Add funny texts around the map, add file saving, use trees instead of coins, make reset put trees back, increase ice slipperiness, make warmth always decline

This commit is contained in:
csd4ni3l
2025-11-28 22:03:17 +01:00
parent 21b1d04369
commit 1d51aa0952
3 changed files with 152 additions and 51 deletions

1
.gitignore vendored
View File

@@ -180,3 +180,4 @@ test*.py
logs/ logs/
logs logs
settings.json settings.json
data.json

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@@ -1,36 +1,74 @@
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<data encoding="csv"> <data encoding="csv">
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View File

@@ -15,8 +15,20 @@ class Game(arcade.gui.UIView):
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1))) self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
self.scene = self.create_scene() self.scene = self.create_scene()
self.spawn_position = tile_map.object_lists["spawn"][0].shape
self.right_left_diagonal_sprites = [
sprite for sprite in self.scene["ice"]
if hasattr(sprite, 'properties') and
sprite.properties.get('tile_id') == RIGHT_LEFT_DIAGONAL_ID
]
self.left_right_diagonal_sprites = [
sprite for sprite in self.scene["ice"]
if hasattr(sprite, 'properties') and
sprite.properties.get('tile_id') == LEFT_RIGHT_DIAGONAL_ID
]
self.spawn_position = tile_map.object_lists["spawn"][0].shape
player_x, player_y = self.spawn_position player_x, player_y = self.spawn_position
self.player = arcade.TextureAnimationSprite(animation=player_still_animation, center_x=player_x, center_y=player_y) self.player = arcade.TextureAnimationSprite(animation=player_still_animation, center_x=player_x, center_y=player_y)
@@ -27,10 +39,18 @@ class Game(arcade.gui.UIView):
) )
self.warmth = 100 self.warmth = 100
self.direction = "right" self.direction = "right"
self.last_jump = time.perf_counter()
self.start = time.perf_counter()
self.trees = 0
self.collected_trees = []
self.scene.add_sprite("Player", self.player) self.level_texts = []
for tile in tile_map.object_lists["text"]:
self.level_texts.append(arcade.Text(tile.name, tile.shape[0], tile.shape[1], font_size=14))
self.level_texts[-1].original_text = tile.name
self.level_texts[-1].change_to_when_hit = tile.properties.get("change_to_when_hit")
with open("settings.json", "r") as file: with open("settings.json", "r") as file:
self.settings = json.load(file) self.settings = json.load(file)
@@ -49,20 +69,7 @@ class Game(arcade.gui.UIView):
else: else:
self.no_highscore = False self.no_highscore = False
self.last_jump = time.perf_counter() self.scene.add_sprite("Player", self.player)
self.start = time.perf_counter()
self.right_left_diagonal_sprites = [
sprite for sprite in self.scene["ice"]
if hasattr(sprite, 'properties') and
sprite.properties.get('tile_id') == RIGHT_LEFT_DIAGONAL_ID
]
self.left_right_diagonal_sprites = [
sprite for sprite in self.scene["ice"]
if hasattr(sprite, 'properties') and
sprite.properties.get('tile_id') == LEFT_RIGHT_DIAGONAL_ID
]
if self.settings.get("sfx", True): if self.settings.get("sfx", True):
self.freeze_player = freeze_sound.play(loop=True, volume=self.settings.get("sfx_volume", 100) / 100) self.freeze_player = freeze_sound.play(loop=True, volume=self.settings.get("sfx_volume", 100) / 100)
@@ -73,15 +80,31 @@ class Game(arcade.gui.UIView):
def on_show_view(self): def on_show_view(self):
super().on_show_view() super().on_show_view()
