-
Notifications
You must be signed in to change notification settings - Fork 0
/
rooms.py
468 lines (401 loc) · 22.4 KB
/
rooms.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
# Author: Griffin Leonard
# Created: 2/20/23
import pygame
import objects
import random
### HELPER FUNTIONS ###
def create_room_border(dir, l):
''' create a wall/floor/ceiling (or just
a piece if there's a door) for a room.
does NOT set platform position
img: image to transform and use for border
dir: 'right' or 'up'
l: length '''
if dir == 'up': w, h = l, objects.ANIMATION_DATA['door-sheet'][0]//2
else: w, h = objects.ANIMATION_DATA['door-sheet'][0]//2, l
return objects.Plaform(0, 0, w, h)
### ROOMS ###
class Room(object):
''' generic room parent class '''
def __init__(self, room_num, difficulty, x_size, y_size, entrance_dir=0):
self.room_num = room_num
self.difficulty = difficulty
self.width = x_size
self.height = y_size
self.entrance_dir = entrance_dir
from main import SCREEN_WIDTH, SCREEN_HEIGHT, player
self.objs = player.keys.copy() # add keys to room objects
# center room around center of screen
self.rect = pygame.Rect(SCREEN_WIDTH/2-self.width/2, SCREEN_HEIGHT/2-self.height/2, self.width, self.height)
# time
from main import seconds
self.creation_time = seconds
self.age = 0 # time spent in room in frames
self.seconds = 0 # time spent in room in seconds
self.pause = False
# for playing death animation and resetting
self.death_seq = False
from main import player
self.death_timer = objects.ANIMATION_DATA[player.name][2][f'{player.color}-death'][2] # duration of death animation (in frames)
def update(self, player):
''' runs every frame.
called by update functions for specific room types '''
self.update_age()
# play death animation, then reset
if self.death_seq:
if self.death_timer > 1: self.death_timer -= 1
else:
from main import reset
reset()
# update objects in room
if not self.pause:
for obj in self.objs: obj.update()
def update_age(self):
self.age += 1
self.seconds = self.age/objects.FPS
def create_borders(self, doors):
''' creates borders for rectangular room given that room's doors.
maximum of 1 door per wall.
supports doors and (rectangular) rooms of varying sizes '''
borders_made = [0,0,0,0] #[right, left, top, bottom]
for door in doors:
if door.dir in ['up', 'down', 'top', 'bottom']:
platform_l = create_room_border('up', door.rect.left-self.rect.left)
platform_r = create_room_border('up', self.rect.right-door.rect.left-door.width)
if door.dir == 'up' or door.dir == 'top': # top of room
platform_l.rect.bottom = self.rect.top
platform_r.rect.bottom = self.rect.top
borders_made[2] = 1
else: # bottom of room
platform_l.rect.top = self.rect.bottom
platform_r.rect.top = self.rect.bottom
borders_made[3] = 1
platform_l.rect.left = self.rect.left
platform_r.rect.right = self.rect.right
self.objs.append(platform_l)
self.objs.append(platform_r)
else:
platform_t = create_room_border('right', door.rect.top-self.rect.top)
platform_b = create_room_border('right', self.rect.bottom-door.rect.bottom)
if door.dir == 'right': # right side of room
borders_made[0] = 1
platform_t.rect.left = self.rect.right
platform_b.rect.left = self.rect.right
else: # left side of room
borders_made[1] = 1
platform_t.rect.right = self.rect.left
platform_b.rect.right = self.rect.left
platform_t.rect.top = self.rect.top
platform_b.rect.bottom = self.rect.bottom
self.objs.append(platform_t)
self.objs.append(platform_b)
for i, made in enumerate(borders_made):
if not made:
if i < 2: # right and left sides
platform = create_room_border('right', self.height)
if i == 0: platform.rect.left = self.rect.right #right
else: platform.rect.right = self.rect.left #left
platform.rect.top = self.rect.top
else: # top and bottom sides
platform = create_room_border('up', self.width)
if i == 2: platform.rect.bottom = self.rect.top #top
else: platform.rect.top = self.rect.bottom #bottom
platform.rect.left = self.rect.left
self.objs.append(platform)
def create_door(self, dir, state='locked'):
''' create door in room facing a given direction in the middele of the wall '''
door = objects.Door(0, 0, dir)
door.set_pos(self.rect.centerx -door.width/2, self.rect.centery -door.height/2)
if dir in ['right','left']:
if dir == 'right': door.rect.left = self.rect.right
else: door.rect.right = self.rect.left
else:
if dir == 'top': door.rect.bottom = self.rect.top
else: door.rect.top = self.rect.bottom
if state != 'locked': door.set_animation_state(state)
self.objs = [door]+self.objs # so doors are drawn before keys
return door
def create_exit_doors(self, open, exclude_dir=0):
''' creates doors from which a room can be exited.
