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8 Commits

10 changed files with 673 additions and 66 deletions

View File

@@ -42,7 +42,7 @@ jobs:
include-data-dir: assets=assets include-data-dir: assets=assets
include-data-files: CREDITS=CREDITS include-data-files: CREDITS=CREDITS
mode: onefile mode: onefile
output-file: FleetCommander output-file: EmberKeeper
- name: Locate and rename executable (Linux) - name: Locate and rename executable (Linux)
if: matrix.os == 'ubuntu-22.04' if: matrix.os == 'ubuntu-22.04'
@@ -51,29 +51,29 @@ jobs:
echo "Searching for built Linux binary..." echo "Searching for built Linux binary..."
# List to help debugging when paths change # List to help debugging when paths change
ls -laR . | head -n 500 || true ls -laR . | head -n 500 || true
BIN=$(find . -maxdepth 4 -type f -name 'FleetCommander*' -perm -u+x | head -n1 || true) BIN=$(find . -maxdepth 4 -type f -name 'EmberKeeper*' -perm -u+x | head -n1 || true)
if [ -z "${BIN}" ]; then if [ -z "${BIN}" ]; then
echo "ERROR: No Linux binary found after build" echo "ERROR: No Linux binary found after build"
exit 1 exit 1
fi fi
echo "Found: ${BIN}" echo "Found: ${BIN}"
mkdir -p build_output mkdir -p build_output
cp "${BIN}" build_output/FleetCommander.bin cp "${BIN}" build_output/EmberKeeper.bin
chmod +x build_output/FleetCommander.bin chmod +x build_output/EmberKeeper.bin
echo "Executable ready: build_output/FleetCommander.bin" echo "Executable ready: build_output/EmberKeeper.bin"
shell: bash shell: bash
- name: Locate and rename executable (Windows) - name: Locate and rename executable (Windows)
if: matrix.os == 'windows-latest' if: matrix.os == 'windows-latest'
run: | run: |
Write-Host "Searching for built Windows binary..." Write-Host "Searching for built Windows binary..."
Get-ChildItem -Recurse -File -Filter 'FleetCommander*.exe' | Select-Object -First 1 | ForEach-Object { Get-ChildItem -Recurse -File -Filter 'EmberKeeper*.exe' | Select-Object -First 1 | ForEach-Object {
Write-Host ("Found: " + $_.FullName) Write-Host ("Found: " + $_.FullName)
New-Item -ItemType Directory -Force -Path build_output | Out-Null New-Item -ItemType Directory -Force -Path build_output | Out-Null
Copy-Item $_.FullName "build_output\FleetCommander.exe" Copy-Item $_.FullName "build_output\EmberKeeper.exe"
Write-Host "Executable ready: build_output\FleetCommander.exe" Write-Host "Executable ready: build_output\EmberKeeper.exe"
} }
if (!(Test-Path build_output\FleetCommander.exe)) { if (!(Test-Path build_output\EmberKeeper.exe)) {
Write-Error "ERROR: No Windows binary found after build" Write-Error "ERROR: No Windows binary found after build"
exit 1 exit 1
} }
@@ -83,7 +83,7 @@ jobs:
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v4
with: with:
name: ${{ matrix.platform }} name: ${{ matrix.platform }}
path: build_output/FleetCommander.* path: build_output/EmberKeeper.*
release: release:
runs-on: ubuntu-latest runs-on: ubuntu-latest
@@ -114,5 +114,6 @@ jobs:
--notes "Automated build for $TAG" --notes "Automated build for $TAG"
fi fi
# Upload the executables directly (no zip files) # Upload the executables directly (no zip files)
gh release upload "$TAG" downloads/linux/FleetCommander.bin --clobber gh release upload "$TAG" downloads/linux/EmberKeeper.bin --clobber
gh release upload "$TAG" downloads/windows/FleetCommander.exe --clobber gh release upload "$TAG" downloads/windows/EmberKeeper.exe
--clobber