self.info_label = self.anchor.add(arcade.gui.UILabel(text=f"Time took: 0s High Score: {self.high_score}s Tries: {self.tries}", font_size=20), anchor_x="center", anchor_y="top") self.info_label = self.anchor.add(arcade.gui.UILabel(text=f"Time took: 0s High Score: {self.high_score}s Trees: 0 Tries: {self.tries}", font_size=20), anchor_x="center", anchor_y="top")
def reset(self): def reset(self, reached_end=False):
self.warmth = 100 self.warmth = 100
self.trees = 0
self.player.change_x, self.player.change_y = 0, 0 self.player.change_x, self.player.change_y = 0, 0
self.player.position = self.spawn_position self.player.position = self.spawn_position
self.start = time.perf_counter() self.start = time.perf_counter()
self.tries += 1 self.tries += 1
for collected_tree in self.collected_trees:
self.scene["trees"].append(collected_tree)
for level_text in self.level_texts:
level_text.text = level_text.original_text
self.collected_trees = []
if not reached_end and self.no_highscore:
self.high_score = 9999
elif reached_end and self.no_highscore:
self.no_highscore = False
self.update_data_file()
def create_scene(self) -> arcade.Scene: def create_scene(self) -> arcade.Scene:
self.camera_bounds = arcade.LRBT( self.camera_bounds = arcade.LRBT(
self.window.width/2.0, self.window.width/2.0,
@@ -98,6 +121,9 @@ class Game(arcade.gui.UIView):
with self.camera_sprites.activate(): with self.camera_sprites.activate():
self.scene.draw() self.scene.draw()
for level_text in self.level_texts:
level_text.draw()
self.ui.draw() self.ui.draw()
arcade.draw_lbwh_rectangle_filled(self.window.width / 4, 0, (self.window.width / 2), self.window.height / 20, arcade.color.SKY_BLUE) arcade.draw_lbwh_rectangle_filled(self.window.width / 4, 0, (self.window.width / 2), self.window.height / 20, arcade.color.SKY_BLUE)
arcade.draw_lbwh_rectangle_filled(self.window.width / 4, 0, (self.window.width / 2) * (self.warmth / 100), self.window.height / 20, arcade.color.RED) arcade.draw_lbwh_rectangle_filled(self.window.width / 4, 0, (self.window.width / 2) * (self.warmth / 100), self.window.height / 20, arcade.color.RED)
@@ -128,14 +154,23 @@ class Game(arcade.gui.UIView):
if self.no_highscore: if self.no_highscore:
self.high_score = round(time.perf_counter() - self.start, 2) self.high_score = round(time.perf_counter() - self.start, 2)
self.info_label.text = f"Time took: {round(time.perf_counter() - self.start, 2)}s High Score: {self.high_score}s Tries: {self.tries}" self.info_label.text = f"Time took: {round(time.perf_counter() - self.start, 2)}s High Score: {self.high_score}s Trees: {self.trees} Tries: {self.tries}"
if self.warmth <= 0 or self.player.collides_with_list(self.scene["spikes"]) or self.player.center_x < 0 or self.player.center_x > tile_map.width * GRID_PIXEL_SIZE or self.player.center_y < 0: if self.warmth <= 0 or self.player.collides_with_list(self.scene["spikes"]) or self.player.center_x < 0 or self.player.center_x > tile_map.width * GRID_PIXEL_SIZE or self.player.center_y < 0:
self.reset() self.reset()
ice_touch = any([ice_sprite in hit_list for ice_sprite in self.scene["ice"]]) and self.physics_engine.can_jump() tree_collisions = self.player.collides_with_list(self.scene["trees"])
if tree_collisions:
for tree in tree_collisions:
self.trees += 1
self.collected_trees.append(tree)
self.scene["trees"].remove(tree)
self.warmth = self.clamp(self.warmth + 35, 0, 100)
moved = False moved = False
ice_touch = any([ice_sprite in hit_list for ice_sprite in self.scene["ice"]]) and self.physics_engine.can_jump()