exclude_dir: list of directions to exclude
returns a list of door objectes '''
if not exclude_dir: exclude_dir = []
# get directions of doors which have already been created
for obj in self.objs:
if type(obj) == objects.Door:
exclude_dir.append(obj.dir)
# create doors
from main import ROOM_LOADING_DATA
doors = []
for exit_dir in ROOM_LOADING_DATA[self.room_num]['exit_dirs']:
if exit_dir not in exclude_dir:
if open: door = self.create_door(exit_dir, state='open')
else: door = self.create_door(exit_dir)
doors.append(door)
return doors
def create_doors_and_borders(self, entrance_dir=0, open=1):
''' creates doors and borders.
for rooms with open exit doors and locked entrance door! '''
doors = []
doors += self.create_exit_doors(open, exclude_dir=entrance_dir) # create exit doors
if entrance_dir: doors.append(self.create_door(entrance_dir, state='def')) # create door entered from
# borders
self.create_borders(doors)
return doors
class Room_8D(Room):
''' room with 8-directional movement (top-view) '''
def __init__(self, room_num, difficulty, x_size, y_size, entrance_dir=0):
super().__init__(room_num, difficulty, x_size, y_size, entrance_dir=entrance_dir)
def update(self, player):
''' for controls in 8-direction movement rooms (Room_8D) '''
super().update(player)
if not self.pause: player.update_8d(self)
class Room_Platform(Room):
''' platforming room '''
def __init__(self, room_num, difficulty, x_size, y_size, entrance_dir=0):
super().__init__(room_num, difficulty, x_size, y_size, entrance_dir=entrance_dir)
# sign for gravity and term_vel doesn't matter (direction determined by gravity_dir)
self.set_gravity_dir('down') # up, down, left, or right
self.gravity = .5 # default acceleration due to gravity in pixels per frame squared
self.term_vel = 30 # default terminal velocity in pixels per frame
# prevent player from jumping when entering room
from main import player
player.in_air = True
player.y_vel = 0
def update(self, player):
''' update platformer room.
modifies objects in the room '''
super().update(player)
if not self.pause: player.update_platform(self)
def set_gravity_dir(self, dir):
from main import player
self.gravity_dir = dir
player.dir = dir
''' starting platforming room '''
class R1(Room_Platform):
def __init__(self, difficulty, entrance_dir=0):
from main import DEF_ROOM_W, DEF_ROOM_H
super().__init__(1, difficulty, DEF_ROOM_W, DEF_ROOM_H, entrance_dir=entrance_dir)
# platforms
w, h = 96, 96
x, y = self.rect.right -2*w, self.rect.bottom -h
self.objs.append(objects.Plaform(x, y, w, h))
# stairs
w, h = w//2, h//2
self.objs.append(objects.Plaform(x - w, y + h, w, h))
self.objs.append(objects.Plaform(x + w, y - h, w, h))
# spikes
spike = objects.Spike(0, 0)
if self.difficulty >= 1:
#spikes
self.objs.append(objects.Spike(x -w -spike.width, self.rect.bottom -spike.height))
self.objs.append(objects.Spike(x +w -spike.width, y -spike.height))
x, y = self.rect.right -spike.width, self.rect.bottom
spike.set_pos(x, y -spike.height)
self.objs.append(spike)
self.objs.append(objects.Spike(x-spike.width, y -spike.height))
self.objs.append(objects.Spike(x-2*spike.width, y -spike.height))
# crumbling platform
if self.difficulty > 0:
self.objs.append(objects.CrumblePlatform(self.rect.centerx -96//2, self.rect.bottom -96*2, 96, 96//4)) # middle
# powerup
self.objs.append(objects.Powerup(self.rect.centerx, self.rect.centery, 'red'))
# doors and room borders
self.create_doors_and_borders(entrance_dir)
