From b5cec4382dc3fe28a6a0c1b5c62ab3dfe4df8ea2 Mon Sep 17 00:00:00 2001 From: csd4ni3l Date: Sun, 30 Nov 2025 18:26:52 +0100 Subject: [PATCH] Add pause menu, template map, level 2, fix level selection, increase warmth, moving x and y platforms, respawn trees after reset, fix constant restarting lagging the game, add bg color effect after warmth levels decrease --- assets/levels/1.tmx | 30 ++++++- assets/levels/2.tmx | 176 ++++++++++++++++++++++++++++++++++++++++ assets/levels/empty.tmx | 108 ++++++++++++++++++++++++ game/play.py | 137 +++++++++++++++++++++++++++---- menus/level_selector.py | 2 +- utils/constants.py | 2 +- utils/preload.py | 2 +- 7 files changed, 435 insertions(+), 22 deletions(-) create mode 100644 assets/levels/2.tmx create mode 100644 assets/levels/empty.tmx diff --git a/assets/levels/1.tmx b/assets/levels/1.tmx index 0b39684..5c704e1 100644 --- a/assets/levels/1.tmx +++ b/assets/levels/1.tmx @@ -1,5 +1,5 @@ - + @@ -79,6 +79,34 @@ 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freeze_sound, background_sound, button_texture, button_hovered_texture class Game(arcade.gui.UIView): @@ -37,7 +37,8 @@ class Game(arcade.gui.UIView): self.physics_engine = arcade.PhysicsEnginePlatformer( self.player, gravity_constant=GRAVITY, - walls=[self.scene["walls"], self.scene["ice"]] + walls=[self.scene["walls"], self.scene["ice"]], + platforms=[self.scene["x_moving_walls"], self.scene["y_moving_walls"]], ) self.camera_shake = arcade.camera.grips.ScreenShake2D( @@ -48,7 +49,7 @@ class Game(arcade.gui.UIView): shake_frequency=10.0, ) - self.warmth = 50 + self.warmth = 65 self.trees = 0 self.direction = "right" @@ -66,8 +67,12 @@ class Game(arcade.gui.UIView): self.restarting = False self.won = False + self.paused = False self.won_time = None + self.pause_time = 0 + self.pause_start = time.perf_counter() + self.level_texts = [] for tile in tilemaps[self.level_num].object_lists["text"]: @@ -117,16 +122,54 @@ class Game(arcade.gui.UIView): self.background_player = background_sound.play(loop=True, volume=self.settings.get("sfx_volume", 100) / 100) + for x_moving_wall in self.scene["x_moving_walls"]: + x_moving_wall.x_movement = 0 + x_moving_wall.x_direction = 1 + + for y_moving_wall in self.scene["y_moving_walls"]: + y_moving_wall.y_movement = 0 + y_moving_wall.y_direction = -1 + def on_show_view(self): super().on_show_view() 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, full=False): + if full: + self.disable_pause_menu() + + self.warmth = 65 + self.trees = 0 + self.direction = "right" + + self.last_jump = time.perf_counter() + self.start = time.perf_counter() + self.restart_start = time.perf_counter() + self.last_camera_shake = time.perf_counter() + + self.checkpoints_hit = set() + self.collected_trees = [] + + self.current_replay_data = [] + self.last_replay_snapshot = time.perf_counter() + + self.restarting = False + + self.won = False + self.paused = False + self.won_time = None + + self.spawn_position = tilemaps[self.level_num].object_lists["spawn"][0].shape + self.player.position = self.spawn_position + self.player.change_x, self.player.change_y = 0, 0 + + return + self.shake_camera() if not reached_end: - self.warmth = 50 + self.warmth = 65 self.trees = 0 self.player.change_x, self.player.change_y = 0, 0 @@ -144,9 +187,9 @@ class Game(arcade.gui.UIView): if self.no_besttime: self.no_besttime = False - self.anchor.add(arcade.gui.UILabel(text=f"Level Complete! Time: {self.won_time}s\nBest Time: {self.best_time}s", multiline=True, font_size=30), anchor_x="center", anchor_y="center") + self.anchor.add(arcade.gui.UILabel(text=f"Level Complete!