Fix checkpoints, add restart delay, crop character images, make starting warmth less, add winning screen
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Before Width: | Height: | Size: 3.0 KiB After Width: | Height: | Size: 2.9 KiB |
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Before Width: | Height: | Size: 3.0 KiB After Width: | Height: | Size: 2.9 KiB |
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Before Width: | Height: | Size: 3.0 KiB After Width: | Height: | Size: 2.8 KiB |
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Before Width: | Height: | Size: 3.1 KiB After Width: | Height: | Size: 3.0 KiB |
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Before Width: | Height: | Size: 3.3 KiB After Width: | Height: | Size: 3.1 KiB |
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Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 3.0 KiB |
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Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 3.0 KiB |
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Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 3.0 KiB |
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Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 3.0 KiB |
@@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="UTF-8"?>
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||||||
<map version="1.10" tiledversion="1.11.2" orientation="orthogonal" renderorder="right-down" width="100" height="10" tilewidth="70" tileheight="70" infinite="0" nextlayerid="12" nextobjectid="20">
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<map version="1.10" tiledversion="1.11.2" orientation="orthogonal" renderorder="right-down" width="100" height="10" tilewidth="70" tileheight="70" infinite="0" nextlayerid="13" nextobjectid="21">
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||||||
<tileset firstgid="1" source="../sheet.tsx"/>
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<tileset firstgid="1" source="../sheet.tsx"/>
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||||||
<objectgroup id="3" name="spawn">
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<objectgroup id="3" name="spawn">
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||||||
<object id="3" name="player spawn" x="289" y="466.667">
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<object id="3" name="player spawn" x="289" y="466.667">
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@@ -10,10 +10,10 @@
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<object id="8" name="Spikes hurt!" x="545.333" y="481.333">
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<object id="8" name="Spikes hurt!" x="545.333" y="481.333">
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||||||
<point/>
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<point/>
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||||||
</object>
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</object>
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||||||
<object id="9" name="<- get this tree to get warmer" x="158.667" y="45">
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<object id="9" name="<- get this tree to get warmer" x="101.334" y="154">
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<point/>
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<point/>
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||||||
</object>
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</object>
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||||||
<object id="10" name="Beware! Slippery tiles here." x="833.333" y="472">
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<object id="10" name="Beware! Slippery tiles here." x="1129.33" y="426.667">
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||||||
<point/>
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<point/>
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||||||
</object>
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</object>
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||||||
<object id="11" name="Beware! Slippery tiles here." x="636" y="200">
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<object id="11" name="Beware! Slippery tiles here." x="636" y="200">
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||||||
@@ -46,12 +46,15 @@
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|||||||
<object id="19" name="Parkour isnt hard, or is it..." x="4832" y="98">
