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

This commit is contained in:
csd4ni3l
2025-11-30 18:26:52 +01:00
parent 8965644761
commit b5cec4382d
7 changed files with 435 additions and 22 deletions

View File

@@ -1,5 +1,5 @@
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176
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</data>
</layer>
</map>

View File

@@ -1,6 +1,6 @@
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, RESTART_DELAY, button_style, REPLAY_DELAY
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, REPLAY_DELAY, menu_background_color
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):
@@ -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))

View File

@@ -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

View File

@@ -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'

View File

@@ -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"))]
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()}