if self.window.keyboard[arcade.key.UP] or self.window.keyboard[arcade.key.SPACE]: if self.window.keyboard[arcade.key.UP] or self.window.keyboard[arcade.key.SPACE]:
if time.perf_counter() - self.last_jump >= PLAYER_JUMP_COOLDOWN and self.physics_engine.can_jump(): if time.perf_counter() - self.last_jump >= PLAYER_JUMP_COOLDOWN and self.physics_engine.can_jump():
@@ -158,40 +193,53 @@ class Game(arcade.gui.UIView):
on_right_left_diagonal = any([True for hit in hit_list if hit in self.right_left_diagonal_sprites]) on_right_left_diagonal = any([True for hit in hit_list if hit in self.right_left_diagonal_sprites])
if on_left_right_diagonal or (self.direction == "right" and not on_right_left_diagonal): if on_left_right_diagonal or (self.direction == "right" and not on_right_left_diagonal):
self.player.change_x = self.clamp(self.player.change_x * 0.75, PLAYER_MOVEMENT_SPEED * 0.25, PLAYER_MOVEMENT_SPEED) self.player.change_x = self.clamp(self.player.change_x * 0.75, PLAYER_MOVEMENT_SPEED * 0.4, PLAYER_MOVEMENT_SPEED)
else: else:
self.player.change_x = self.clamp(self.player.change_x * 0.75, -PLAYER_MOVEMENT_SPEED, -PLAYER_MOVEMENT_SPEED * 0.25) self.player.change_x = self.clamp(self.player.change_x * 0.75, -PLAYER_MOVEMENT_SPEED, -PLAYER_MOVEMENT_SPEED * 0.4)
else: else:
self.player.change_x = 0 self.player.change_x = 0
if moved and ice_touch: if moved and ice_touch:
self.player.change_x *= 1.2 self.player.change_x *= 1.5
if abs(self.player.rect.distance_from_bounds(self.spawn_position)) > GRID_PIXEL_SIZE * 5: self.warmth = self.clamp(self.warmth - 0.15, 0, 100)
if self.warmth < 40:
if self.settings.get("sfx", True) and not self.freeze_player.playing: if self.settings.get("sfx", True) and not self.freeze_player.playing:
self.freeze_player.play() self.freeze_player.play()
self.warmth = self.clamp(self.warmth - 0.1, 0, 100)
else: else:
if self.settings.get("sfx", True): if self.settings.get("sfx", True):
self.freeze_player.pause() self.freeze_player.pause()
self.warmth = self.clamp(self.warmth + 0.05, 0, 100)
if self.player.change_y > 0: if self.player.change_y > 0:
self.change_player_animation(player_jump_animation) self.change_player_animation(player_jump_animation)
elif abs(self.player.change_x) > PLAYER_MOVEMENT_SPEED * 0.25: elif abs(self.player.change_x) > PLAYER_MOVEMENT_SPEED * 0.4:
self.change_player_animation(player_walk_animation) self.change_player_animation(player_walk_animation)
else: else:
self.change_player_animation(player_still_animation) self.change_player_animation(player_still_animation)
for level_text in self.level_texts:
if level_text.change_to_when_hit and self.player.rect.intersection(level_text.rect):
level_text.text = level_text.change_to_when_hit
if self.player.collides_with_list(self.scene["end"]):
end_time = round(time.perf_counter() - self.start, 2)
if end_time < self.high_score:
self.high_score = end_time
self.reset(True)
self.player.update_animation() self.player.update_animation()
def on_key_press(self, symbol, modifiers): def update_data_file(self):
if symbol == arcade.key.ESCAPE:
with open("data.json", "w") as file: with open("data.json", "w") as file:
file.write(json.dumps({ file.write(json.dumps({
"high_score": self.high_score, "high_score": self.high_score,
"tries": self.tries "tries": self.tries
}, indent=4)) }, indent=4))
def on_key_press(self, symbol, modifiers):
if symbol == arcade.key.ESCAPE:
from menus.main import Main from menus.main import Main
self.window.show_view(Main(self.pypresence_client)) self.window.show_view(Main(self.pypresence_client))