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<object id="19" name="Parkour isnt hard, or is it..." x="4832" y="98">
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||||||
<point/>
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<point/>
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||||||
</object>
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</object>
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||||||
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<object id="20" name="Easter egg below" x="902.333" y="535.333">
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||||||
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<point/>
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||||||
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</object>
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||||||
</objectgroup>
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</objectgroup>
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||||||
<layer id="11" name="checkpoints" width="100" height="10">
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<layer id="11" name="checkpoints" width="100" height="10">
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||||||
<data encoding="csv">
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<data encoding="csv">
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@@ -63,10 +66,10 @@
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</layer>
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</layer>
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<layer id="1" name="walls" width="100" height="10">
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<layer id="1" name="walls" width="100" height="10">
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<data encoding="csv">
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@@ -79,12 +82,12 @@
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,84,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
84,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,84,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,84,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,84,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
|||||||
96
game/play.py
@@ -1,7 +1,7 @@
|
|||||||
import arcade, arcade.gui, json, time, os
|
import arcade, arcade.gui, json, time, os
|
||||||
|
|
||||||
from utils.constants import FOLLOW_DECAY_CONST, GRAVITY, PLAYER_MOVEMENT_SPEED, PLAYER_JUMP_SPEED, GRID_PIXEL_SIZE, PLAYER_JUMP_COOLDOWN, LEFT_RIGHT_DIAGONAL_ID, RIGHT_LEFT_DIAGONAL_ID, AVAILABLE_LEVELS
|
from utils.constants import FOLLOW_DECAY_CONST, GRAVITY, PLAYER_MOVEMENT_SPEED, PLAYER_JUMP_SPEED, GRID_PIXEL_SIZE, PLAYER_JUMP_COOLDOWN, LEFT_RIGHT_DIAGONAL_ID, RIGHT_LEFT_DIAGONAL_ID, AVAILABLE_LEVELS, RESTART_DELAY, button_style
|
||||||
from utils.preload import tilemaps, player_still_animation, player_jump_animation, player_walk_animation, freeze_sound, background_sound
|
from utils.preload import tilemaps, player_still_animation, player_jump_animation, player_walk_animation, freeze_sound, background_sound, button_texture, button_hovered_texture
|
||||||
|
|
||||||
class Game(arcade.gui.UIView):
|
class Game(arcade.gui.UIView):
|
||||||
def __init__(self, pypresence_client, level_num):
|
def __init__(self, pypresence_client, level_num):
|
||||||
@@ -40,13 +40,16 @@ class Game(arcade.gui.UIView):
|
|||||||
walls=[self.scene["walls"], self.scene["ice"]]
|
walls=[self.scene["walls"], self.scene["ice"]]
|
||||||
)
|
)
|
||||||
|
|
||||||
self.warmth = 100
|
self.warmth = 50
|
||||||
self.direction = "right"
|
self.direction = "right"
|
||||||
self.last_jump = time.perf_counter()
|
self.last_jump = time.perf_counter()
|
||||||
self.start = time.perf_counter()
|
self.start = time.perf_counter()
|
||||||
self.trees = 0
|
self.trees = 0
|
||||||
self.collected_trees = []
|
self.collected_trees = []
|
||||||
self.checkpoints_hit = set()
|
self.checkpoints_hit = set()
|
||||||
|
self.restart_start = time.perf_counter()
|
||||||
|
self.restarting = False
|
||||||
|
self.won = False
|
||||||
|
|
||||||
self.level_texts = []
|
self.level_texts = []
|
||||||
|
|
||||||
@@ -63,7 +66,7 @@ class Game(arcade.gui.UIView):
|
|||||||
self.data = json.load(file)
|
self.data = json.load(file)
|
||||||
else:
|
else:
|
||||||
self.data = {
|
self.data = {
|
||||||
f"{level_num}_high_score": 9999
|
f"{level_num}_best_time": 9999
|
||||||
for level_num in range(AVAILABLE_LEVELS)
|
for level_num in range(AVAILABLE_LEVELS)
|
||||||
}
|
}
|
||||||
self.data.update({
|
self.data.update({
|
