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playingstate.py
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playingstate.py
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from keybindings import *
import pygame
import sys
import json
import os
from gamestate import GameState, GameStateManager
import blocks, actors
import drawing
import levels
import collisions
import options
import utilities
import timer
class PlatformerInstance:
"state that's shared between PlayingState and EditingState"
def __init__(self, settings):
self.settings = settings
self.player = actors.Actor(24, 32, settings.get_color())
self.player.is_player = True
self.level_manager = levels.LevelManager(self.settings)
self.drawer = drawing.Drawer(settings)
self.level_num = 0
def get_entities(self):
return self.current_level().entity_list
def get_player(self):
return self.player
def current_level(self):
return self.level_manager.current_level
def get_level_num(self):
return self.level_num
def set_level_num(self, num):
self.level_num = num
def load_level(self, reset_ghost=True):
self.level_manager.load_level(self.get_level_num(), self.get_player(), reset_ghost)
class InGameState(GameState):
def __init__(self, settings, platformer_instance):
GameState.__init__(self, settings)
self.platformer_instance = platformer_instance
self.keystate.update({
'left':False,
'right':False,
'jump':False,
'up':False,
'down':False,
})
self.font = pygame.font.Font(pygame.font.match_font("consolas", bold=True), 24)
def configure_keybindings(self):
GameState.configure_keybindings(self)
self.keydown_action_map.update({
QUIT: lambda: self.state_manager.set_current_state(GameStateManager.MAIN_MENU_STATE),
PAUSE: lambda: None,
SHOW_GRID: lambda: self.settings.set_show_grid(not self.settings.show_grid()),
TOGGLE_3D: lambda: self.settings.set_draw_3d(not self.settings.draw_3d())
})
if self.settings.dev_mode():
self.keydown_action_map.update({
FREEZE_MODE: lambda: self.settings.set_frozen_mode(not self.settings.frozen_mode())
})
def get_entities(self):
return self.platformer_instance.get_entities()
def get_level_manager(self):
return self.platformer_instance.level_manager
def get_level_num(self):
return self.platformer_instance.get_level_num()
def get_player(self):
return self.platformer_instance.get_player()
def get_current_level(self):
return self.platformer_instance.current_level()
def get_drawer(self):
return self.platformer_instance.drawer
def handle_event(self, event):
return GameState.handle_event(self, event)
def switching_to(self, prev_state_id):
for key in self.keystate:
self.keystate[key] = False
class PlayingState(InGameState):
def __init__(self, settings, platformer_instance):
InGameState.__init__(self, settings, platformer_instance)
self.ghost_recorder = actors.GhostRecorder(self.get_player())
self.death_count = 0
self.total_time = 0
self.level_time = 0
self.pusher = collisions.CollisionFixer()
self.rf_fixer = collisions.ReferenceFrameFixer()
self.full_reset() # starts game from scratch
def switching_to(self, prev_state_id):
if prev_state_id != GameStateManager.EDITING_STATE:
self.full_reset()
def configure_keybindings(self):
InGameState.configure_keybindings(self)
self.keydown_action_map.update({
JUMP: lambda: self.set_keystate("jump", True),
MOVE_LEFT: lambda: self.set_keystate("left", True),
MOVE_RIGHT: lambda: self.set_keystate("right", True),
QUIT: lambda: self.state_manager.set_current_state(GameStateManager.MAIN_MENU_STATE),
PAUSE: lambda: None,
RESET_LEVEL: lambda: self.reset_level(reset_player=True, death_increment=1, reset_ghost=True),
RESET_RUN: lambda: self.full_reset(),
PREVIOUS_LEVEL: lambda: self.prev_level()
})
if self.settings.dev_mode():
self.keydown_action_map.update({
RESET_LEVEL_SOFT: lambda: self.reset_level(False, reset_ghost=False),
TOGGLE_EDIT_MODE: lambda: self.state_manager.set_current_state(GameStateManager.EDITING_STATE),
INVINCIBLE_MODE: lambda: self.settings.set_invincible_mode(not self.settings.invincible_mode()),
NEXT_LEVEL: lambda: self.next_level()
})
self.keyup_action_map.update({
MOVE_LEFT: lambda: self.set_keystate("left", False),
MOVE_RIGHT: lambda: self.set_keystate("right", False)
})
def pre_event_update(self):
player = self.get_player()
if player.is_crushed == True:
player.is_alive = False
if player.is_alive == False and not self.settings.invincible_mode():
player.is_alive = True
self.death_count += 1
self.reset_level(reset_ghost=True)
if self.get_player().finished_level:
self.next_level(True)
def handle_event(self, event):
done = InGameState.handle_event(self, event)
return done
def update(self, dt):
self.add_time(dt)
timer.start("updating player", "update")
if self.keystate['jump'] or self.get_player().jump_buffer > 0:
self.get_player().jump_action()
self.keystate['jump'] = False
if bool(self.keystate['left']) ^ bool(self.keystate['right']):
if self.keystate['left']:
self.get_player().move_action(-1)
