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Copy pathlevel.py
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399 lines (364 loc) · 14.8 KB
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import pygame
import random
from monsters import Enemy, BossEnemy, FlyingEnemy, JumpingBoss
from constants import (
SCREEN_WIDTH,
SCREEN_HEIGHT,
WHITE,
BLACK,
RED,
GREEN,
BLUE,
YELLOW,
GRAY,
PURPLE,
ORANGE,
DARK_GRAY,
BROWN,
CYAN,
)
class Platform:
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
def get_rect(self):
return pygame.Rect(self.x, self.y, self.width, self.height)
def draw(self, screen):
rect = self.get_rect()
pygame.draw.rect(screen, (101, 67, 33), rect)
pygame.draw.rect(screen, (139, 69, 19), (self.x, self.y, self.width, 4))
pygame.draw.rect(
screen, (62, 39, 35), (self.x, self.y + self.height - 4, self.width, 4)
)
class Level:
def __init__(self, level_number):
self.level_number = level_number
self.platforms = self._create_platforms()
self.has_floor = self._has_floor()
self.ground_y = SCREEN_HEIGHT - 100
self.enemy_types = self._get_enemy_types()
self.spawn_rates = self._get_spawn_rates()
self.background_colors = self._get_background_colors()
self.ground_color = self._get_ground_color()
self.cloud_color = self._get_cloud_color()
self.powerups_enabled = self._powerups_enabled()
def _create_platforms(self):
if self.level_number == 1:
return [
Platform(200, 400, 120, 20),
Platform(400, 350, 100, 20),
]
elif self.level_number == 2:
return [
Platform(300, 350, 150, 20),
Platform(600, 250, 150, 20),
Platform(150, 150, 150, 20),
]
elif self.level_number == 3:
return [
Platform(200, 400, 120, 20),
Platform(500, 300, 120, 20),
Platform(100, 200, 120, 20),
Platform(700, 150, 120, 20),
]
elif self.level_number == 4:
return [
Platform(100, 450, 100, 20),
Platform(300, 380, 120, 20),
Platform(550, 300, 100, 20),
Platform(750, 220, 120, 20),
Platform(200, 150, 100, 20),
]
elif self.level_number == 5:
return [
Platform(150, 400, 140, 20),
Platform(400, 300, 140, 20),
Platform(650, 200, 140, 20),
Platform(250, 150, 140, 20),
]
elif self.level_number == 6:
return [
Platform(50, 480, 120, 20),
Platform(250, 380, 130, 20),
Platform(450, 280, 140, 20),
Platform(680, 380, 130, 20),
Platform(830, 480, 120, 20),
]
else: # Level 7+
return [
Platform(150, 400, 140, 20),
Platform(400, 300, 140, 20),
Platform(650, 200, 140, 20),
Platform(250, 150, 140, 20),
]
def _has_floor(self):
return self.level_number != 6
def _get_enemy_types(self):
"""Returns dictionary of enemy types that can spawn in this level"""
enemy_config = {
"ground_enemies": False,
"flying_enemies": False,
"boss_enemies": False,
"jumping_bosses": False,
}
if self.level_number == 1:
enemy_config["ground_enemies"] = True
elif self.level_number == 2:
enemy_config["ground_enemies"] = True
enemy_config["flying_enemies"] = True
elif self.level_number == 3:
enemy_config["ground_enemies"] = True
enemy_config["flying_enemies"] = True
enemy_config["boss_enemies"] = True
elif self.level_number == 4:
enemy_config["ground_enemies"] = True
enemy_config["jumping_bosses"] = True
elif self.level_number == 5:
enemy_config["boss_enemies"] = True
enemy_config["jumping_bosses"] = True
elif self.level_number == 6:
enemy_config["flying_enemies"] = True
else: # Level 7+
enemy_config["ground_enemies"] = True
enemy_config["flying_enemies"] = True
enemy_config["boss_enemies"] = True
enemy_config["jumping_bosses"] = True
return enemy_config
def _get_spawn_rates(self):
"""Returns spawn delay times for different enemy types"""
base_rates = {
"enemy_spawn_delay": 2000,
"flying_enemy_spawn_delay": 3000,
"boss_enemy_spawn_delay": 8000,
"jumping_boss_spawn_delay": 12000,
"powerup_spawn_delay": 10000,
}