||||||
@@ -71,13 +74,13 @@ class Game(arcade.gui.UIView):
|
|||||||
for level_num in range(AVAILABLE_LEVELS)
|
for level_num in range(AVAILABLE_LEVELS)
|
||||||
})
|
})
|
||||||
|
|
||||||
self.high_score = self.data.get("high_score", 9999)
|
self.best_time = self.data.get("best_time", 9999)
|
||||||
self.tries = self.data.get("tries", 1)
|
self.tries = self.data.get("tries", 1)
|
||||||
if self.high_score == 9999:
|
if self.best_time == 9999:
|
||||||
self.no_highscore = True
|
self.no_besttime = True
|
||||||
self.high_score = 0
|
self.best_time = 0
|
||||||
else:
|
else:
|
||||||
self.no_highscore = False
|
self.no_besttime = False
|
||||||
|
|
||||||
self.scene.add_sprite("Player", self.player)
|
self.scene.add_sprite("Player", self.player)
|
||||||
|
|
||||||
@@ -90,29 +93,42 @@ 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 Trees: 0 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 Best Time: {self.best_time}s Trees: 0 Tries: {self.tries}", font_size=20), anchor_x="center", anchor_y="top")
|
||||||
|
|
||||||
def reset(self, reached_end=False):
|
def reset(self, reached_end=False):
|
||||||
self.warmth = 100
|
if not reached_end:
|
||||||
|
self.warmth = 50
|
||||||
self.trees = 0
|
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.tries += 1
|
self.tries += 1
|
||||||
|
|
||||||
for collected_tree in self.collected_trees:
|
self.restart_start = time.perf_counter()
|
||||||
self.scene["trees"].append(collected_tree)
|
self.restarting = True
|
||||||
|
|
||||||
|
if self.no_besttime:
|
||||||
|
self.best_time = 9999
|
||||||
|
|
||||||
|
else:
|
||||||
|
if self.no_besttime:
|
||||||
|
self.no_besttime = False
|
||||||
|
|
||||||
|
self.anchor.add(arcade.gui.UILabel(text=f"Level Complete! Time: {round(time.perf_counter() - self.start, 2)}s\nBest Time: {self.best_time}", multiline=True, font_size=30), anchor_x="center", anchor_y="center")
|
||||||
|
|
||||||
|
self.back_button = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='<--', style=button_style, width=100, height=50)
|
||||||
|
self.back_button.on_click = lambda event: self.main_exit()
|
||||||
|
self.anchor.add(self.back_button, anchor_x="left", anchor_y="top", align_x=10, align_y=-10)
|
||||||
|
|
||||||
|
self.won = True
|
||||||
|
|
||||||
|
if not self.checkpoints_hit:
|
||||||
|
self.start = time.perf_counter()
|
||||||
|
|
||||||
for level_text in self.level_texts:
|
for level_text in self.level_texts:
|
||||||
level_text.text = level_text.original_text
|
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()
|
self.update_data_file()
|
||||||
|
|
||||||
def create_scene(self) -> arcade.Scene:
|
def create_scene(self) -> arcade.Scene:
|
||||||
@@ -128,16 +144,18 @@ class Game(arcade.gui.UIView):
|
|||||||
def on_draw(self):
|
def on_draw(self):
|
||||||
self.clear()
|
self.clear()
|
||||||
|
|
||||||
|
if not self.won:
|
||||||
with self.camera_sprites.activate():
|
with self.camera_sprites.activate():
|
||||||
self.scene.draw()
|
self.scene.draw()
|
||||||
|
|
||||||
for level_text in self.level_texts:
|
for level_text in self.level_texts:
|
||||||
level_text.draw()
|
level_text.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)
|
||||||
|
|
||||||
|
self.ui.draw()
|
||||||
|
|
||||||
def center_camera_to_player(self):
|
def center_camera_to_player(self):
|
||||||
self.camera_sprites.position = arcade.math.smerp_2d(
|
self.camera_sprites.position = arcade.math.smerp_2d(
|
||||||
self.camera_sprites.position,
|
self.camera_sprites.position,
|
||||||
@@ -158,26 +176,41 @@ class Game(arcade.gui.UIView):
|
|||||||
self.player.animation = animation
|
self.player.animation = animation
|
||||||
|
|
||||||
def on_update(self, delta_time: float):
|
def on_update(self, delta_time: float):
|
||||||
|
if self.won:
|
||||||
|
return
|
||||||
|
|
||||||
|
if self.restarting:
|
||||||
|
if time.perf_counter() - self.restart_start >= RESTART_DELAY:
|
||||||
|
self.restarting = False
|
||||||
|
else:
|
||||||
|
return
|
||||||
|
|
||||||
hit_list = self.physics_engine.update()
|
hit_list = self.physics_engine.update()
|
||||||
self.center_camera_to_player()
|
self.center_camera_to_player()
|
||||||
|
|
||||||
if self.player.collides_with_list(self.scene["end"]):
|
if self.player.collides_with_list(self.scene["end"]):
|
||||||
end_time = round(time.perf_counter() - self.start, 2)
|
end_time = round(time.perf_counter() - self.start, 2)
|
||||||
|
|
||||||
if self.no_highscore or end_time < self.high_score:
|
if self.no_besttime or end_time < self.best_time:
|
||||||
self.high_score = end_time