View File

@@ -1,4 +1,8 @@
Ember Keeper is a platformer 2D game where you have to escape the outside temperatures, while collecting firewood to keep yourself warm while being out in the open. Ember Keeper is a platformer 2D game where you have to escape the outside temperatures, while collecting firewood to keep yourself warm while being out in the open.
The game is locked at 60 FPS since every interaction depends on that and i am lazy to introduce delta time. The game is locked at 60 FPS since every interaction depends on that and i am lazy to introduce delta time.
The game can be speedrunned and there is an option for hitboxes as well. The game can be/is intended to be speedrunned and there is an option for hitboxes as well.
The game includes lots of funny texts and traps i made.
[![Demo Video](https://img.youtube.com/vi/clQT379Vs80/hqdefault.jpg)](https://youtu.be/clQT379Vs80)

View File

@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<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"> <map version="1.10" tiledversion="1.11.2" orientation="orthogonal" renderorder="right-down" width="100" height="10" tilewidth="70" tileheight="70" infinite="0" nextlayerid="17" nextobjectid="22">
<tileset firstgid="1" source="../sheet.tsx"/> <tileset firstgid="1" source="../sheet.tsx"/>
<objectgroup id="3" name="spawn"> <objectgroup id="3" name="spawn">
<object id="3" name="player spawn" x="289" y="466.667"> <object id="3" name="player spawn" x="289" y="466.667">
@@ -16,7 +16,7 @@
<object id="10" name="Beware! Slippery tiles here." x="1129.33" y="426.667"> <object id="10" name="Beware! Slippery tiles here." x="1129.33" y="426.667">
<point/> <point/>
</object> </object>
<object id="11" name="Beware! Slippery tiles here." x="636" y="200"> <object id="11" name="Beware! Slippery tiles here." x="766.667" y="301.333">
<point/> <point/>
</object> </object>
<object id="12" name="Rocks are pointy..." x="2056" y="460"> <object id="12" name="Rocks are pointy..." x="2056" y="460">
@@ -49,12 +49,15 @@
<object id="20" name="Easter egg below" x="902.333" y="535.333"> <object id="20" name="Easter egg below" x="902.333" y="535.333">
<point/> <point/>
</object> </object>
<object id="21" name="&lt;- Collect this candy to set your checkpoint" x="613" y="188">
<point/>
</object>
</objectgroup> </objectgroup>
<layer id="11" name="checkpoints" width="100" height="10"> <layer id="11" name="checkpoints" width="100" height="10">
<data encoding="csv"> <data encoding="csv">
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</data>
</layer>
<layer id="8" name="end" width="100" height="10">
<data encoding="csv">
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</data>
</layer>
</map>