if self.level_number == 6:
base_rates["flying_enemy_spawn_delay"] = 1500
if self.level_number == 5:
base_rates["jumping_boss_spawn_delay"] = 3000
base_rates["boss_enemy_spawn_delay"] = 3000
return base_rates
def _get_background_colors(self):
"""Returns background color configuration for this level"""
if self.level_number == 1:
return {"base_color": 135, "color_type": "bright_blue"}
elif self.level_number == 2:
return {"base_color": 100, "color_type": "blue_purple"}
elif self.level_number == 3:
return {"base_color": 80, "color_type": "dark_storm"}
elif self.level_number == 4:
return {"base_color": 60, "color_type": "apocalyptic"}
elif self.level_number == 5:
return {"base_color": 40, "color_type": "dark_apocalyptic"}
elif self.level_number == 6:
return {"base_color": 200, "color_type": "bright_sky"}
else: # Level 7+
return {"base_color": 20, "color_type": "final_dark"}
def _get_ground_color(self):
"""Returns ground color for this level"""
if self.level_number == 1:
return GREEN
elif self.level_number == 2:
return (80, 120, 80)
elif self.level_number == 3:
return (60, 80, 60)
elif self.level_number == 4:
return (40, 50, 40)
elif self.level_number == 5:
return (30, 30, 30)
else: # Level 7+
return (20, 20, 20)
def _get_cloud_color(self):
"""Returns cloud color for this level"""
if self.level_number == 1:
return WHITE
elif self.level_number == 2:
return (200, 200, 200)
elif self.level_number == 3:
return (150, 150, 150)
elif self.level_number == 4:
return (100, 100, 120)
elif self.level_number == 5:
return (80, 80, 100)
elif self.level_number == 6:
return (255, 255, 255)
else: # Level 7+
return (60, 60, 80)
def _powerups_enabled(self):
"""Returns whether power-ups spawn in this level"""
return self.level_number >= 3
def should_spawn_enemy_type(self, enemy_type):
"""Check if a specific enemy type should spawn in this level"""
return self.enemy_types.get(enemy_type, False)
def get_spawn_delay(self, spawn_type):
"""Get spawn delay for a specific spawn type"""
return self.spawn_rates.get(spawn_type, 2000)
def spawn_enemy(self, current_time, last_spawn_time):
"""Spawn a ground enemy if conditions are met"""
if not self.should_spawn_enemy_type("ground_enemies"):
return None, last_spawn_time
spawn_delay = self.get_spawn_delay("enemy_spawn_delay")
if current_time - last_spawn_time > spawn_delay:
enemy_y = SCREEN_HEIGHT - 140
enemy = Enemy(SCREEN_WIDTH, enemy_y)
return enemy, current_time
return None, last_spawn_time
def spawn_flying_enemy(self, current_time, last_spawn_time):
"""Spawn a flying enemy if conditions are met"""
if not self.should_spawn_enemy_type("flying_enemies"):
return None, last_spawn_time
spawn_delay = self.get_spawn_delay("flying_enemy_spawn_delay")
if current_time - last_spawn_time > spawn_delay:
if self.level_number == 6:
enemy_y = random.randint(50, SCREEN_HEIGHT - 100)
else:
enemy_y = random.randint(100, SCREEN_HEIGHT - 200)
flying_enemy = FlyingEnemy(SCREEN_WIDTH, enemy_y)
return flying_enemy, current_time
return None, last_spawn_time
def spawn_boss_enemy(self, current_time, last_spawn_time):
"""Spawn a boss enemy if conditions are met"""
if not self.should_spawn_enemy_type("boss_enemies"):
return None, last_spawn_time
spawn_delay = self.get_spawn_delay("boss_enemy_spawn_delay")
if current_time - last_spawn_time > spawn_delay:
enemy_y = random.randint(80, SCREEN_HEIGHT - 250)
boss_enemy = BossEnemy(SCREEN_WIDTH, enemy_y)
return boss_enemy, current_time
return None, last_spawn_time
def spawn_jumping_boss(self, current_time, last_spawn_time):
"""Spawn a jumping boss if conditions are met"""
if not self.should_spawn_enemy_type("jumping_bosses"):
return None, last_spawn_time
spawn_delay = self.get_spawn_delay("jumping_boss_spawn_delay")