''' starting room, spike maze '''
class R2(Room_8D):
def __init__(self, difficulty, entrance_dir=0):
from main import DEF_ROOM_W, DEF_ROOM_H
super().__init__(2, difficulty, DEF_ROOM_W, DEF_ROOM_H, entrance_dir=entrance_dir)
spike_spacing = 4
# spike clump
spike = objects.Spike(0, 0)
spike.set_pos(self.rect.centerx -spike.width/2 -(spike.width+spike_spacing)*4, self.rect.centery-.5*(self.rect.centery-self.rect.top) +(spike.width+spike_spacing))
self.objs.append(spike)
self.objs.append(objects.Spike(self.rect.centerx -spike.width/2 -(spike.width+spike_spacing)*4, self.rect.centery-.5*(self.rect.centery-self.rect.top)))
self.objs.append(objects.Spike(self.rect.centerx -spike.width/2 -(spike.width+spike_spacing)*5, self.rect.centery-.5*(self.rect.centery-self.rect.top) +(spike.width+spike_spacing)))
self.objs.append(objects.Spike(self.rect.centerx -spike.width/2 -(spike.width+spike_spacing)*5, self.rect.centery-.5*(self.rect.centery-self.rect.top)))
if self.difficulty <= 1:
self.objs.append(objects.Plaform(self.rect.centerx -spike.width/2 -(spike.width+spike_spacing), self.rect.centery+.5*(self.rect.centery-self.rect.top) +spike_spacing, (spike.width+spike_spacing)*5, spike.width)) # bottom
self.objs.append(objects.Plaform(self.rect.centerx -spike.width/2, self.rect.centery-.5*(self.rect.centery-self.rect.top), (spike.width+spike_spacing)*5, spike.width)) # top
self.objs.append(objects.Plaform(self.rect.centerx -spike.width/2 +(spike.width+spike_spacing)*4, self.rect.centery+.5*(self.rect.centery-self.rect.top) -(spike.width+spike_spacing)*5, spike.width, (spike.width+spike_spacing)*6)) # right
self.objs.append(objects.Plaform(self.rect.centerx -spike.width/2 -(spike.width+spike_spacing)*4, self.rect.centery+.5*(self.rect.centery-self.rect.top) -(spike.width+spike_spacing)*4, spike.width, (spike.width+spike_spacing)*5)) # left
else:
self.objs.append(objects.Spike(self.rect.centerx -spike.width/2 -(spike.width+spike_spacing), self.rect.centery+.5*(self.rect.centery-self.rect.top)))
for i in range(5):
# central spikes
self.objs.append(objects.Spike(self.rect.centerx -spike.width/2 +(spike.width+spike_spacing)*i, self.rect.centery+.5*(self.rect.centery-self.rect.top))) # bottom
self.objs.append(objects.Spike(self.rect.centerx -spike.width/2 +(spike.width+spike_spacing)*i, self.rect.centery-.5*(self.rect.centery-self.rect.top))) # top
self.objs.append(objects.Spike(self.rect.centerx -spike.width/2 +(spike.width+spike_spacing)*4, self.rect.centery+.5*(self.rect.centery-self.rect.top) -(spike.height+spike_spacing)*(i+1))) # right
self.objs.append(objects.Spike(self.rect.centerx -spike.width/2 -(spike.width+spike_spacing)*4, self.rect.centery+.5*(self.rect.centery-self.rect.top) -(spike.height+spike_spacing)*i)) # left
if self.difficulty >= 1:
for i in range(5):
# spikes in corners
self.objs.append(objects.Spike(self.rect.left +(spike.width+spike_spacing)*i, self.rect.top))
self.objs.append(objects.Spike(self.rect.left +(spike.width+spike_spacing)*i, self.rect.bottom -spike.height))
self.objs.append(objects.Spike(self.rect.right - spike.width*(i+1) -spike_spacing*i, self.rect.bottom -spike.height))
self.objs.append(objects.Spike(self.rect.right - spike.width*(i+1) -spike_spacing*i, self.rect.top))
# doors and room borders
self.create_doors_and_borders(entrance_dir)
''' room to introduce keys '''
class R3(Room_8D):
def __init__(self, difficulty, entrance_dir=0):
from main import DEF_ROOM_W, DEF_ROOM_H