\nTime: {self.won_time}s\nBest Time: {self.best_time}s", 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 = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='<--', style=button_style, width=100, height=65) 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) @@ -158,6 +201,11 @@ class Game(arcade.gui.UIView): for level_text in self.level_texts: level_text.text = level_text.original_text + for tree in self.collected_trees: + self.scene["trees"].append(tree) + + self.collected_trees = [] + self.update_data_file() def create_scene(self) -> arcade.Scene: @@ -217,21 +265,15 @@ class Game(arcade.gui.UIView): self.last_camera_shake = time.perf_counter() def on_update(self, delta_time: float): - if self.won: + if self.won or self.paused: return - - if self.restarting: - if time.perf_counter() - self.restart_start >= RESTART_DELAY: - self.restarting = False - else: - return hit_list = self.physics_engine.update() self.center_camera_to_player() self.camera_shake.update(delta_time) if self.player.collides_with_list(self.scene["end"]): - end_time = round(time.perf_counter() - self.start, 4) + end_time = round(time.perf_counter() - self.start - self.pause_time, 4) if self.no_besttime or end_time < self.best_time: self.best_time = end_time @@ -243,9 +285,9 @@ class Game(arcade.gui.UIView): return if self.no_besttime: - self.best_time = round(time.perf_counter() - self.start, 4) + self.best_time = round(time.perf_counter() - self.start - self.pause_time, 4) - self.info_label.text = f"Time took: {round(time.perf_counter() - self.start, 4)}s Best Time: {self.best_time}s Trees: {self.trees} Tries: {self.tries}" + self.info_label.text = f"Time took: {round(time.perf_counter() - self.start - self.pause_time, 4)}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_y < 0: self.reset() @@ -271,6 +313,12 @@ class Game(arcade.gui.UIView): self.checkpoints_hit.add(checkpoint) self.spawn_position = checkpoint.position + arcade.math.Vec2(-GRID_PIXEL_SIZE / 4, GRID_PIXEL_SIZE) + if self.restarting: # restart here so player doesn't move, but physics engine still updates + if time.perf_counter() - self.restart_start >= RESTART_DELAY: + self.restarting = False + else: + return + moved = False ice_touch = any([ice_sprite in hit_list for ice_sprite in self.scene["ice"]]) and self.physics_engine.can_jump() @@ -314,6 +362,15 @@ class Game(arcade.gui.UIView): if self.settings.get("sfx", True): self.freeze_player.pause() + if self.warmth > 50: + arcade.set_background_color(menu_background_color) + elif self.warmth > 35: + arcade.set_background_color(arcade.color.DARK_BLUE) + elif self.warmth > 15: + arcade.set_background_color(arcade.color.BLUE) + else: + arcade.set_background_color(arcade.color.LIGHT_BLUE) + if self.player.change_y > 0: self.change_player_animation(player_jump_animation) elif abs(self.player.change_x) > PLAYER_MOVEMENT_SPEED * 0.3: @@ -328,6 +385,22 @@ class Game(arcade.gui.UIView): self.player.update_animation() + for x_moving_wall in self.scene["x_moving_walls"]: + x_moving_wall.center_x += 3 * x_moving_wall.x_direction + x_moving_wall.x_movement += 3 + + if x_moving_wall.x_movement > 140: + x_moving_wall.x_movement = 0 + x_moving_wall.x_direction *= -1 + + for y_moving_wall in self.scene["y_moving_walls"]: + y_moving_wall.center_y += 3 * y_moving_wall.y_direction + y_moving_wall.y_movement += 3 + + if y_moving_wall.y_movement > 140: + y_moving_wall.y_movement = 0 + y_moving_wall.y_direction *= -1 + if time.perf_counter() - self.last_replay_snapshot >= REPLAY_DELAY: self.last_replay_snapshot = time.perf_counter() self.current_replay_data.append([self.player.center_x, self.player.center_y]) @@ -356,10 +429,38 @@ class Game(arcade.gui.UIView): file.write(json.dumps(data_dict, indent=4)) + def pause_menu(self): + self.pause_start = time.perf_counter() + + self.paused = True + + self.pause_box = self.anchor.add(arcade.gui.UIBoxLayout(align="center", size_hint=(0.3, 0.5), space_between=10).with_background(color=arcade.color.DARK_GRAY), anchor_x="center", anchor_y="center") + + self.pause_box.add(arcade.gui.UISpace(height=self.window.height * 0.025)) + self.pause_box.add(arcade.gui.UILabel("Paused", font_size=28, text_color=arcade.color.BLACK)) + self.pause_box.add(arcade.gui.UISpace(height=self.window.height * 0.025)) + + restart_button = self.pause_box.add(arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='Restart', style=button_style, width=self.window.width * 0.25, height=self.window.height * 0.1)) + restart_button.on_click = lambda event: self.reset(full=True) + + resume_button = self.pause_box.add(arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='Resume', style=button_style, width=self.window.width * 0.25, height=self.window.height * 0.1)) + resume_button.on_click = lambda event: self.disable_pause_menu() + + exit_button = self.pause_box.add(arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='Exit', style=button_style, width=self.window.width * 0.25, height=self.window.height * 0.1)) + exit_button.on_click = lambda event: self.main_exit() + + def disable_pause_menu(self): + self.pause_time += time.perf_counter() - self.pause_start + + self.paused = False + self.anchor.remove(self.pause_box) + def on_key_press(self, symbol, modifiers): if symbol == arcade.key.ESCAPE: - self.main_exit() + self.pause_menu() def main_exit(self): + arcade.set_background_color(menu_background_color) + from menus.main import Main self.window.show_view(Main(self.pypresence_client)) \ No newline at end of file diff --git a/menus/level_selector.py b/menus/level_selector.py index 57c9fee..9574949 100644 --- a/menus/level_selector.py +++ b/menus/level_selector.py @@ -20,7 +20,7 @@ class LevelSelector(arcade.gui.UIView): for n in range(AVAILABLE_LEVELS): button = self.box.add(arcade.gui.UITextureButton(text=f"Level {n + 1}", width=self.window.width / 2, height=self.window.height / 10, texture=button_texture, texture_hovered=button_hovered_texture, style=button_style)) - button.on_click = lambda event, n=n: self.play_level(n) + button.on_click = lambda event, n=n: self.play_level(n + 1) def play_level(self, n): from game.play import Game diff --git a/utils/constants.py b/utils/constants.py index 2e1a39d..995823d 100644 --- a/utils/constants.py +++ b/utils/constants.py @@ -16,7 +16,7 @@ REPLAY_DELAY = 1 / 20 LEFT_RIGHT_DIAGONAL_ID = 6 RIGHT_LEFT_DIAGONAL_ID = 7 -AVAILABLE_LEVELS = 1 +AVAILABLE_LEVELS = 2 menu_background_color = (30, 30, 47) log_dir = 'logs' diff --git a/utils/preload.py b/utils/preload.py index 3d25d72..0b12311 100644 --- a/utils/preload.py +++ b/utils/preload.py @@ -21,4 +21,4 @@ player_duck_animation = animation_from([os.path.join(_assets_dir, 'graphics', 'K background_sound = arcade.Sound(os.path.join(_assets_dir, "sound", "background.mp3")) freeze_sound = arcade.Sound(os.path.join(_assets_dir, "sound", "freeze.wav")) -tilemaps = [arcade.load_tilemap(os.path.join(_assets_dir, "levels", tilemap)) for tilemap in os.listdir(os.path.join(_assets_dir, "levels"))] \ No newline at end of file +tilemaps = {int(tilemap.split(".tmx")[0]): arcade.load_tilemap(os.path.join(_assets_dir, "levels", tilemap)) for tilemap in os.listdir(os.path.join(_assets_dir, "levels")) if tilemap.split(".tmx")[0].isnumeric()} \ No newline at end of file