View File

@@ -1,6 +1,6 @@
import arcade, arcade.gui, json, time, os import arcade, arcade.gui, json, time, os, random
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.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, SNOWFLAKE_SPAWN_DELAY
from utils.preload import tilemaps, player_still_animation, player_jump_animation, player_walk_animation, freeze_sound, background_sound, button_texture, button_hovered_texture 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):
@@ -37,7 +37,8 @@ class Game(arcade.gui.UIView):
self.physics_engine = arcade.PhysicsEnginePlatformer( self.physics_engine = arcade.PhysicsEnginePlatformer(
self.player, gravity_constant=GRAVITY, 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( self.camera_shake = arcade.camera.grips.ScreenShake2D(
@@ -48,18 +49,31 @@ class Game(arcade.gui.UIView):
shake_frequency=10.0, shake_frequency=10.0,
) )
self.warmth = 50 self.warmth = 65
self.trees = 0
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.collected_trees = []
self.checkpoints_hit = set()
self.restart_start = time.perf_counter() self.restart_start = time.perf_counter()
self.last_camera_shake = time.perf_counter()
self.last_snowflake_spawn = 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.restarting = False
self.won = False self.won = False
self.paused = False
self.won_time = None self.won_time = None
self.pause_time = 0
self.pause_start = time.perf_counter()
self.level_texts = [] self.level_texts = []
for tile in tilemaps[self.level_num].object_lists["text"]: for tile in tilemaps[self.level_num].object_lists["text"]:
@@ -75,14 +89,22 @@ class Game(arcade.gui.UIView):
self.data = json.load(file) self.data = json.load(file)
else: else:
self.data = { self.data = {
f"{level_num}_best_time": 9999 f"{level_num + 1}_best_time": 9999
for level_num in range(AVAILABLE_LEVELS) for level_num in range(AVAILABLE_LEVELS)
} }
self.data.update({ self.data.update({
f"{level_num}_tries": 0 f"{level_num + 1}_tries": 0
for level_num in range(AVAILABLE_LEVELS) for level_num in range(AVAILABLE_LEVELS)
}) })
self.data.update({
f"{level_num + 1}_best_replay": []
for level_num in range(AVAILABLE_LEVELS)
})
if self.settings.get("snowflakes", True):
self.snowflakes = arcade.SpriteList()
self.best_time = self.data.get(f"{self.level_num}_best_time", 9999) self.best_time = self.data.get(f"{self.level_num}_best_time", 9999)
self.tries = self.data.get("tries", 1) self.tries = self.data.get("tries", 1)
if self.best_time == 9999: if self.best_time == 9999:
@@ -93,22 +115,72 @@ class Game(arcade.gui.UIView):
self.scene.add_sprite("Player", self.player) self.scene.add_sprite("Player", self.player)
self.best_replay = self.data.get(f"{self.level_num}_best_replay", []).copy() if self.settings.get("replays", True) else []
self.replay_index = 0
if self.best_replay:
self.replay_player = arcade.TextureAnimationSprite(animation=player_still_animation, center_x=self.best_replay[0][0], center_y=self.best_replay[0][1], alpha=128)
self.replay_player.color = arcade.color.GRAY
self.scene.add_sprite(f"ReplayPlayer", self.replay_player)
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)
self.freeze_player.pause() self.freeze_player.pause()
self.background_player = background_sound.play(loop=True, volume=self.settings.get("sfx_volume", 100) / 100) self.background_player = background_sound.play(loop=True, volume=self.settings.get("sfx_volume", 100) / 100)
for falling_spike in self.scene["falling_spikes"]:
falling_spike.original_y = falling_spike.center_y
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): 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 Best Time: {self.best_time}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, full=False):
self.camera_shake.start() 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.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
self.current_replay_data = []
self.replay_index = 0
return
self.shake_camera()
if not reached_end: if not reached_end:
self.warmth = 50 self.warmth = 65
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
@@ -122,25 +194,38 @@ class Game(arcade.gui.UIView):
if self.no_besttime: if self.no_besttime:
