levelloading

This commit is contained in:
Michael S. 2024-02-27 21:17:59 +01:00
parent f3e0cc1f9b
commit bf5e74fe57
3 changed files with 51 additions and 27 deletions

Binary file not shown.

6
levels.py Normal file
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@ -0,0 +1,6 @@
levels = [
(2,[50,120]),
(3,[50,80,100]),
(4,[50,80,100,120]),
(4,[0,80,100,120]),
]

72
main.py
View file

@ -1,17 +1,32 @@
#!/usr/bin/python3
import pygame
from math import radians,sin,cos
import levels
pygame.init()
default_font = pygame.font.SysFont("sans", 14)
def get_debug_text():
def text(text,line_counter):
debug_text = default_font.render(str(text), True, (240, 240, 240))
screen.blit(debug_text,(0,line_counter*default_font.get_height()))
line_counter = 1
globalvars =globals()
for a in globalvars:
text(f"{str(a)} = {str(globalvars[a])}",line_counter)
line_counter += 1
def bubble_sort(liste):
n = len(liste)
for i in range(n):
for j in range(n - i - 1):
if liste[j] > liste[j + 1]:
liste[j], liste[j + 1] = liste[j + 1], liste[j]
def make_level(level):
for a in levels.levels[level][1]:
arrows.append(Arrow(a,circle_pos,circle_radius))
return levels.levels[level][0]
class Arrow():
def __init__(self,winkel,pos,radius) -> None:
@ -38,53 +53,54 @@ class Bow():
def __init__(self,pos) -> None:
self.cooldown = 2
self.pos = pos
self.posa = self.pos
self.animate = False
def draw(self):
pygame.draw.line(screen, (255, 255, 255),
self.pos,
(self.pos[0]+60, self.pos[1]),6)
pygame.draw.circle(screen,color,(self.pos[0]+60, self.pos[1]),7)
self.posa,
(self.posa[0]+60, self.posa[1]),6)
pygame.draw.circle(screen,color,(self.posa[0]+60, self.posa[1]),7)
def update(self):
if self.animate:
x,y = self.posa
x += 40
self.posa = x,y
if x >= circle_pos[0]-60:
self.animate = False
self.posa = self.pos
arrows.append(Arrow(-90-rotate,circle_pos,circle_radius))
self.draw()
def shot(self):
arrows.append(Arrow(-90-rotate,circle_pos,circle_radius))
self.animate = True
fill_screen = True
show_debug = False
screen = pygame.display.set_mode((600,500),pygame.RESIZABLE)
screen = pygame.display.set_mode((900,500),pygame.RESIZABLE)
pygame.display.set_caption("Shot")
screensize = pygame.display.get_window_size()
clock = pygame.time.Clock()
arrows_test = []#[10,50,80,180]
circle_pos = screensize[0]//6*5,screensize[1]//2
circle_radius = 60
circle_pos = screensize[0]//5*4,screensize[1]//2
circle_radius = 110
rotate = 0
rotate_speed = 1
bow = Bow((screensize[0]//6,screensize[1]//2))
bow = Bow((screensize[0]//5,screensize[1]//2))
arrows = []
for a in arrows_test:
arrows.append(Arrow(a,circle_pos,circle_radius))
bg_color = (0,0,0)
color = (255,255,255)
def get_debug_text():
def text(text,line_counter):
debug_text = default_font.render(str(text), True, (240, 240, 240))
screen.blit(debug_text,(0,line_counter*default_font.get_height()))
line_counter = 1
globalvars =globals()
for a in globalvars:
text(f"{str(a)} = {str(globalvars[a])}",line_counter)
line_counter += 1
level = 0
to_shot = make_level(0)
running = True
if __name__ == "__main__":
while running:
arrow_angles = []
if fill_screen:
screen.fill(bg_color)
pressed_keys = pygame.key.get_pressed()
@ -107,14 +123,16 @@ if __name__ == "__main__":
screensize = pygame.display.get_window_size()
if event.type == pygame.WINDOWRESIZED:
screensize = pygame.display.get_window_size()
circle_pos = screensize[0]//6*5,screensize[1]//2
circle_pos = screensize[0]//5*4,screensize[1]//2
bow.pos = screensize[0]//5,screensize[1]//2
bow.posa = screensize[0]//5,screensize[1]//2
for a in arrows:
a.pos = circle_pos
bow.pos = screensize[0]//6,screensize[1]//2
bow.draw()
bow.update()
pygame.draw.circle(screen,color,circle_pos,circle_radius)
for a in arrows:
a.draw()
arrow_angles.append(a.winkel)
rotate += 2
if show_debug: