mirror of
https://github.com/csd4ni3l/ember-keeper.git
synced 2026-01-01 04:23:43 +01:00
365 lines
14 KiB
Python
365 lines
14 KiB
Python
import arcade, arcade.gui, json, time, os
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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
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from utils.preload import tilemaps, player_still_animation, player_jump_animation, player_walk_animation, freeze_sound, background_sound, button_texture, button_hovered_texture
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class Game(arcade.gui.UIView):
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def __init__(self, pypresence_client, level_num):
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super().__init__()
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self.pypresence_client = pypresence_client
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self.pypresence_client.update(state="Keeping the warmth")
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self.camera_sprites = arcade.Camera2D()
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self.camera_bounds = self.window.rect
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self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
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self.level_num = level_num
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self.scene = self.create_scene()
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self.right_left_diagonal_sprites = [
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sprite for sprite in self.scene["ice"]
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if hasattr(sprite, 'properties') and
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sprite.properties.get('tile_id') == RIGHT_LEFT_DIAGONAL_ID
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]
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self.left_right_diagonal_sprites = [
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sprite for sprite in self.scene["ice"]
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if hasattr(sprite, 'properties') and
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sprite.properties.get('tile_id') == LEFT_RIGHT_DIAGONAL_ID
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]
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self.spawn_position = tilemaps[self.level_num].object_lists["spawn"][0].shape
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player_x, player_y = self.spawn_position
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self.player = arcade.TextureAnimationSprite(animation=player_still_animation, center_x=player_x, center_y=player_y)
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self.physics_engine = arcade.PhysicsEnginePlatformer(
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self.player, gravity_constant=GRAVITY,
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walls=[self.scene["walls"], self.scene["ice"]]
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)
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self.camera_shake = arcade.camera.grips.ScreenShake2D(
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self.camera_sprites.view_data,
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max_amplitude=5,
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acceleration_duration=0.2,
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falloff_time=0.3,
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shake_frequency=10.0,
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)
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self.warmth = 50
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self.trees = 0
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self.direction = "right"
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self.last_jump = time.perf_counter()
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self.start = time.perf_counter()
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self.restart_start = time.perf_counter()
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self.last_camera_shake = time.perf_counter()
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self.checkpoints_hit = set()
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self.collected_trees = []
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self.current_replay_data = []
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self.last_replay_snapshot = time.perf_counter()
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self.restarting = False
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self.won = False
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self.won_time = None
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self.level_texts = []
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for tile in tilemaps[self.level_num].object_lists["text"]:
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self.level_texts.append(arcade.Text(tile.name, tile.shape[0], tile.shape[1], font_size=14))
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self.level_texts[-1].original_text = tile.name
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self.level_texts[-1].change_to_when_hit = tile.properties.get("change_to_when_hit")
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with open("settings.json", "r") as file:
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self.settings = json.load(file)
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if os.path.exists("data.json"):
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with open("data.json", "r") as file:
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self.data = json.load(file)
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else:
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self.data = {
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f"{level_num}_best_time": 9999
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for level_num in range(AVAILABLE_LEVELS)
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}
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self.data.update({
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f"{level_num}_tries": 0
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for level_num in range(AVAILABLE_LEVELS)
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})
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self.data["best_replay"] = []
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self.best_time = self.data.get(f"{self.level_num}_best_time", 9999)
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self.tries = self.data.get("tries", 1)
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if self.best_time == 9999:
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self.no_besttime = True
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self.best_time = 0
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else:
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self.no_besttime = False
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self.scene.add_sprite("Player", self.player)
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self.best_replay = self.data.get("best_replay", []).copy() if self.settings.get("replays", True) else []
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self.replay_index = 0
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if self.best_replay:
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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)
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self.replay_player.color = arcade.color.GRAY
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self.scene.add_sprite(f"ReplayPlayer", self.replay_player)
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if self.settings.get("sfx", True):
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self.freeze_player = freeze_sound.play(loop=True, volume=self.settings.get("sfx_volume", 100) / 100)
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self.freeze_player.pause()
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self.background_player = background_sound.play(loop=True, volume=self.settings.get("sfx_volume", 100) / 100)
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def on_show_view(self):
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super().on_show_view()
