def mapgen_Area(InOut): if InOut == 0: global intro, out, level, fade_count, tempsc, mod, tempkeep tempkeep = ["intro", "out", "fade_count", "tempsc", "mod"] intro, out, fade_count, mod = 0, -1, 255, 0 if intro == 0: fade_count -= 5 level = hall([0, 0, "strt"], level) fader.image.set_alpha(fade_count) if len(level) > 5: tempsc = printmap(level) if fade_count <= 0: intro = -1 out = 0 if out >= 0: fade_count += 2 fader.image.set_alpha(fade_count) if fade_count >= 0: mod = 9 print(fade_count) 'draw' screen.image.fill(WHITE) if len(level) > 5: tempsc.draw(screen.image) screen.image.blit(pointer.image, pointer.rect.center) screeneffects.draw(screen.image) return InOut + mod
def CheckLevel(S): if -1 >= S.at[0]: map_at = hall([L, 0, "get_pos_change_room"], level) S.get_at("R") elif len(sala[0]) == S.at[0]: map_at = hall([R, 0, "get_pos_change_room"], level) S.get_at("L") elif -1 >= S.at[1]: map_at = hall([0, U, "get_pos_change_room"], level) S.get_at("D") elif len(sala) == S.at[1]: map_at = hall([0, D, "get_pos_change_room"], level) S.get_at("L") else: S.checkMap() temp2 = True
def __init__(S): S.image = pygame.Surface([size, size]) S.image.fill(BLACK) S.rect = S.image.get_rect() S.at = [1, 11] S.pos = [size * S.at[0] + offsets[0], size * S.at[1] + offsets[1]] S.Do = [] S.turn = True S.jump = False S.air = False S.focus = False S.grab = False S.actualmap = hall([0, 0, "get pos"], 0)
def changeRoom(map_at, level): map_at = hall([0, 0, "get_pos_strt"], level) txt = "../Salas/" + level[map_at[1]][map_at[0]] sala = openSala(txt) tiles = mapread(sala) tile_breakable = pg.sprite.Group() size = getSize(sala) offsets = getOffset(sala, size, "sala") player1 = Corak() player1.update([0, 0, "get_at_S"]) player1.update([0, 0, "Map"]) temp3 = False
def CheckLevel(mapAt): out = -1 come_from = "" if corak.at[0] < 0: mapAt[0] += L come_from = "R" out = 2 elif corak.at[0] >= len(sala[0]): mapAt[0] += R come_from = "L" out = 2 elif corak.at[1] < 0: mapAt[1] += U come_from = "D" out = 2 elif corak.at[1] >= len(sala): mapAt[1] += D come_from = "U" out = 2 elif sala[corak.at[1]][corak.at[0]] in "x": out = 2 mapAt[0] += 1 if mapAt[0] > 4: out = 4 mapAt = hall([0, 0, "get_pos_strt"], level) elif sala[corak.at[1]][corak.at[0]] in "R": out = 3 else: corak.checkMap() return mapAt, out, come_from screeneffects.draw(screen) screen.blit(pointer.image, pointer.rect.center)
def play_Area(InOut): screen if InOut == 0: global intro, out, fade_count, mod global sala, offsets, size, tiles_breakable, background, tiles_draw, tiles_base global moveLight, corak, map_at, temp4, frame intro, out, fade_count, mod = 4, -1, 0, 0 frame = 0 #map_at = [0,0,0,0] map_at = hall([0, 0, "get_pos_strt"], level) if intro >= 0: if intro >= 1: sala, offsets, size, tiles_breakable, background, tiles_draw, tiles_base = changeRoom(map_at, level) moveLight = 1 if intro >= 4: background.image.fill(BLACK) tiles_draw.image.fill(WHITE2) tiles_draw.image.blit(tiles_base.image, (0, 0)) tiles_draw.image.set_colorkey(WHITE2) if intro == 4: corak = Corak() corak.get_at("S") corak.checkMap() if map_at[0] >= 4: intro = 1 elif intro == 1: background.image.fill(CUSTOM2) tiles_draw.image.fill(CUSTOM) tiles_draw.image.blit(tiles_base.image, (0, 0)) tiles_draw.image.set_colorkey(CUSTOM) corak = Corak() map_at = hall([0, 0, "get_pos_strt"], level) corak.get_at("S") corak.checkMap() intro = -1 elif intro == 2: background.image.fill(CUSTOM3) tiles_draw.image.fill(CUSTOM) tiles_draw.image.blit(tiles_base.image, (0, 0)) tiles_draw.image.set_colorkey(CUSTOM) corak.get_at(temp4) elif intro == 3: corak.get_at("0") # scale corak.modLight[1] = (size * int(upscale * 2.5)) * corak.modLight[0] corak.sprite.image = pg.transform.scale(corak.sprite.image, (size, size)) pointerLight.image = pg.transform.scale(playerLight.image, (corak.modLight[1], corak.modLight[1])) playerLight.image = pg.transform.scale(playerLight.image, (corak.modLight[1], corak.modLight[1])) if "mod-" in level[map_at[1]][map_at[0]]: background.image.fill(CUSTOM2) tiles_draw.image.fill(CRED) tiles_draw.image.blit(tiles_base.image, (0, 0)) tiles_draw.image.set_colorkey(CRED) print(corak.at, map_at, level[map_at[1]][map_at[0]]) intro = 0 corak.Do = [0, 0, "Z"] fade_count -= 5 if fade_count <= 0: intro = -1 fader.image.set_alpha(fade_count) if out >= 0: fade_count += 7 if fade_count >= 250: if out == 1: intro = 1 if out == 2: intro = 2 if out == 3: intro = 3 if out == 4: intro = 4 if out == 5: intro = 5 out = -1 fader.image.set_alpha(fade_count) ''' if pause_area: menuCount = 0 if clickset == 1: clickset = 0 screen.image.blit(tempscreen.image, (0, 0)) 'input' for button in menu[0]: screen.image.blit(button.image, button.rect) if button.rect.collidepoint(pointer.rect.center): button.setFrame([0, 1]) if click: if not menuTrigger[1][0]: menuTrigger[1][0] = True menuTrigger[1][1] = True fade = True temp3 = False button.setFrame([0, 2]) if clickset == 1: clickset = 2 if "start" in button.type: if not menuTrigger[2][0]: menuTrigger[2][0] = True menuTrigger[2][1] = True intro = 3 out = 3 if "options" in button.type: menuTrigger[1][0] = False trigger[2] = True pointer.setFrame([0, pointer.frame[1] + 1]) if "exit" in button.type: out = 0 temp2 = True if not menuTrigger[0][0]: menuTrigger[0][0] = True menuTrigger[0][1] = True menuCount += 1 else: button.setFrame([0, 0]) if menuCount == 0: menuTrigger[0][0], menuTrigger[2][0] = False, False screen.image.blit(pointer.image, pointer.rect.center) ''' if clickset: tiles_draw.image.fill(GRAY) tiles_draw.image.set_colorkey(GRAY) tiles_draw.image.fill(RGB) tiles_draw.image.set_colorkey(RGB) tiles_draw.image.blit(tiles_base.image, (0, 0)) if click: background.image.fill((20, 10, 10)) if keypress: corak.update(corak.Do) map_at, out, temp4 = CheckLevel(map_at) corak.posoffset() 'frame' # air if corak.air: frame += 1 if frame > 1: frame = 0 corak.sprite.setFrame([2, frame]) # grab if corak.grab: frame += 1 if frame > 1: frame = 0 corak.sprite.setFrame([1, frame]) # jump if "U" in corak.Do[2]: frame += 1 if frame > 3: frame = 0 corak.sprite.setFrame([3, frame]) # ground elif not corak.air: frame = 1 corak.sprite.setFrame([0, frame]) # focus if corak.focus: frame = 0 corak.sprite.setFrame([4, frame]) # dash if not corak.at[0] * size - 0.01 < corak.pos_offsetX < corak.at[0] * size + 0.01: frame = 1 corak.sprite.setFrame([4, frame]) # air if not corak.at[1] * size - 0.02 < corak.pos_offsetY: frame = +1 if frame > 1: frame = 0 corak.sprite.setFrame([2, frame]) if corak.left or corak.Do[0] == -1: corak.sprite.image = pg.transform.flip(corak.sprite.image, True, False) 'draw' screen.image.blit(background.image, background.rect) # tiles.draw(screen.image) screen.image.blit(corak.sprite.image, corak.sprite.rect) screen.image.blit(tiles_draw.image, tiles_draw.rect) # screen.image.blit(tiles_deco.image, tiles_deco.rect) tiles_breakable.draw(screen.image) screen.image.blit(pointer.image, pointer.rect.center) if temp2: fader2.image.set_alpha(fade_count) counterlight.image.fill(BLACK) pointerLight.update((mx, my)) counterlight.image.blit(pointerLight.image, pointerLight.rect) playerLight.update(corak.sprite.rect.center) counterlight.image.blit(playerLight.image, playerLight.rect) counterlight.image.set_alpha(moveLight) fader2.image.fill(BLACK) fader2.image.set_alpha(moveLight) screen.image.blit(counterlight.image, (0, 0), special_flags=pg.BLEND_MULT) screen.image.blit(fader2.image, (0, 0)) if temp2: screen.image.blit(pointer.image, pointer.rect.center) if moveLight < 150: moveLight += 1.5 screeneffects.draw(screen.image) return InOut + mod
fader.image.set_alpha(fade_count) ''' 'draw' screen.image.fill(CUSTOM) for button in menu[i]: screen.image.blit(button.image, button.rect) if opt_menu: screen.image.blit(tempBlit.image, (0, 0)) screen.image.blit(pointer.image, pointer.rect.center) screeneffects.draw(screen.image) if mapgen_area: 'in out' if intro == 0: level = hall([0, 0, "strt"], level) fade_count -= 5 fader.image.set_alpha(fade_count) if len(level) > 5: temp = True if fade_count <= 0: intro = -1 out = 0 if out >= 0: fade_count += 2 fader.image.set_alpha(fade_count) if fade_count >= 50: intro = 1 #map_at = [0, "0", "0", "0"] map_at = hall([0, 0, "get_pos_strt"], level)