self.best_time = 9999 self.best_time = 9999
self.update_data_file()
else: else:
if self.no_besttime: if self.no_besttime:
self.no_besttime = False 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.remove(self.info_label)
self.back_button = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='<--', style=button_style, width=100, height=50) arcade.set_background_color(menu_background_color)
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=65)
self.back_button.on_click = lambda event: self.main_exit() 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.anchor.add(self.back_button, anchor_x="left", anchor_y="top", align_x=10, align_y=-10)
self.won = True self.won = True
for falling_spike in self.scene["falling_spikes"]:
falling_spike.change_y = 0
falling_spike.center_y = falling_spike.original_y
if not self.checkpoints_hit: if not self.checkpoints_hit:
self.start = time.perf_counter() 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.update_data_file() for tree in self.collected_trees:
self.scene["trees"].append(tree)
self.collected_trees = []
def create_scene(self) -> arcade.Scene: def create_scene(self) -> arcade.Scene:
self.camera_bounds = arcade.LRBT( self.camera_bounds = arcade.LRBT(
@@ -155,9 +240,12 @@ class Game(arcade.gui.UIView):
def on_draw(self): def on_draw(self):
self.clear() self.clear()
self.camera_shake.update_camera()
if not self.won: if not self.won:
if self.settings.get("snowflakes", True):
self.snowflakes.draw()
self.camera_shake.update_camera()
with self.camera_sprites.activate(): with self.camera_sprites.activate():
self.scene.draw() self.scene.draw()
@@ -167,10 +255,16 @@ class Game(arcade.gui.UIView):
for level_text in self.level_texts: for level_text in self.level_texts:
level_text.draw() level_text.draw()
if self.settings.get("replays", True):
for i in range(len(self.current_replay_data[-20:]) - 1):
trail_pos = self.current_replay_data[-20:][i]
next_pos = self.current_replay_data[-20:][i + 1]
arcade.draw_line(trail_pos[0], trail_pos[1], next_pos[0], next_pos[1], arcade.color.RED, 3)
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.camera_shake.readjust_camera() self.camera_shake.readjust_camera()
self.ui.draw() self.ui.draw()
@@ -193,45 +287,63 @@ class Game(arcade.gui.UIView):
if self.player.animation != animation: if self.player.animation != animation:
self.player.animation = animation self.player.animation = animation
def shake_camera(self):
if time.perf_counter() - self.last_camera_shake >= 0.25:
self.camera_shake.start()
self.last_camera_shake = time.perf_counter()
def on_update(self, delta_time: float): def on_update(self, delta_time: float):
if self.won: if self.won or self.paused:
return return
if self.restarting: if self.settings.get("snowflakes", True):
if time.perf_counter() - self.restart_start >= RESTART_DELAY: if time.perf_counter() - self.last_snowflake_spawn >= SNOWFLAKE_SPAWN_DELAY:
self.restarting = False snowflake = arcade.SpriteCircle(5, arcade.color.LIGHT_BLUE)
else: snowflake.center_x = random.randint(5, self.window.width - 5)
return snowflake.center_y = self.window.height - 10
snowflake.y_direction = -random.uniform(30, 60)
snowflake.x_direction = random.uniform(-15, 15)
self.snowflakes.append(snowflake)
self.last_snowflake_spawn = time.perf_counter()
for snowflake in self.snowflakes:
snowflake.center_y += snowflake.y_direction * delta_time
snowflake.center_x += snowflake.x_direction * delta_time
if snowflake.center_y < -10:
self.snowflakes.remove(snowflake)
hit_list = self.physics_engine.update() hit_list = self.physics_engine.update()
self.center_camera_to_player() self.center_camera_to_player()
self.camera_shake.update(delta_time) self.camera_shake.update(delta_time)
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, 4) end_time = round(time.perf_counter() - self.start - self.pause_time, 4)
if self.no_besttime or end_time < self.best_time: if self.no_besttime or end_time <= self.best_time:
self.best_time = end_time self.best_time = end_time
self.update_data_file(with_replay=True)
self.won_time = end_time self.won_time = end_time
self.reset(True) self.reset(True)
return return
