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level.py
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299 lines (258 loc) · 12 KB
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import json
import glob
from level_objects import init_coords,Point,get_playing_surface,get_sprite
import numpy as np
from deliverable import Deliverable
import pygame
from txt_item import Txt_item
import random
class Level:
def __init__(self,glbls,N):
self.glbls = glbls
self.ds = []
self.points = []
self.done = False
# keeping track of score
self.no_score = True
self.last_del_time = 0
self.last_paid = 0
self.last_lost = 0
self.last_destroyed = 0
self.best_del_time = 0
self.best_paid = 0
self.best_lost = 0
self.best_total = 0
with open(f"levels/level_{N}.json","r") as f:
ldict = json.load(f)
self.nom_time = ldict['nomtime']
self.T_last_paid = Txt_item('None',(1180,150))
self.T_last_lost = Txt_item('None',(1180,175))
self.T_this_time = Txt_item('None',(1114,225))
self.T_last_bonus = Txt_item('None = None',(1120,250))
self.T_last_total = Txt_item('None',(1180,290))
self.T_best_paid = Txt_item('None',(1180,400))
self.T_best_lost = Txt_item('None',(1180,425))
self.T_best_bonus = Txt_item('None',(1180,450))
self.T_best_total = Txt_item('None',(1180,480))
self.inports = {}
self.outports = {}
S = 3
PS = 20
ox = self.glbls['grid_rect'][0] + 4
oy = self.glbls['grid_rect'][1] + 4
self.i_count_good = 0
self.i_count_bad = 0
self.play_insult = False
self.insult_delay = 500
self.insult = 'i_good_1'
# instantiate level objects
for i in range(64):
# Input Ports
if ldict["level"][0][i*2] == "v":
pname = ldict["level"][0][i*2+1]
self.inports[pname] = Point(i*8+ox,-S*8+oy,pname)
self.inports[pname].new_slope(self.inports[pname].x+0,self.inports[pname].y+PS)
if ldict["level"][65][i*2] == "^":
pname = ldict["level"][65][i*2+1]
self.inports[pname] = Point(i*8+ox,(63+S)*8+oy,pname)
self.inports[pname].new_slope(self.inports[pname].x+0,self.inports[pname].y-PS)
if ldict["level"][i+1][1] == ">":
pname = ldict["level"][i+1][0]
self.inports[pname] = Point(-S*8+ox,i*8+oy,pname)
self.inports[pname].new_slope(self.inports[pname].x+PS,self.inports[pname].y+0)
if ldict["level"][i+1][130] == "<":
pname = ldict["level"][i+1][131]
self.inports[pname] = Point((63+S)*8+ox,i*8+oy,pname)
self.inports[pname].new_slope(self.inports[pname].x-PS,self.inports[pname].y+0)
for i in range(64):
# Output Ports
if ldict["level"][0][i*2] == "^":
pname = ldict["level"][0][i*2+1]
self.outports[pname] = Point(i*8+ox,-S*8+oy,pname)
self.outports[pname].back_linked_point = self.inports[pname]
self.outports[pname].back_linked_point.forward_linked_point = self.outports[pname]
self.outports[pname].new_slope(self.outports[pname].x+0,self.outports[pname].y-PS)
if ldict["level"][65][i*2] == "v":
pname = ldict["level"][65][i*2+1]
self.outports[pname] = Point(i*8+ox,(63+S)*8+oy,pname)
self.outports[pname].back_linked_point = self.inports[pname]
self.outports[pname].back_linked_point.forward_linked_point = self.outports[pname]
self.outports[pname].new_slope(self.outports[pname].x+0,self.outports[pname].y+PS)
if ldict["level"][i+1][1] == "<":
pname = ldict["level"][i+1][0]
self.outports[pname] = Point(-S*8+ox,i*8+oy,pname)
self.outports[pname].back_linked_point = self.inports[pname]
self.outports[pname].back_linked_point.forward_linked_point = self.outports[pname]
self.outports[pname].new_slope(self.outports[pname].x-PS,self.outports[pname].y+0)
if ldict["level"][i+1][130] == ">":
pname = ldict["level"][i+1][131]
self.outports[pname] = Point((63+S)*8+ox,i*8+oy,pname)
self.outports[pname].back_linked_point = self.inports[pname]
self.outports[pname].back_linked_point.forward_linked_point = self.outports[pname]
self.outports[pname].new_slope(self.outports[pname].x+PS,self.outports[pname].y+0)
for p in self.inports.values():
#p.add_items(*ldict["inports"][p.name])
p.add_items(ldict["inports"][p.name])
for p in self.outports.values():
#p.add_items(*ldict["outports"][p.name],"")
pass
# generate velocity array from characters
# #'s are groups - overlap not allowed currently
# 'S#' Very Slow velocity
# 's#' Slow velocity
# ' .' Normal velocity
# 'f#' Fast velocity
# 'F#' Very Fast velocity
self.vel_group = {}
for y in range(64):
for x in range(64):
vchars = ldict["level"][y+1][x*2+2:x*2+4]
if vchars[0] != ' ':
if vchars not in self.vel_group.keys():
self.vel_group[vchars] = Vgroup(x,y)
else:
self.vel_group[vchars].add_xy(x,y)
self.velgrid = np.ones((64,64)) * 4
