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8 changed files with 473 additions and 64 deletions

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@@ -1,5 +1,5 @@
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View File

@@ -1,6 +1,6 @@
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, 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 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(
@@ -48,13 +49,14 @@ class Game(arcade.gui.UIView):
shake_frequency=10.0, shake_frequency=10.0,
) )
self.warmth = 50 self.warmth = 65
self.trees = 0 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.restart_start = time.perf_counter() self.restart_start = time.perf_counter()
self.last_camera_shake = time.perf_counter()
self.checkpoints_hit = set() self.checkpoints_hit = set()
self.collected_trees = [] self.collected_trees = []
@@ -65,8 +67,12 @@ class Game(arcade.gui.UIView):
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"]:
@@ -90,7 +96,7 @@ class Game(arcade.gui.UIView):
for level_num in range(AVAILABLE_LEVELS) for level_num in range(AVAILABLE_LEVELS)
}) })
self.data["replays"] = [] self.data["best_replay"] = []
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)
@@ -102,15 +108,13 @@ class Game(arcade.gui.UIView):
self.scene.add_sprite("Player", self.player) self.scene.add_sprite("Player", self.player)
self.replays = self.data.get("replays", []).copy() if self.settings.get("replays", True) else [] self.best_replay = self.data.get("best_replay", []).copy() if self.settings.get("replays", True) else []
self.replay_players = [] self.replay_index = 0
self.replay_indices = [0] * len(self.replays)
if self.replays: if self.best_replay:
for n, replay in enumerate(self.replays): 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_players.append(arcade.TextureAnimationSprite(animation=player_still_animation, center_x=replay[0][0], center_y=replay[0][1], alpha=128)) self.replay_player.color = arcade.color.GRAY
self.replay_players[-1].color = arcade.color.GRAY self.scene.add_sprite(f"ReplayPlayer", self.replay_player)
self.scene.add_sprite(f"ReplayPlayer{n}", self.replay_players[-1])
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)
@@ -118,16 +122,54 @@ class Game(arcade.gui.UIView):
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 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.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: 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
@@ -145,9 +187,9 @@ class Game(arcade.gui.UIView):
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.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.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)
@@ -159,6 +201,11 @@ class Game(arcade.gui.UIView):
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
for tree in self.collected_trees:
self.scene["trees"].append(tree)
self.collected_trees = []
self.update_data_file() self.update_data_file()
def create_scene(self) -> arcade.Scene: def create_scene(self) -> arcade.Scene:
@@ -212,14 +259,13 @@ class Game(arcade.gui.UIView):
if self.player.animation != animation: if self.player.animation != animation:
self.player.animation = animation self.player.animation = animation
def on_update(self, delta_time: float): def shake_camera(self):
if self.won: if time.perf_counter() - self.last_camera_shake >= 0.25:
return self.camera_shake.start()
self.last_camera_shake = time.perf_counter()
if self.restarting: def on_update(self, delta_time: float):
if time.perf_counter() - self.restart_start >= RESTART_DELAY: if self.won or self.paused:
self.restarting = False
else:
return return
hit_list = self.physics_engine.update() hit_list = self.physics_engine.update()
@@ -227,10 +273,11 @@ class Game(arcade.gui.UIView):
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
@@ -238,19 +285,19 @@ class Game(arcade.gui.UIView):
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"]):
@@ -266,6 +313,12 @@ 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()
@@ -302,13 +355,22 @@ 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:
@@ -318,34 +380,40 @@ 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()
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: if time.perf_counter() - self.last_replay_snapshot >= REPLAY_DELAY:
self.last_replay_snapshot = time.perf_counter() self.last_replay_snapshot = time.perf_counter()
self.current_replay_data.append([self.player.center_x, self.player.center_y]) self.current_replay_data.append([self.player.center_x, self.player.center_y])
if self.replays: if self.best_replay:
replays_to_remove = [] self.replay_index += 1
if self.replay_index < len(self.best_replay) - 1:
for n, replay in enumerate(self.replays): self.replay_player.center_x, self.replay_player.center_y = self.best_replay[self.replay_index]
if replay is None:
continue
self.replay_indices[n] += 1
if self.replay_indices[n] < len(replay):
self.replay_players[n].center_x, self.replay_players[n].center_y = replay[self.replay_indices[n]]
else: else:
replays_to_remove.append(n) self.best_replay = None
self.replay_player = None
for replay_to_remove in replays_to_remove: if f"ReplayPlayer" in self.scene._name_mapping:
self.replays[replay_to_remove] = None self.scene.remove_sprite_list_by_name(f"ReplayPlayer")
self.replay_players[replay_to_remove] = None
if f"ReplayPlayer{replay_to_remove}" in self.scene._name_mapping:
self.scene.remove_sprite_list_by_name(f"ReplayPlayer{replay_to_remove}")
def update_data_file(self, with_replay=False): def update_data_file(self, with_replay=False):
with open("data.json", "w") as file: with open("data.json", "w") as file:
@@ -356,17 +424,43 @@ class Game(arcade.gui.UIView):
f"{self.level_num}_tries": self.tries f"{self.level_num}_tries": self.tries
}) })
if with_replay: if with_replay and self.current_replay_data:
if self.current_replay_data: data_dict["best_replay"] = self.current_replay_data
data_dict["replays"].append(self.current_replay_data)
file.write(json.dumps(data_dict, indent=4)) 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): 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):
self.update_data_file(with_replay=True) 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))

View File

@@ -20,7 +20,7 @@ class LevelSelector(arcade.gui.UIView):
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)) 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): def play_level(self, n):
from game.play import Game from game.play import Game

View File

@@ -26,7 +26,7 @@ class Statistics(arcade.gui.UIView):
for level_num in range(AVAILABLE_LEVELS) for level_num in range(AVAILABLE_LEVELS)
}) })
self.data["replays"] = [] self.data["best_replay"] = []
self.total_tries = sum([self.data[f"{level_num}_tries"] for level_num in range(AVAILABLE_LEVELS)]) self.total_tries = sum([self.data[f"{level_num}_tries"] for level_num in range(AVAILABLE_LEVELS)])

View File

@@ -16,7 +16,7 @@ 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'

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")) 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()}