if self.no_besttime: 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: 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: if self.player.center_x + self.player.width / 2 < 0:
self.camera_shake.start() self.shake_camera()
self.player.center_x = self.player.width / 2 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: if self.player.center_x - self.player.width / 2 > tilemaps[self.level_num].width * GRID_PIXEL_SIZE:
self.camera_shake.start() self.shake_camera()
self.player.center_x = (tilemaps[self.level_num].width * GRID_PIXEL_SIZE) - self.player.width / 2 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"]):
@@ -239,7 +351,7 @@ class Game(arcade.gui.UIView):
self.collected_trees.append(tree) self.collected_trees.append(tree)
self.scene["trees"].remove(tree) self.scene["trees"].remove(tree)
self.warmth = self.clamp(self.warmth + 35, 0, 100) self.warmth = self.clamp(self.warmth + 20, 0, 100)
for checkpoint in self.player.collides_with_list(self.scene["checkpoints"]): for checkpoint in self.player.collides_with_list(self.scene["checkpoints"]):
if checkpoint not in self.checkpoints_hit: if checkpoint not in self.checkpoints_hit:
@@ -247,6 +359,12 @@ class Game(arcade.gui.UIView):
self.checkpoints_hit.add(checkpoint) self.checkpoints_hit.add(checkpoint)
self.spawn_position = checkpoint.position + arcade.math.Vec2(-GRID_PIXEL_SIZE / 4, GRID_PIXEL_SIZE) 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 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()
@@ -283,13 +401,22 @@ class Game(arcade.gui.UIView):
self.warmth = self.clamp(self.warmth - 0.15, 0, 100) self.warmth = self.clamp(self.warmth - 0.15, 0, 100)
if self.warmth < 40: if self.warmth < 40:
self.camera_shake.start() self.shake_camera()
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()
else: else:
if self.settings.get("sfx", True): if self.settings.get("sfx", True):
self.freeze_player.pause() 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: 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 * 0.3: elif abs(self.player.change_x) > PLAYER_MOVEMENT_SPEED * 0.3:
@@ -299,22 +426,92 @@ class Game(arcade.gui.UIView):
for level_text in self.level_texts: for level_text in self.level_texts:
if level_text.change_to_when_hit and self.player.rect.intersection(level_text.rect): if level_text.change_to_when_hit and self.player.rect.intersection(level_text.rect):
self.camera_shake.start() self.shake_camera()
level_text.text = level_text.change_to_when_hit level_text.text = level_text.change_to_when_hit
self.player.update_animation() self.player.update_animation()
def update_data_file(self): 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 self.scene._name_mapping.get("falling_spikes"):
for falling_spike in self.scene["falling_spikes"]:
if abs(self.player.rect.distance_from_bounds(falling_spike.position)) < 100:
falling_spike.change_y = -GRAVITY * 3
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])
if self.best_replay:
self.replay_index += 1
if self.replay_index < len(self.best_replay) - 1:
self.replay_player.center_x, self.replay_player.center_y = self.best_replay[self.replay_index]
else:
self.best_replay = None
self.replay_player = None
if f"ReplayPlayer" in self.scene._name_mapping:
self.scene.remove_sprite_list_by_name(f"ReplayPlayer")
def update_data_file(self, with_replay=False):
with open("data.json", "w") as file: with open("data.json", "w") as file:
file.write(json.dumps({ data_dict = self.data.copy()
data_dict.update({
f"{self.level_num}_best_time": self.best_time, 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)) })
if with_replay and self.current_replay_data:
data_dict[f"{self.level_num}_best_replay"] = self.current_replay_data
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))
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()
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)
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): def on_key_press(self, symbol, modifiers):
if symbol == arcade.key.ESCAPE: if symbol == arcade.key.ESCAPE:
self.main_exit() self.pause_menu()
def main_exit(self): def main_exit(self):
arcade.set_background_color(menu_background_color)
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))

