More content added, weapons, coin collecting, basic combat.

This commit is contained in:
Storm Dragon
2025-01-30 19:11:33 -05:00
parent 0d115b2bef
commit 53009373c2
10 changed files with 344 additions and 63 deletions

View File

@@ -1,76 +1,101 @@
import pygame
from libstormgames import *
from src.player import Player
from src.enemy import Enemy
from src.object import Object
from src.player import Player
class Level:
def __init__(self, levelData, sounds):
self.sounds = sounds
self.objects = []
self.enemies = []
self.player = Player(levelData["player_start"]["x"], levelData["player_start"]["y"])
# Load objects from level data
# Load objects and enemies 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)
# Handle x position or range
if "x_range" in obj:
xPos = obj["x_range"]
else:
xPos = [obj["x"], obj["x"]] # Single position as range
# Check if this is an enemy
if "enemy_type" in obj:
enemy = Enemy(
xPos,
obj["y"],
obj["enemy_type"],
self.sounds,
health=obj.get("health", 5),
damage=obj.get("damage", 1),
attack_range=obj.get("attack_range", 1),
movement_range=obj.get("movement_range", 5)
)
self.enemies.append(enemy)
else:
gameObject = Object(
xPos,
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
currentTime = pygame.time.get_ticks()
# Update regular objects
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)
# Update enemies
for enemy in self.enemies:
if not enemy.isActive:
continue
enemy.update(currentTime, self.player)
if enemy.channel is None or not enemy.channel.get_busy():
enemy.channel = obj_play(self.sounds, enemy.enemyType, self.player.xPos, enemy.xPos)
if enemy.channel is not None:
enemy.channel = obj_update(enemy.channel, self.player.xPos, enemy.xPos)
def handle_combat(self, currentTime):
"""Handle combat interactions between player and enemies"""
attackRange = self.player.get_attack_range(currentTime)
if attackRange:
for enemy in self.enemies:
if enemy.isActive and enemy.xPos >= attackRange[0] and enemy.xPos <= attackRange[1]:
self.sounds[self.player.currentWeapon.hitSound].play()
enemy.take_damage(self.player.currentWeapon.damage)
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:
if obj.is_in_range(self.player.xPos):
if obj.isCollectible and self.player.isJumping:
currentPos = round(self.player.xPos)
if currentPos not in obj.collectedPositions:
self.sounds[f'get_{obj.soundName}'].play()
speak(f"Collected {obj.soundName}")
obj.isActive = False
obj_stop(obj.channel)
obj.collect_at_position(currentPos)
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
elif obj.isHazard and not self.player.isJumping:
self.sounds[obj.soundName].play()
speak("You fell in an open grave!")
self.player.set_health(0)