def view(actual): level = hall([0, 0, "strt"], 0) if len(level) == 4: return actual mapview = pygame.sprite.Group() while len(alltiles) > 0: del alltiles[0] for andar in range(len(level)): for sala in range(len(level[andar])): if "UDcorridor" in level[andar][sala]: for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * temp), sala * 27) ] mapview.add(tile) for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * temp), sala * 27 + (9 * 2)) ] mapview.add(tile) if "LRcorridor" in level[andar][sala]: for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27, sala * 27 + (9 * temp)) ] mapview.add(tile) for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27 + (9 * temp)) ] mapview.add(tile) if "LDturn" in level[andar][sala]: for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27, sala * 27 + (9 * temp)) ] mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27 + 9, sala * 27 + (9 * 2)) mapview.add(tile) tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27), Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27 + (9 * 2)) ] mapview.add(tile) if "RDturn" in level[andar][sala]: for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27, sala * 27 + (9 * temp)) ] mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27 + 9, sala * 27) mapview.add(tile) tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27), Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27 + (9 * 2)) ] mapview.add(tile) if "RUturn" in level[andar][sala]: for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * temp), sala * 27) ] mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27, sala * 27 + (9 * 2)) mapview.add(tile) for temp in range(1, 3): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27 + (9 * temp)) ] mapview.add(tile) if "LUturn" in level[andar][sala]: for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * temp), sala * 27 + (9 * 2)) ] mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27, sala * 27) mapview.add(tile) for temp in range(0, 2): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27 + (9 * temp)) ] mapview.add(tile) if "Uroom" in level[andar][sala]: for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * temp), sala * 27 + (9 * 2)) ] mapview.add(tile) for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * temp), sala * 27) ] mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27 + 9) mapview.add(tile) if "Droom" in level[andar][sala]: for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * temp), sala * 27 + (9 * 2)) ] mapview.add(tile) for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * temp), sala * 27) ] mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27, sala * 27 + 9) mapview.add(tile) if "Rroom" in level[andar][sala]: for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27, sala * 27 + (9 * temp)) ] mapview.add(tile) for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27 + (9 * temp)) ] mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27 + 9, sala * 27) mapview.add(tile) if "Lroom" in level[andar][sala]: for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27, sala * 27 + (9 * temp)) ] mapview.add(tile) for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27 + (9 * temp)) ] mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27 + 9, sala * 27 + (9 * 2)) mapview.add(tile) if "hall" in level[andar][sala]: tile = Tile(level[andar][sala], 9, andar * 27, sala * 27) mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27, sala * 27 + (9 * 2)) mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27) mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27 + (9 * 2)) mapview.add(tile) if "LUD3" in level[andar][sala]: for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * temp), sala * 27 + (9 * 2)) ] mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27, sala * 27) mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27) mapview.add(tile) if "RUD3" in level[andar][sala]: for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * temp), sala * 27) ] mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27, sala * 27 + (9 * 2)) mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27 + (9 * 2)) mapview.add(tile) if "LRD3" in level[andar][sala]: for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27, sala * 27 + (9 * temp)) ] mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27) mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27 + (9 * 2)) mapview.add(tile) if "LRU3" in level[andar][sala]: for temp in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27 + (9 * temp)) ] mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27, sala * 27 + (9 * 2)) mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27 + (9 * 2), sala * 27 + (9 * 2)) mapview.add(tile) tile = Tile(level[andar][sala], 9, andar * 27, sala * 27) mapview.add(tile) if "Blank" in level[andar][sala]: for temp in range(0, 3): for temp2 in range(0, 3): tile = [ Tile(level[andar][sala], 9, andar * 27 + (9 * temp2), sala * 27 + (9 * temp)) ] mapview.add(tile) return mapview