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@@ -16,10 +16,15 @@ class LevelSelector(arcade.gui.UIView):
def on_show_view(self): def on_show_view(self):
super().on_show_view() super().on_show_view()
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)
self.box.add(arcade.gui.UILabel(text="Level Selector", font_size=28)) self.box.add(arcade.gui.UILabel(text="Level Selector", font_size=28))
for n in range(AVAILABLE_LEVELS): 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)) n = n + 1
button = self.box.add(arcade.gui.UITextureButton(text=f"Level {n}", 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)
def play_level(self, n): def play_level(self, n):

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@@ -17,15 +17,21 @@ class Statistics(arcade.gui.UIView):
self.data = json.load(file) self.data = json.load(file)
else: else:
self.data = { self.data = {
f"{level_num}_best_time": 9999 f"{level_num + 1}_best_time": 9999
for level_num in range(AVAILABLE_LEVELS) for level_num in range(AVAILABLE_LEVELS)
} }
self.data.update({ self.data.update({
f"{level_num}_tries": 0 f"{level_num + 1}_tries": 0
for level_num in range(AVAILABLE_LEVELS) for level_num in range(AVAILABLE_LEVELS)
}) })
self.total_tries = sum([self.data[f"{level_num}_tries"] for level_num in range(AVAILABLE_LEVELS)]) self.data.update({
f"{level_num + 1}_best_replay": []
for level_num in range(AVAILABLE_LEVELS)
})
self.total_tries = sum([self.data[f"{level_num + 1}_tries"] for level_num in range(AVAILABLE_LEVELS)])
def on_show_view(self): def on_show_view(self):
super().on_show_view() super().on_show_view()
@@ -40,8 +46,8 @@ 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}_best_time']}", font_size=24)) self.box.add(arcade.gui.UILabel(f"High Score: {self.data[f'{level_num + 1}_best_time'] if self.data[f'{level_num + 1}_best_time'] != 9999 else 'Not beaten yet'}", 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 + 1}_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))
self.box.add(arcade.gui.UILabel(f"Total", font_size=32)) self.box.add(arcade.gui.UILabel(f"Total", font_size=32))

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@@ -3,6 +3,7 @@ from arcade.types import Color
from arcade.gui.widgets.buttons import UITextureButtonStyle, UIFlatButtonStyle from arcade.gui.widgets.buttons import UITextureButtonStyle, UIFlatButtonStyle
from arcade.gui.widgets.slider import UISliderStyle from arcade.gui.widgets.slider import UISliderStyle
SNOWFLAKE_SPAWN_DELAY = 0.05
FOLLOW_DECAY_CONST = 0.3 FOLLOW_DECAY_CONST = 0.3
GRAVITY = 1.5 GRAVITY = 1.5
PLAYER_JUMP_COOLDOWN = 0.25 PLAYER_JUMP_COOLDOWN = 0.25
@@ -11,10 +12,12 @@ PLAYER_JUMP_SPEED = 28
GRID_PIXEL_SIZE = 70 GRID_PIXEL_SIZE = 70
RESTART_DELAY = 0.1 RESTART_DELAY = 0.1
REPLAY_DELAY = 1 / 20
LEFT_RIGHT_DIAGONAL_ID = 6 LEFT_RIGHT_DIAGONAL_ID = 6
RIGHT_LEFT_DIAGONAL_ID = 7 RIGHT_LEFT_DIAGONAL_ID = 7
AVAILABLE_LEVELS = 1 AVAILABLE_LEVELS = 2
menu_background_color = (30, 30, 47) menu_background_color = (30, 30, 47)
log_dir = 'logs' log_dir = 'logs'
@@ -46,6 +49,9 @@ settings = {
"Miscellaneous": { "Miscellaneous": {
"Discord RPC": {"type": "bool", "config_key": "discord_rpc", "default": True}, "Discord RPC": {"type": "bool", "config_key": "discord_rpc", "default": True},
"Hitboxes": {"type": "bool", "config_key": "hitboxes", "default": False}, "Hitboxes": {"type": "bool", "config_key": "hitboxes", "default": False},
"Replays": {"type": "bool", "config_key": "replays", "default": True},
"Trail": {"type": "bool", "config_key": "trail", "default": True},
"Snowflakes": {"type": "bool", "config_key": "snowflakes", "default": True},
}, },
"Credits": {} "Credits": {}
} }

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@@ -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")) background_sound = arcade.Sound(os.path.join(_assets_dir, "sound", "background.mp3"))
freeze_sound = arcade.Sound(os.path.join(_assets_dir, "sound", "freeze.wav")) 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()}