if current_time - last_spawn_time > spawn_delay:
enemy_y = SCREEN_HEIGHT - 200
jumping_boss = JumpingBoss(SCREEN_WIDTH, enemy_y)
return jumping_boss, current_time
return None, last_spawn_time
def draw_background(self, screen):
"""Draw the background for this level"""
bg_config = self.background_colors
base_color = bg_config["base_color"]
color_type = bg_config["color_type"]
sky_height = SCREEN_HEIGHT if not self.has_floor else SCREEN_HEIGHT - 100
for y in range(sky_height):
if color_type == "bright_blue":
color_intensity = int(base_color + (120 * y / sky_height))
color = (min(255, color_intensity), min(255, color_intensity + 20), 255)
elif color_type == "blue_purple":
color_intensity = int(base_color + (80 * y / sky_height))
color = (
min(200, color_intensity + 20),
min(200, color_intensity),
min(255, color_intensity + 40),
)
elif color_type == "dark_storm":
color_intensity = int(base_color + (60 * y / sky_height))
color = (
min(150, color_intensity + 30),
min(150, color_intensity),
min(200, color_intensity + 20),
)
elif color_type == "apocalyptic":
color_intensity = int(base_color + (40 * y / sky_height))
color = (
min(120, color_intensity + 40),
min(100, color_intensity),
min(150, color_intensity + 10),
)
elif color_type == "dark_apocalyptic":
color_intensity = int(base_color + (30 * y / sky_height))
color = (
min(100, color_intensity + 50),
min(80, color_intensity),
min(120, color_intensity + 5),
)
elif color_type == "bright_sky":
color_intensity = int(base_color + (50 * y / sky_height))
color = (min(255, color_intensity - 50), min(255, color_intensity), 255)
else: # final_dark
color_intensity = int(base_color + (20 * y / sky_height))
color = (
min(80, color_intensity + 60),
min(60, color_intensity),
min(100, color_intensity + 5),
)
pygame.draw.line(screen, color, (0, y), (SCREEN_WIDTH, y))
# Draw ground if this level has a floor
if self.has_floor:
pygame.draw.rect(
screen, self.ground_color, (0, SCREEN_HEIGHT - 100, SCREEN_WIDTH, 100)
)
# Draw clouds
cloud_positions = [(150, 80), (400, 60), (650, 90), (850, 70)]
for cx, cy in cloud_positions:
pygame.draw.circle(screen, self.cloud_color, (cx, cy), 30)
pygame.draw.circle(screen, self.cloud_color, (cx - 20, cy), 25)
pygame.draw.circle(screen, self.cloud_color, (cx + 20, cy), 25)
def get_level_transition_text(self):
"""Returns text to display during level transition"""
if self.level_number == 2:
return {
"title": "LEVEL 2!",
"warnings": ["Flying enemies incoming!"],
"info": [],
}
elif self.level_number == 3:
return {
"title": "LEVEL 3!",
"warnings": ["Boss birds with bombs!", "They take 2 hits to kill!"],
"info": ["Shotgun power-ups available!"],
}
elif self.level_number == 4:
return {
"title": "LEVEL 4!",
"warnings": [
"JUMPING MECH BOSSES!",
"They shoot HOMING MISSILES!",
"Takes 5 hits to destroy!",
],
"info": ["Shotgun power-ups still available!"],
}
elif self.level_number == 5:
return {
"title": "LEVEL 5!",
"warnings": [
"FINAL BOSS LEVEL!",
"ALL ENEMY TYPES ATTACKING!",
"Ground Enemies, Flying Enemies,",
"Boss Birds & Jumping Mechs!",
],
"info": ["All power-ups available!"],
}
elif self.level_number == 6:
return {
"title": "LEVEL 6!",
"warnings": [
"SKY LEVEL!",
"NO FLOOR - DON'T FALL!",
"Only flying enemies attack!",
"Use platforms to stay airborne!",
],
"info": ["All power-ups still available!"],
}
elif self.level_number == 7:
return {
"title": "LEVEL 7!",
"warnings": [
"ULTIMATE FINAL LEVEL!",
"ALL ENEMY TYPES ATTACKING!",
"Ground Enemies, Flying Enemies,",
"Boss Birds & Jumping Mechs!",
],
"info": ["All power-ups available!"],
}
else:
return {
"title": f"LEVEL {self.level_number}!",
"warnings": ["ULTIMATE FINAL LEVEL!", "ALL ENEMY TYPES ATTACKING!"],
"info": ["All power-ups available!"],
}