elif self.keystate['right']:
self.get_player().move_action(1)
else:
self.get_player().apply_friction(dt)
self.ghost_recorder.update(dt)
self.get_player().update(dt)
if self.settings.frozen_mode():
dt = 0
timer.end("updating player")
timer.start("updating everything", "update")
for item in self.get_entities():
if item is not self.get_player():
item.update(dt)
timer.end("updating everything")
timer.start("collisions", "update")
self.pusher.solve_collisions(self.get_entities())
self.rf_fixer.solve_rfs(self.get_entities())
timer.end("collisions")
self.platformer_instance.current_level().bring_out_yer_dead()
def draw(self, screen):
self.get_drawer().update_camera(self.get_player(), screen.get_width(), screen.get_height())
self.get_drawer().draw_level(screen, self.get_current_level())
self.draw_gui(screen)
def add_time(self, t):
self.total_time += 1
self.level_time += 1
def reset_level(self, reset_player=True, death_increment=0, reset_ghost=True):
self.death_count += death_increment
player = self.get_player()
x = player.x()
y = player.y()
self.ghost_recorder.clear()
player.reset()
self.platformer_instance.load_level(reset_ghost)
if not reset_player:
player.set_xy(x,y)
else:
self.level_time = 0
def full_reset(self):
self.get_player().reset()
self.ghost_recorder.clear()
if self.settings.single_level_mode():
start_level = self.settings.single_level_num()
else:
start_level = 0
self.platformer_instance.set_level_num(start_level)
self.total_time = 0
self.level_time = 0
self.death_count = 0
self.platformer_instance.load_level()
utilities.log("Game Start!")
def next_level(self, update_highscore=False):
level_num = self.get_level_num()
if update_highscore:
self.platformer_instance.level_manager.update_level_highscore(level_num, self.level_time, self.ghost_recorder)
is_last_level = level_num == self.get_level_manager().get_num_levels() - 1
if self.settings.single_level_mode() or is_last_level:
self.full_reset()
else:
self.platformer_instance.set_level_num(level_num + 1)
self.level_time = 0
self.get_player().reset()
self.ghost_recorder.clear()
self.platformer_instance.load_level()
def prev_level(self):
if self.settings.single_level_mode():
return
level_num = self.get_level_num()
if not self.settings.dev_mode() and level_num == 0:
return
self.platformer_instance.set_level_num((level_num - 1) % self.get_level_manager().get_num_levels())
self.platformer_instance.load_level()
self.reset_level(reset_player=True, reset_ghost=True)
def draw_gui(self, screen):
standard_width = options.standard_size()[0]
standard_height = options.standard_size()[1]
xoffset = (screen.get_width() - standard_width) / 2
yoffset = (screen.get_height() - standard_height) / 2
if screen.get_width() > standard_width or screen.get_height() > standard_height:
# so that in dev mode you can see what the actual screen size would be.
pygame.draw.rect(screen,(255,0,0), pygame.Rect(xoffset,yoffset,standard_width,standard_height), 1)
level_text = self.font.render("Level: "+str(self.get_level_num() + 1), True, (255, 255, 255))
level_title = self.font.render(str(self.get_level_manager().current_level.name), True, (255, 255, 255))
death_text = self.font.render("Deaths: "+str(self.death_count), True, (255, 255, 255))
text_height = level_text.get_height()
best_total_time = self.get_level_manager().get_best_run_time()
total_time_text_color = self.get_time_display_color(self.total_time, best_total_time, start_color=(255, 255, 255), end_color=(255, 255, 255))
total_time_text = self.font.render("Total: " + utilities.format_time(self.total_time), True, total_time_text_color)
best_level_time = self.get_level_manager().get_best_level_time(self.get_level_num())
level_time_text_color = self.get_time_display_color(self.level_time, best_level_time)
level_time_text = self.font.render("Level: "+utilities.format_time(self.level_time), True, level_time_text_color)
screen.blit(level_text, (xoffset, yoffset))
screen.blit(level_title, (xoffset, yoffset + text_height))
if self.settings.single_level_mode():
screen.blit(level_time_text, (xoffset + standard_width/2 - level_time_text.get_width()/2, yoffset))
else:
screen.blit(total_time_text, (xoffset + standard_width/2 - total_time_text.get_width()/2, yoffset))
screen.blit(level_time_text, (xoffset + standard_width/2 - level_time_text.get_width()/2, yoffset + text_height))
screen.blit(death_text, (xoffset + standard_width - death_text.get_width(), yoffset))
def get_time_display_color(self, current_time, best_time, start_color=(0, 255, 0), end_color=(255, 255, 100), fail_color=(255, 0, 0)):
if best_time == None:
return start_color
elif current_time > best_time or best_time <= 0:
return fail_color
else:
val = current_time/float(best_time)
return (
int(start_color[0] + val*(end_color[0]-start_color[0])),
int(start_color[1] + val*(end_color[1]-start_color[1])),
int(start_color[2] + val*(end_color[2]-start_color[2]))
)