|
self.best_time = end_time
|
||||||
|
|
||||||
self.reset(True)
|
self.reset(True)
|
||||||
return
|
return
|
||||||
|
|
||||||
if self.no_highscore:
|
if self.no_besttime:
|
||||||
self.high_score = round(time.perf_counter() - self.start, 2)
|
self.best_time = 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 Trees: {self.trees} Tries: {self.tries}"
|
self.info_label.text = f"Time took: {round(time.perf_counter() - self.start, 2)}s Best Time: {self.best_time}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 > tilemaps[self.level_num].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_y < 0:
|
||||||
self.reset()
|
self.reset()
|
||||||
|
|
||||||
|
if self.player.center_x + self.player.width / 2 < 0:
|
||||||
|
self.player.center_x = self.player.width / 2
|
||||||
|
|
||||||
|
if self.player.center_x - self.player.width / 2 > tilemaps[self.level_num].width * GRID_PIXEL_SIZE:
|
||||||
|
self.player.center_x = (tilemaps[self.level_num].width * GRID_PIXEL_SIZE) - self.player.width / 2
|
||||||
|
|
||||||
for tree in self.player.collides_with_list(self.scene["trees"]):
|
for tree in self.player.collides_with_list(self.scene["trees"]):
|
||||||
self.trees += 1
|
self.trees += 1
|
||||||
self.collected_trees.append(tree)
|
self.collected_trees.append(tree)
|
||||||
@@ -189,7 +222,7 @@ class Game(arcade.gui.UIView):
|
|||||||
if checkpoint not in self.checkpoints_hit:
|
if checkpoint not in self.checkpoints_hit:
|
||||||
self.scene["checkpoints"].remove(checkpoint)
|
self.scene["checkpoints"].remove(checkpoint)
|
||||||
self.checkpoints_hit.add(checkpoint)
|
self.checkpoints_hit.add(checkpoint)
|
||||||
self.spawn_position = checkpoint.position
|
self.spawn_position = checkpoint.position + arcade.math.Vec2(-GRID_PIXEL_SIZE / 8, GRID_PIXEL_SIZE / 2)
|
||||||
|
|
||||||
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()
|
ice_touch = any([ice_sprite in hit_list for ice_sprite in self.scene["ice"]]) and self.physics_engine.can_jump()
|
||||||
@@ -249,11 +282,14 @@ class Game(arcade.gui.UIView):
|
|||||||
def update_data_file(self):
|
def update_data_file(self):
|
||||||
with open("data.json", "w") as file:
|
with open("data.json", "w") as file:
|
||||||
file.write(json.dumps({
|
file.write(json.dumps({
|
||||||
f"{self.level_num}_high_score": self.high_score,
|
f"{self.level_num}_best_time": self.best_time,
|
||||||
f"{self.level_num}_tries": self.tries
|
f"{self.level_num}_tries": self.tries
|
||||||
}, indent=4))
|
}, indent=4))
|
||||||
|
|
||||||
def on_key_press(self, symbol, modifiers):
|
def on_key_press(self, symbol, modifiers):
|
||||||
if symbol == arcade.key.ESCAPE:
|
if symbol == arcade.key.ESCAPE:
|
||||||
|
self.main_exit()
|
||||||
|
|
||||||
|
def main_exit(self):
|
||||||
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))
|
||||||
@@ -17,7 +17,7 @@ class Statistics(arcade.gui.UIView):
|
|||||||
self.data = json.load(file)
|
self.data = json.load(file)
|
||||||
else:
|
else:
|
||||||
self.data = {
|
self.data = {
|
||||||
f"{level_num}_high_score": 9999
|
f"{level_num}_best_time": 9999
|
||||||
for level_num in range(AVAILABLE_LEVELS)
|
for level_num in range(AVAILABLE_LEVELS)
|
||||||
}
|
}
|
||||||
self.data.update({
|
self.data.update({
|
||||||
@@ -40,7 +40,7 @@ class Statistics(arcade.gui.UIView):
|
|||||||
|
|
||||||
for level_num in range(AVAILABLE_LEVELS):
|
for level_num in range(AVAILABLE_LEVELS):
|
||||||
self.box.add(arcade.gui.UILabel(f"Level {level_num + 1}", font_size=32))
|
self.box.add(arcade.gui.UILabel(f"Level {level_num + 1}", font_size=32))
|
||||||
self.box.add(arcade.gui.UILabel(f"High Score: {self.data[f'{level_num}_high_score']}", font_size=24))
|
self.box.add(arcade.gui.UILabel(f"High Score: {self.data[f'{level_num}_best_time']}", font_size=24))
|
||||||
self.box.add(arcade.gui.UILabel(f"Tries: {self.data[f'{level_num}_tries']}", font_size=24))
|
self.box.add(arcade.gui.UILabel(f"Tries: {self.data[f'{level_num}_tries']}", font_size=24))
|
||||||
self.box.add(arcade.gui.UISpace(height=self.window.height / 15))
|
self.box.add(arcade.gui.UISpace(height=self.window.height / 15))
|
||||||
|
|
||||||
|
|||||||
@@ -9,6 +9,7 @@ PLAYER_JUMP_COOLDOWN = 0.25
|
|||||||
PLAYER_MOVEMENT_SPEED = 10
|
PLAYER_MOVEMENT_SPEED = 10
|
||||||
PLAYER_JUMP_SPEED = 28
|
PLAYER_JUMP_SPEED = 28
|
||||||
GRID_PIXEL_SIZE = 70
|
GRID_PIXEL_SIZE = 70
|
||||||
|
RESTART_DELAY = 0.1
|
||||||
|
|
||||||
LEFT_RIGHT_DIAGONAL_ID = 6
|
LEFT_RIGHT_DIAGONAL_ID = 6
|
||||||
RIGHT_LEFT_DIAGONAL_ID = 7
|
RIGHT_LEFT_DIAGONAL_ID = 7
|
||||||
|
|||||||