super().__init__(3, difficulty, DEF_ROOM_W, DEF_ROOM_H/2, entrance_dir=entrance_dir)
# doors and room borders
doors = self.create_doors_and_borders(entrance_dir, open=False)
# chance for a door to be open
# depends on room difficulty
if self.difficulty == 0: open_door_prob = 1
elif self.difficulty == 1: open_door_prob = .5
elif self.difficulty == 2: open_door_prob = .25
else: open_door_prob = .1
if random.random() < open_door_prob:
dirs = ['left', 'right', 'top', 'bottom']
if entrance_dir: dirs.remove(entrance_dir)
open_dirs = [random.choice(dirs)]
if random.random() < open_door_prob/2:
dirs.remove(open_dirs[0])
open_dirs.append(random.choice(dirs))
for door in doors:
if type(door) == objects.Door and door.dir in open_dirs: door.set_animation_state('open')
# crate
self.objs.append(objects.Crate(self.rect.centerx -self.width//3, self.rect.centery -self.height//3, \
objects.Powerup(0,0,'blue')))
# key
key = objects.Key(0, 0)
key.set_pos(self.rect.centerx -key.width/2, self.rect.centery -key.height/2)
self.objs.append(key)
''' harder path for key. enter from top '''
class R4(Room_Platform):
def __init__(self, difficulty, entrance_dir=0):
from main import DEF_ROOM_W, DEF_ROOM_H
super().__init__(4, difficulty, DEF_ROOM_W*3//2, DEF_ROOM_H, entrance_dir=entrance_dir)
# bottom spikes
spike = objects.Spike(0, 0)
spike.set_pos(self.rect.right - spike.width, self.rect.bottom -spike.height)
self.objs.append(spike)
for i in range(1,5):
self.objs.append(objects.Spike(self.rect.right - spike.width*(i+1), self.rect.bottom -spike.height))
if self.difficulty >= 1:
for i in range(2):
self.objs.append(objects.Spike(self.rect.left, self.rect.bottom -spike.height*(i+1)))
# key
key = objects.Key(0, 0)
key.set_pos(self.rect.centerx -key.width/2, self.rect.bottom -96*2 -key.height)
self.objs.append(key)
# platforms
w, h = 120+self.width//2, 96//2
x, y = self.rect.centerx - w/2, self.rect.top +h*3
self.objs.append(objects.Plaform(x, y, w, h)) # top horizontal platform
new_h = 96*2
self.objs.append(objects.Plaform(x, self.rect.bottom -new_h, int(self.rect.right -spike.width*5 -h -x), h)) # middle horizontal platform
self.objs.append(objects.Plaform(self.rect.right -spike.width*5 -h, self.rect.bottom -new_h, h, new_h)) # vertical, right of middle platform
platform = objects.Plaform(x -h, y, h, new_h-h) # vertical, left of top platform
self.objs.append(platform)
# crumbling platform
if self.difficulty <= 1:
w = 128
self.objs.append(objects.CrumblePlatform(self.rect.right -spike.width*5, self.rect.bottom -new_h, spike.width*5, h))
# left spikes
for i in range(4):
self.objs.append(objects.Spike(platform.rect.left - spike.width, platform.rect.top +spike.height*(i+.25)))
# middle spikes
for i in range(3):
self.objs.append(objects.Spike(self.rect.centerx + spike.width*(i+2), self.rect.bottom -new_h -spike.height))
self.objs.append(objects.Spike(self.rect.centerx -spike.width*3, self.rect.bottom -new_h -spike.height))
if self.difficulty >= 1: self.objs.append(objects.Spike(self.rect.centerx -spike.width*4, y +h))
# doors and room borders
self.create_doors_and_borders(entrance_dir)
''' bullet hell room with arrows '''
class R5(Room_8D):
def __init__(self, difficulty, entrance_dir=0):
from main import DEF_ROOM_W, DEF_ROOM_H
super().__init__(5, difficulty, DEF_ROOM_W/2, DEF_ROOM_H/2, entrance_dir=entrance_dir)
self.create_doors_and_borders(entrance_dir=entrance_dir, open=0)
def update(self, player):
''' update bullet hell room.
modifies objects in the room '''
from main import SCREEN_WIDTH, SCREEN_HEIGHT
if not self.pause and self.age%(objects.FPS//2) == 0:
if self.seconds == 4 and self.age%objects.FPS == 0: # unlock exit door
for obj in self.objs:
if type(obj) == objects.Door and obj.dir != self.entrance_dir:
obj.set_animation_state('open')
objects.play_sound('unlock')
elif self.seconds < 5: # spawn in arrows
if self.difficulty <= 1:
h = objects.ANIMATION_DATA['player-sheet'][1]
# horizontal arrows
row = 0
temp = objects.Arrow(0, 0)
w, h1 = temp.width, temp.height
for pixel in range(self.rect.top, self.rect.bottom):
if pixel%h -h/2 == 0:
if self.seconds*2 == row or self.seconds*2 +1 == row:
if self.difficulty == 0:
if random.random() < .5: # randomize direction of arrows
self.objs.append(objects.Arrow(-w, pixel, 'right'))
else:
self.objs.append(objects.Arrow(SCREEN_WIDTH, SCREEN_HEIGHT -pixel -h1, 'left'))
else:
self.objs.append(objects.Arrow(-w, pixel, 'right'))
self.objs.append(objects.Arrow(SCREEN_WIDTH, SCREEN_HEIGHT -pixel -h1, 'left'))
row += 1
else: # harder difficulty
for _ in range(4): # 4 chances to spawn each half-second
if random.random() < .5: # 50% spawn chance
if random.random() < .5: # horizontal
y = random.randint(self.rect.top +5, self.rect.bottom -5)
if random.random() < .5:
dir = 'right'
x = 0
else:
dir = 'left'
x = SCREEN_WIDTH
else: # vertical
x = random.randint(self.rect.left +5, self.rect.right -5)
if random.random() < .5:
dir = 'up'
y = SCREEN_HEIGHT
else:
dir = 'down'
y = 0
self.objs.append(objects.Arrow(x, y, dir))
super().update(player)
''' easier to exit with key. unlocked exit to right '''
class R6(Room_Platform):
def __init__(self, difficulty, entrance_dir=0):
from main import DEF_ROOM_W, DEF_ROOM_H
super().__init__(6, difficulty, DEF_ROOM_W*3//2, DEF_ROOM_H, entrance_dir=entrance_dir)
# doors and room borders
doors = self.create_doors_and_borders(entrance_dir)
for door in doors:
if type(door) == objects.Door and door.dir in ['left', 'bottom']:
door.set_animation_state('locked')
# bottom spikes
spike = objects.Spike(0, 0)
spike.set_pos(self.rect.right - spike.width, self.rect.bottom -spike.height)
self.objs.append(spike)
self.objs.append(objects.Spike(self.rect.left, self.rect.bottom -spike.height))
for i in range(1,7):
self.objs.append(objects.Spike(self.rect.right - spike.width*(i+1), self.rect.bottom -spike.height))
self.objs.append(objects.Spike(self.rect.left + spike.width*(i), self.rect.bottom -spike.height))
# platforms
w, h = 96//2, 96*2
self.objs.append(objects.Plaform(self.rect.right -spike.width*7 -w, self.rect.bottom -h, w, h)) # vertical, right
self.objs.append(objects.Plaform(self.rect.left +spike.width*7, self.rect.bottom -h/2, w, h/2)) # vertical, left
w, h1 = 128, w//2
if self.difficulty == 0:
self.objs.append(objects.Plaform(self.rect.left, self.rect.bottom -h, w, h1)) # horiztonal, left
self.objs.append(objects.Plaform(self.rect.centerx -w/2, self.rect.bottom -h, w, h1)) # middle
# crumbling platform
if self.difficulty > 0:
self.objs.append(objects.CrumblePlatform(self.rect.left, self.rect.bottom -h, w, h1)) # horiztonal, left
self.objs.append(objects.CrumblePlatform(self.rect.centerx -w/2, self.rect.bottom -h, w, h1)) # middle
def update(self, player):
''' spawn arrows.
modifies objects in the room '''
if self.difficulty >= 2 and not self.pause and self.age%(objects.FPS) == 0:
self.objs.append(objects.Arrow(self.rect.right -32*4 +16 -8, -32, 'down'))
super().update(player)