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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")
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def reset(self, reached_end=False):
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self.shake_camera()
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if not reached_end:
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self.warmth = 50
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self.trees = 0
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self.player.change_x, self.player.change_y = 0, 0
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self.player.position = self.spawn_position
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self.tries += 1
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self.restart_start = time.perf_counter()
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self.restarting = True
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if self.no_besttime:
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self.best_time = 9999
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else:
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if self.no_besttime:
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self.no_besttime = False
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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")
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self.back_button = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='<--', style=button_style, width=100, height=50)
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self.back_button.on_click = lambda event: self.main_exit()
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self.anchor.add(self.back_button, anchor_x="left", anchor_y="top", align_x=10, align_y=-10)
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self.won = True
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if not self.checkpoints_hit:
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self.start = time.perf_counter()
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for level_text in self.level_texts:
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level_text.text = level_text.original_text
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self.update_data_file()
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def create_scene(self) -> arcade.Scene:
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self.camera_bounds = arcade.LRBT(
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self.window.width/2.0,
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tilemaps[self.level_num].width * GRID_PIXEL_SIZE - self.window.width/2.0,
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self.window.height/2.0,
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tilemaps[self.level_num].height * GRID_PIXEL_SIZE
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)
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return arcade.Scene.from_tilemap(tilemaps[self.level_num])
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def on_draw(self):
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self.clear()
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self.camera_shake.update_camera()
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if not self.won:
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with self.camera_sprites.activate():
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self.scene.draw()
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if self.settings.get("hitboxes", False):
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self.scene.draw_hit_boxes(arcade.color.RED, 2)
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for level_text in self.level_texts:
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level_text.draw()
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arcade.draw_lbwh_rectangle_filled(self.window.width / 4, 0, (self.window.width / 2), self.window.height / 20, arcade.color.SKY_BLUE)
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arcade.draw_lbwh_rectangle_filled(self.window.width / 4, 0, (self.window.width / 2) * (self.warmth / 100), self.window.height / 20, arcade.color.RED)
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self.camera_shake.readjust_camera()
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self.ui.draw()
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def center_camera_to_player(self):
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self.camera_sprites.position = arcade.math.smerp_2d(
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self.camera_sprites.position,
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self.player.position,
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self.window.delta_time,
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FOLLOW_DECAY_CONST,
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)
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self.camera_sprites.view_data.position = arcade.camera.grips.constrain_xy(
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self.camera_sprites.view_data, self.camera_bounds
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)
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def clamp(self, value, min_value, max_value):
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return max(min_value, min(value, max_value))
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def change_player_animation(self, animation):
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if self.player.animation != animation:
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self.player.animation = animation
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def shake_camera(self):
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if time.perf_counter() - self.last_camera_shake >= 0.25:
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self.camera_shake.start()
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self.last_camera_shake = time.perf_counter()
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def on_update(self, delta_time: float):
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if self.won:
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return
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if self.restarting:
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if time.perf_counter() - self.restart_start >= RESTART_DELAY:
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self.restarting = False
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else:
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return
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hit_list = self.physics_engine.update()
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self.center_camera_to_player()
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self.camera_shake.update(delta_time)
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if self.player.collides_with_list(self.scene["end"]):
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end_time = round(time.perf_counter() - self.start, 4)
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if self.no_besttime or end_time < self.best_time:
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self.best_time = end_time
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self.update_data_file(with_replay=True)
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self.won_time = end_time
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self.reset(True)
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return
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if self.no_besttime:
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self.best_time = round(time.perf_counter() - self.start, 4)
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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}"
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if self.warmth <= 0 or self.player.collides_with_list(self.scene["spikes"]) or self.player.center_y < 0:
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self.reset()
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if self.player.center_x + self.player.width / 2 < 0:
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self.shake_camera()
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self.player.center_x = self.player.width / 2
