite.state != c.JUMP and sprite.state != c.FLAGPOLE and not self.in_frozen_state()): sprite.state = c.FALL sprite.rect.y -= 1 def check_for_player_death(self): if (self.player.rect.y > c.SCREEN_HEIGHT or self.overhead_info.time <= 0): self.player.start_death_jump(self.game_info) self.death_timer = self.current_time def check_if_player_on_IN_pipe(self): '''check if player is on the pipe which can go down in to it ''' self.player.rect.y += 1 pipe = pg.sprite.spritecollideany(self.player, self.pipe_group) if pipe and pipe.type == c.PIPE_TYPE_IN: if (self.player.crouching and self.player.rect.x < pipe.rect.centerx and self.player.rect.right > pipe.rect.centerx): self.player.state = c.DOWN_TO_PIPE self.player.rect.y -= 1 def update_game_info(self): if self.player.dead: self.persist[c.LIVES] -= 1 if self.persist[c.LIVES] == 0: self.next = c.GAME_OVER elif self.overhead_info.time == 0: self.next = c.TIME_OUT elif self.player.dead: self.next = c.LOAD_SCREEN else: self.game_info[c.LEVEL_NUM] += 1 self.next = c.LOAD_SCREEN def update_viewport(self): third = self.viewport.x + self.viewport.w//3 player_center = self.player.rect.centerx if (self.player.x_vel > 0 and player_center >= third and self.viewport.right < self.end_x): self.viewport.x += round(self.player.x_vel) elif self.player.x_vel < 0 and self.viewport.x > self.start_x: self.viewport.x += round(self.player.x_vel) def move_to_dying_group(self, group, sprite): group.remove(sprite) self.dying_group.add(sprite) def update_score(self, score, sprite, coin_num=0): self.game_info[c.SCORE] += score self.game_info[c.COIN_TOTAL] += coin_num x = sprite.rect.x y = sprite.rect.y - 10 self.moving_score_list.append(stuff.Score(x, y, score)) def draw(self, surface): self.level.blit(self.background, self.viewport, self.viewport) self.powerup_group.draw(self.level) self.brick_group.draw(self.level) self.box_group.draw(self.level) self.coin_group.draw(self.level) self.dying_group.draw(self.level) self.brickpiece_group.draw(self.level) self.flagpole_group.draw(self.level) self.shell_group.draw(self.level) self.enemy_group.draw(self.level) self.player_group.draw(self.level) self.static_coin_group.draw(self.level) self.slider_group.draw(self.level) self.pipe_group.draw(self.level) for score in self.moving_score_list: score.draw(self.level) if c.DEBUG: self.ground_step_pipe_group.draw(self.level) self.checkpoint_group.draw(self.level) surface.blit(self.level, (0,0), self.viewport) self.overhead_info.draw(surface)