forked from InfoProjekt/game
added room constallations
now with useless doors Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
This commit is contained in:
parent
4ccc2dde11
commit
229435f682
1 changed files with 52 additions and 10 deletions
62
classes.py
62
classes.py
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@ -1,4 +1,5 @@
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import pygame
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import pygame
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import random
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pygame.font.init()
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pygame.font.init()
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fonts = {
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fonts = {
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@ -201,9 +202,9 @@ class Scene(GameObjects):
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obj.update()"""
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obj.update()"""
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def draw(self, screen):
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def draw(self, screen):
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if isinstance(self.objects, list):
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"""if isinstance(self.objects, list):
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for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]:
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for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]:
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obj.draw(screen)
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obj.draw(screen)"""
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self.level[self.current_level].draw(screen)
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self.level[self.current_level].draw(screen)
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def getObjects(self):
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def getObjects(self):
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@ -216,6 +217,7 @@ class Stage(GameObjects):
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self.stage = stage
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self.stage = stage
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self.rooms = rooms
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self.rooms = rooms
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self.current = 0
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self.current = 0
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self.sortRooms(WIDTH)
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def update(self, objects):
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def update(self, objects):
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for room in self.rooms:
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for room in self.rooms:
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@ -237,12 +239,41 @@ class Stage(GameObjects):
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for room in self.rooms:
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for room in self.rooms:
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if room.id == self.current:
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if room.id == self.current:
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return room.getObjects()
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return room.getObjects()
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def sortRooms(self, WIDTH):
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rooms = self.rooms
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for i, room in enumerate(rooms):
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if room.type != 'boss':
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i += 1
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rand = random.randint(0, 25)
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if rand < 7.5:
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if rooms[i].id <= room.id: i += 1
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room.exits.append([rooms[i].id, rooms[i].type])
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elif rand < 20:
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if rooms[i].id <= room.id: i += 1
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room.exits.append([rooms[i].id, rooms[i].type])
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if rand % 2 == 0: i += 1
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if not i >= len(self.rooms) - 2:
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room.exits.append([rooms[i + 1].id, rooms[i + 1].type])
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else:
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if rooms[i].id <= room.id: i += 1
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room.exits.append([rooms[i].id, rooms[i].type])
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if rand % 2 == 0: i += 1
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if not i >= len(self.rooms) - 2:
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room.exits.append([rooms[i + 1].id, rooms[i + 1].type])
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if not i >= len(self.rooms) - 3:
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room.exits.append([rooms[i + 2].id, rooms[i + 2].type])
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for room in self.rooms:
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print(str(room.id) + str(room.exits))
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room.createDoors(WIDTH)
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class Room(GameObjects):
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class Room(GameObjects):
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def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None:
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def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, id:int) -> None:
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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self.exits = exits
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self.exits = []
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self.id = id
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self.id = id
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self.doors = []
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if self.type == 'normal' or self.type == 'boss':
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if self.type == 'normal' or self.type == 'boss':
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self.locked = True
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self.locked = True
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else:
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else:
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@ -257,6 +288,17 @@ class Room(GameObjects):
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walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4))
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walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4))
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return walls
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return walls
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def createDoors(self, WIDTH):
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if len(self.exits) == 1:
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self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.75)), 4, self.exits[0][0]))
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elif len(self.exits) == 2:
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self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.45)), self.exits[0][0]))
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self.doors.append(Door(f'door{self.id}', self.exits[1][1], random.randint(round(WIDTH * 0.5), round(WIDTH * 0.9)), self.exits[1][0]))
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else:
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self.doors.append(Door(f'door{self.id}', self.exits[0][1], random.randint(64, round(WIDTH * 0.3)), self.exits[0][0]))
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self.doors.append(Door(f'door{self.id}', self.exits[1][1], random.randint(round(WIDTH * 0.33), round(WIDTH * 0.6)), self.exits[1][0]))
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self.doors.append(Door(f'door{self.id}', self.exits[2][1], random.randint(round(WIDTH * 0.63), round(WIDTH * 0.95)), self.exits[2][0]))
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def update(self, objects):
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def update(self, objects):
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if objects is not None:
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if objects is not None:
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self.objects = objects
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self.objects = objects
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@ -265,10 +307,12 @@ class Room(GameObjects):
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return
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return
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def draw(self, screen):
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def draw(self, screen):
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screen.blit(self.background, (32, 32))
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"""screen.blit(self.background, (32, 32))
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if isinstance(self.objects, list):
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if isinstance(self.objects, list):
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for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]:
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for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]:
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obj.draw(screen)
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obj.draw(screen)"""
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for door in self.doors:
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door.draw(screen)
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def getObjects(self):
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def getObjects(self):
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return self.objects
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return self.objects
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@ -288,12 +332,10 @@ class Obstacle(GameObjects):
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def draw(self, screen):
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def draw(self, screen):
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if not self.hidden:
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if not self.hidden:
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screen.blit(self.background, self.rect)
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screen.blit(self.background, self.rect)
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else:
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pygame.draw.rect(screen, '#e7f8e0', self.rect, 2)
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class Door(GameObjects):
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class Door(GameObjects):
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def __init__(self, name: str, _type: str, bg, objects: list, WIDTH, HEIGHT, x: int, y: int, islocked=True) -> None:
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def __init__(self, name: str, _type: str, x: int, target:int, y: int=8, objects: list=None, WIDTH=None, HEIGHT=None, islocked=True) -> None:
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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super().__init__(name, _type, f'art/images/background/door_{_type}.png', objects, WIDTH, HEIGHT)
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self.rect = pygame.Rect((x, y), self.background.get_size())
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self.rect = pygame.Rect((x, y), self.background.get_size())
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self.locked = islocked
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self.locked = islocked
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