Files
ember-keeper/game/play.py

372 lines
15 KiB
Python

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.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):
def __init__(self, pypresence_client, level_num):
super().__init__()
self.pypresence_client = pypresence_client
self.pypresence_client.update(state="Keeping the warmth")
self.camera_sprites = arcade.Camera2D()
self.camera_bounds = self.window.rect
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
self.level_num = level_num
self.scene = self.create_scene()
self.right_left_diagonal_sprites = [
sprite for sprite in self.scene["ice"]
if hasattr(sprite, 'properties') and
sprite.properties.get('tile_id') == RIGHT_LEFT_DIAGONAL_ID
]
self.left_right_diagonal_sprites = [
sprite for sprite in self.scene["ice"]
if hasattr(sprite, 'properties') and
sprite.properties.get('tile_id') == LEFT_RIGHT_DIAGONAL_ID
]
self.spawn_position = tilemaps[self.level_num].object_lists["spawn"][0].shape
player_x, player_y = self.spawn_position
self.player = arcade.TextureAnimationSprite(animation=player_still_animation, center_x=player_x, center_y=player_y)
self.physics_engine = arcade.PhysicsEnginePlatformer(
self.player, gravity_constant=GRAVITY,
walls=[self.scene["walls"], self.scene["ice"]]
)
self.camera_shake = arcade.camera.grips.ScreenShake2D(
self.camera_sprites.view_data,
max_amplitude=5,
acceleration_duration=0.2,
falloff_time=0.3,
shake_frequency=10.0,
)
self.warmth = 50
self.trees = 0
self.direction = "right"
self.last_jump = time.perf_counter()
self.start = time.perf_counter()
self.restart_start = 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.won_time = None
self.level_texts = []
for tile in tilemaps[self.level_num].object_lists["text"]:
self.level_texts.append(arcade.Text(tile.name, tile.shape[0], tile.shape[1], font_size=14))
self.level_texts[-1].original_text = tile.name
self.level_texts[-1].change_to_when_hit = tile.properties.get("change_to_when_hit")
with open("settings.json", "r") as file:
self.settings = json.load(file)
if os.path.exists("data.json"):
with open("data.json", "r") as file:
self.data = json.load(file)
else:
self.data = {
f"{level_num}_best_time": 9999
for level_num in range(AVAILABLE_LEVELS)
}
self.data.update({
f"{level_num}_tries": 0
for level_num in range(AVAILABLE_LEVELS)
})
self.data["replays"] = []
self.best_time = self.data.get(f"{self.level_num}_best_time", 9999)
self.tries = self.data.get("tries", 1)
if self.best_time == 9999:
self.no_besttime = True
self.best_time = 0
else:
self.no_besttime = False
self.scene.add_sprite("Player", self.player)
self.replays = self.data.get("replays", []).copy() if self.settings.get("replays", True) else []
self.replay_players = []
self.replay_indices = [0] * len(self.replays)
if self.replays:
for n, replay in enumerate(self.replays):
self.replay_players.append(arcade.TextureAnimationSprite(animation=player_still_animation, center_x=replay[0][0], center_y=replay[0][1], alpha=128))
self.replay_players[-1].color = arcade.color.GRAY
self.scene.add_sprite(f"ReplayPlayer{n}", self.replay_players[-1])
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.pause()
self.background_player = background_sound.play(loop=True, volume=self.settings.get("sfx_volume", 100) / 100)
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):
self.camera_shake.start()
if not reached_end:
self.warmth = 50
self.trees = 0
self.player.change_x, self.player.change_y = 0, 0
self.player.position = self.spawn_position
self.tries += 1
self.restart_start = time.perf_counter()
self.restarting = True
if self.no_besttime:
self.best_time = 9999
else:
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.back_button = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='<--', style=button_style, width=100, height=50)
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.won = True
if not self.checkpoints_hit:
self.start = time.perf_counter()
for level_text in self.level_texts:
level_text.text = level_text.original_text
self.update_data_file()
def create_scene(self) -> arcade.Scene:
self.camera_bounds = arcade.LRBT(
self.window.width/2.0,
tilemaps[self.level_num].width * GRID_PIXEL_SIZE - self.window.width/2.0,
self.window.height/2.0,
tilemaps[self.level_num].height * GRID_PIXEL_SIZE
)
return arcade.Scene.from_tilemap(tilemaps[self.level_num])
def on_draw(self):
self.clear()
self.camera_shake.update_camera()
if not self.won:
with self.camera_sprites.activate():
self.scene.draw()
if self.settings.get("hitboxes", False):
self.scene.draw_hit_boxes(arcade.color.RED, 2)
for level_text in self.level_texts:
level_text.draw()
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)
self.camera_shake.readjust_camera()
self.ui.draw()
def center_camera_to_player(self):
self.camera_sprites.position = arcade.math.smerp_2d(
self.camera_sprites.position,
self.player.position,
self.window.delta_time,
FOLLOW_DECAY_CONST,
)
self.camera_sprites.view_data.position = arcade.camera.grips.constrain_xy(
self.camera_sprites.view_data, self.camera_bounds
)
def clamp(self, value, min_value, max_value):
return max(min_value, min(value, max_value))
def change_player_animation(self, animation):
if self.player.animation != animation:
self.player.animation = animation
def on_update(self, delta_time: float):
if self.won:
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)
if self.no_besttime or end_time < self.best_time:
self.best_time = end_time
self.won_time = end_time
self.reset(True)
return
if self.no_besttime:
self.best_time = round(time.perf_counter() - self.start, 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}"
if self.warmth <= 0 or self.player.collides_with_list(self.scene["spikes"]) or self.player.center_y < 0:
self.reset()
if self.player.center_x + self.player.width / 2 < 0:
self.camera_shake.start()
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:
self.camera_shake.start()
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"]):
self.trees += 1
self.collected_trees.append(tree)
self.scene["trees"].remove(tree)
self.warmth = self.clamp(self.warmth + 35, 0, 100)
for checkpoint in self.player.collides_with_list(self.scene["checkpoints"]):
if checkpoint not in self.checkpoints_hit:
self.scene["checkpoints"].remove(checkpoint)
self.checkpoints_hit.add(checkpoint)
self.spawn_position = checkpoint.position + arcade.math.Vec2(-GRID_PIXEL_SIZE / 4, GRID_PIXEL_SIZE)
moved = False
ice_touch = any([ice_sprite in hit_list for ice_sprite in self.scene["ice"]]) and self.physics_engine.can_jump()
if self.window.keyboard[arcade.key.UP] or self.window.keyboard[arcade.key.SPACE]:
if time.perf_counter() - self.last_jump >= PLAYER_JUMP_COOLDOWN and self.physics_engine.can_jump():
self.last_jump = time.perf_counter()
self.player.change_y = PLAYER_JUMP_SPEED
if self.window.keyboard[arcade.key.LEFT] or self.window.keyboard[arcade.key.A]:
moved = True
self.player.change_x = -PLAYER_MOVEMENT_SPEED
self.direction = "left"
elif self.window.keyboard[arcade.key.RIGHT] or self.window.keyboard[arcade.key.D]:
moved = True
self.player.change_x = PLAYER_MOVEMENT_SPEED
self.direction = "right"
else:
if ice_touch:
on_left_right_diagonal = any([True for hit in hit_list if hit in self.left_right_diagonal_sprites])
on_right_left_diagonal = any([True for hit in hit_list if hit in self.right_left_diagonal_sprites])
if on_left_right_diagonal or (self.direction == "right" and not on_right_left_diagonal):
self.player.change_x = self.clamp(self.player.change_x * 0.75, PLAYER_MOVEMENT_SPEED * 0.3, PLAYER_MOVEMENT_SPEED)
else:
self.player.change_x = self.clamp(self.player.change_x * 0.75, -PLAYER_MOVEMENT_SPEED, -PLAYER_MOVEMENT_SPEED * 0.3)
else:
self.player.change_x = 0
if moved and ice_touch:
self.player.change_x *= 1.5
self.warmth = self.clamp(self.warmth - 0.15, 0, 100)
if self.warmth < 40:
self.camera_shake.start()
if self.settings.get("sfx", True) and not self.freeze_player.playing:
self.freeze_player.play()
else:
if self.settings.get("sfx", True):
self.freeze_player.pause()
if self.player.change_y > 0:
self.change_player_animation(player_jump_animation)
elif abs(self.player.change_x) > PLAYER_MOVEMENT_SPEED * 0.3:
self.change_player_animation(player_walk_animation)
else:
self.change_player_animation(player_still_animation)
for level_text in self.level_texts:
if level_text.change_to_when_hit and self.player.rect.intersection(level_text.rect):
self.camera_shake.start()
level_text.text = level_text.change_to_when_hit
self.player.update_animation()
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.replays:
replays_to_remove = []
for n, replay in enumerate(self.replays):
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:
replays_to_remove.append(n)
for replay_to_remove in replays_to_remove:
self.replays[replay_to_remove] = None
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):
with open("data.json", "w") as file:
data_dict = self.data.copy()
data_dict.update({
f"{self.level_num}_best_time": self.best_time,
f"{self.level_num}_tries": self.tries
})
if with_replay:
if self.current_replay_data:
data_dict["replays"].append(self.current_replay_data)
file.write(json.dumps(data_dict, indent=4))
def on_key_press(self, symbol, modifiers):
if symbol == arcade.key.ESCAPE:
self.main_exit()
def main_exit(self):
self.update_data_file(with_replay=True)
from menus.main import Main
self.window.show_view(Main(self.pypresence_client))