for vi,vg in self.vel_group.items():
for y in range(vg.miny,vg.maxy+1):
for x in range(vg.minx,vg.maxx+1):
if vi[0] == 's':
self.velgrid[y,x] = 3.2
elif vi[0] == 'S':
self.velgrid[y,x] = 2
# instantiate deliverables
for ip in self.inports.values():
cur_time = 0
for j in range(len(ip.dstring)):
if ip.dstring[j] in "0123456789":
cur_time += 100*int(ip.dstring[j])
else:
s = get_sprite(self.glbls['dtrans'][ip.dstring[j]][0])
pay =self.glbls['dtrans'][ip.dstring[j]][1]
self.ds.append(Deliverable(self.glbls,cur_time,ip,s,self.velgrid,pay))
for d in self.ds:
d.reset()
d.state = 'nothing'
self.ps = get_playing_surface(self.glbls,self.vel_group,self.ds,self.inports,self.nom_time)
@staticmethod
def get_levels_count():
level_files = glob.glob("levels/level_*.json")
return(len(level_files))
def reset(self,stop=False):
self.done = False
self.last_destroyed = 0
self.last_paid = 0
self.last_lost = 0
self.last_del_time = 0
for d in self.ds:
d.reset(stop)
def insult_update(self,dt):
if self.play_insult:
self.insult_delay -= dt
if self.insult_delay < 0:
self.insult_delay = 500
self.glbls[self.insult].play(0)
self.play_insult = False
def float_update(self,dt):
[d.update(dt) for d in self.ds]
def update(self,dt):
self.done = all([d.update(dt) for d in self.ds])
if self.done:
num_delivered = sum([d.delivered for d in self.ds])
#num_destroyed = len(self.ds) - num_delivered
pct_delivered = 100.0 * num_delivered / len(self.ds)
self.last_paid = sum([d.pay for d in self.ds if d.delivered])
self.last_lost = sum([d.pay for d in self.ds]) - self.last_paid
if self.last_lost == 0:
self.last_del_time = max([d.del_time for d in self.ds])
last_delta = max(self.nom_time - self.last_del_time,0)
self.T_this_time.change_text(f'{self.last_del_time:>}')
last_bonus = 10*last_delta
self.T_last_bonus.change_text(f'{last_delta:>3d} = ${last_bonus:>}')
else:
self.T_this_time.change_text(f'None')
self.T_last_bonus.change_text('None = None')
last_bonus = 0
self.T_last_paid.change_text(f'${self.last_paid:>}')
self.T_last_lost.change_text(f'${self.last_lost:>}')
total_paid = self.last_paid + last_bonus
self.T_last_total.change_text(f'${total_paid:>}')
if total_paid > self.best_total:
self.glbls['s_gotzero'].play(0)
self.best_paid = self.last_paid
self.best_lost = self.last_lost
self.best_del_time = self.last_del_time
self.best_total = total_paid
self.T_best_paid.change_text(f'${self.best_paid}')
self.T_best_lost.change_text(f'${self.best_lost}')
self.T_best_bonus.change_text(f'${last_bonus}')
self.T_best_total.change_text(f'${self.best_total}')
# criteria for insults
if len(self.ds) > 5:
if random.random() < 0.02:
if pct_delivered > 90:
if self.i_count_good < 2:
self.i_count_good += 1
rsel = random.randint(1,self.glbls['icount_good'])
self.insult = 'i_good_' + str(rsel)
self.play_insult = True
elif pct_delivered > 70:
if self.i_count_bad < 2:
self.i_count_bad += 1
rsel = random.randint(1,self.glbls['icount_med'])
self.insult = 'i_med_' + str(rsel)
self.play_insult = True
else:
if self.i_count_bad < 2:
self.i_count_bad += 1
rsel = random.randint(1,self.glbls['icount_bad'])
self.insult = 'i_bad_' + str(rsel)
self.play_insult = True
return
# look for collisions
for i in range(len(self.ds)):
for j in range(i+1,len(self.ds)):
if self.ds[i].state == 'moving' and self.ds[j].state == 'moving':
if pygame.sprite.collide_mask(self.ds[i].sprite, self.ds[j].sprite):
self.ds[i].destroy()
self.ds[j].destroy()
self.last_destroyed += 2
self.glbls['s_explosion'].play(0)
# collision with edges
for i in range(len(self.ds)):
if self.ds[i].state == 'moving':
if not self.glbls["port_rect"].collidepoint(self.ds[i].xy):
self.ds[i].destroy()
self.last_destroyed += 1
self.glbls['s_explosion'].play(0)
def render(self):
w = self.glbls["window"]
w.blit(self.ps,(0,0))
for p in self.inports.values():
p.render(w,slope_points=False)
for p in self.outports.values():
p.render(w,slope_points=False)
self.T_last_paid.render(w)
self.T_last_lost.render(w)
self.T_this_time.render(w)
self.T_last_bonus.render(w)
self.T_last_total.render(w)
self.T_best_paid.render(w)
self.T_best_lost.render(w)
self.T_best_bonus.render(w)
self.T_best_total.render(w)
for p in self.points:
p.render(w)
for d in self.ds:
d.render(w)
class Vgroup:
def __init__(self,startx,starty):
self.minx = startx
self.maxx = startx
self.miny = starty
self.maxy = starty
def add_xy(self,x,y):
self.minx = min(self.minx,x)
self.miny = min(self.miny,y)
self.maxx = max(self.maxx,x)
self.maxy = max(self.maxy,y)