Initial commit.

This commit is contained in:
Storm Dragon
2025-01-30 01:17:52 -05:00
commit 0d115b2bef
17 changed files with 260 additions and 0 deletions

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src/__init__.py Normal file
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src/level.py Normal file
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from libstormgames import *
from src.player import Player
from src.object import Object
class Level:
def __init__(self, levelData, sounds):
self.sounds = sounds
self.objects = []
self.player = Player(levelData["player_start"]["x"], levelData["player_start"]["y"])
# Load objects from level data
for obj in levelData["objects"]:
gameObject = Object(
obj["x"],
obj["y"],
obj["sound"],
isStatic=obj.get("static", True),
isCollectible=obj.get("collectible", False),
isHazard=obj.get("hazard", False)
)
self.objects.append(gameObject)
def update_audio(self):
# Update all object sounds based on player position
for obj in self.objects:
if not obj.isActive:
continue
# For non-static objects like goblins, ensure continuous sound
if not obj.isStatic:
# If channel doesn't exist or sound stopped playing, restart it
if obj.channel is None or not obj.channel.get_busy():
obj.channel = obj_play(self.sounds, obj.soundName, self.player.xPos, obj.xPos)
else:
# Original logic for static objects
if obj.channel is None:
obj.channel = obj_play(self.sounds, obj.soundName, self.player.xPos, obj.xPos)
# Update position-based audio for all objects
if obj.channel is not None:
obj.channel = obj_update(obj.channel, self.player.xPos, obj.xPos)
def handle_collisions(self):
for obj in self.objects:
if not obj.isActive:
continue
# Single-tile collision detection (more precise)
collision_threshold = 0.5 # Half a tile width from center
distance = abs(self.player.xPos - obj.xPos)
if distance <= collision_threshold:
if obj.isCollectible:
# Coins must be collected while jumping
if self.player.isJumping:
self.sounds[f'get_{obj.soundName}'].play()
speak(f"Collected {obj.soundName}")
obj.isActive = False
obj_stop(obj.channel)
self.player.collectedItems.append(obj.soundName)
elif obj.isHazard:
# Only affect player if they're not jumping (for ground-based hazards)
if not self.player.isJumping:
if obj.soundName == "grave":
self.sounds['grave'].play()
speak("You fell into a pit!")
elif obj.soundName == "goblin":
self.sounds['goblin'].play()
speak("A goblin got you!")
else: # Other hazards
self.sounds[obj.soundName].play()
speak(f"A {obj.soundName} got you!")
# Apply knockback for any hazard hit
knockback = 2
self.player.xPos = self.player.xPos - knockback if self.player.facingRight else self.player.xPos + knockback

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src/object.py Normal file
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class Object:
def __init__(self, xPos, yPos, soundName, isStatic=True, isCollectible=False, isHazard=False):
self.xPos = xPos
self.yPos = yPos
self.soundName = soundName
self.isStatic = isStatic
self.isCollectible = isCollectible
self.isHazard = isHazard
self.channel = None # For tracking the sound channel
self.isActive = True

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src/player.py Normal file
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class Player:
def __init__(self, xPos, yPos):
self.xPos = xPos
self.yPos = yPos
self.moveSpeed = 0.05
self.jumpDuration = 1000 # Jump duration in milliseconds
self.jumpStartTime = 0
self.isJumping = False
self.facingRight = True
self.collectedItems = []
# Track distance for footsteps
self.distanceSinceLastStep = 0
self.stepDistance = 0.5 # Play a step sound every 0.5 units moved