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if self.player.center_x - self.player.width / 2 > tilemaps[self.level_num].width * GRID_PIXEL_SIZE:
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self.shake_camera()
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self.player.center_x = (tilemaps[self.level_num].width * GRID_PIXEL_SIZE) - self.player.width / 2
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for tree in self.player.collides_with_list(self.scene["trees"]):
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self.trees += 1
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self.collected_trees.append(tree)
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self.scene["trees"].remove(tree)
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self.warmth = self.clamp(self.warmth + 35, 0, 100)
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for checkpoint in self.player.collides_with_list(self.scene["checkpoints"]):
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if checkpoint not in self.checkpoints_hit:
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self.scene["checkpoints"].remove(checkpoint)
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self.checkpoints_hit.add(checkpoint)
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self.spawn_position = checkpoint.position + arcade.math.Vec2(-GRID_PIXEL_SIZE / 4, GRID_PIXEL_SIZE)
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moved = False
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ice_touch = any([ice_sprite in hit_list for ice_sprite in self.scene["ice"]]) and self.physics_engine.can_jump()
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if self.window.keyboard[arcade.key.UP] or self.window.keyboard[arcade.key.SPACE]:
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if time.perf_counter() - self.last_jump >= PLAYER_JUMP_COOLDOWN and self.physics_engine.can_jump():
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self.last_jump = time.perf_counter()
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self.player.change_y = PLAYER_JUMP_SPEED
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if self.window.keyboard[arcade.key.LEFT] or self.window.keyboard[arcade.key.A]:
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moved = True
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self.player.change_x = -PLAYER_MOVEMENT_SPEED
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self.direction = "left"
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elif self.window.keyboard[arcade.key.RIGHT] or self.window.keyboard[arcade.key.D]:
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moved = True
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self.player.change_x = PLAYER_MOVEMENT_SPEED
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self.direction = "right"
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else:
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if ice_touch:
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on_left_right_diagonal = any([True for hit in hit_list if hit in self.left_right_diagonal_sprites])
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on_right_left_diagonal = any([True for hit in hit_list if hit in self.right_left_diagonal_sprites])
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if on_left_right_diagonal or (self.direction == "right" and not on_right_left_diagonal):
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self.player.change_x = self.clamp(self.player.change_x * 0.75, PLAYER_MOVEMENT_SPEED * 0.3, PLAYER_MOVEMENT_SPEED)
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else:
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self.player.change_x = self.clamp(self.player.change_x * 0.75, -PLAYER_MOVEMENT_SPEED, -PLAYER_MOVEMENT_SPEED * 0.3)
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else:
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self.player.change_x = 0
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if moved and ice_touch:
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self.player.change_x *= 1.5
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self.warmth = self.clamp(self.warmth - 0.15, 0, 100)
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if self.warmth < 40:
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self.shake_camera()
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if self.settings.get("sfx", True) and not self.freeze_player.playing:
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self.freeze_player.play()
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else:
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if self.settings.get("sfx", True):
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self.freeze_player.pause()
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if self.player.change_y > 0:
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self.change_player_animation(player_jump_animation)
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elif abs(self.player.change_x) > PLAYER_MOVEMENT_SPEED * 0.3:
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self.change_player_animation(player_walk_animation)
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else:
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self.change_player_animation(player_still_animation)
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for level_text in self.level_texts:
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if level_text.change_to_when_hit and self.player.rect.intersection(level_text.rect):
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self.shake_camera()
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level_text.text = level_text.change_to_when_hit
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self.player.update_animation()
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if time.perf_counter() - self.last_replay_snapshot >= REPLAY_DELAY:
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self.last_replay_snapshot = time.perf_counter()
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self.current_replay_data.append([self.player.center_x, self.player.center_y])
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if self.best_replay:
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self.replay_index += 1
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if self.replay_index < len(self.best_replay) - 1:
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self.replay_player.center_x, self.replay_player.center_y = self.best_replay[self.replay_index]
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else:
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self.best_replay = None
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self.replay_player = None
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if f"ReplayPlayer" in self.scene._name_mapping:
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self.scene.remove_sprite_list_by_name(f"ReplayPlayer")
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def update_data_file(self, with_replay=False):
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with open("data.json", "w") as file:
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data_dict = self.data.copy()
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data_dict.update({
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f"{self.level_num}_best_time": self.best_time,
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f"{self.level_num}_tries": self.tries
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})
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if with_replay and self.current_replay_data:
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data_dict["best_replay"] = self.current_replay_data
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file.write(json.dumps(data_dict, indent=4))
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def on_key_press(self, symbol, modifiers):
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if symbol == arcade.key.ESCAPE:
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self.main_exit()
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def main_exit(self):
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from menus.main import Main
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self.window.show_view(Main(self.pypresence_client)) |