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main.py
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# -- Default imports
import argparse
import time
import os
import pprint
# -- Limited default imports
from contextlib import redirect_stdout
from random import randint, seed, choice
# -- 3rd party imports
with redirect_stdout(None): # This stops pygame from printing the stupid import message
import pygame
from pygame.locals import (
K_SPACE, K_ESCAPE, K_RETURN, KEYDOWN,
K_BACKSLASH, K_BACKSPACE, K_UP, K_DOWN, K_LEFT, K_RIGHT, K_r, K_z
)
# -- Local imports
import lang
import save
import level as lvl
import convert
# -- Parser startup
parser = argparse.ArgumentParser(description="SokoPy - A Python-based Sokoban Clone")
parser.add_argument('-l', '--lang', help="Picks language (from lang.py)", type=str, default="EN-US")
parser.add_argument('-L', '--level', help="Loads directly into the specified level", type=str, default="levels/tutorial.lvl")
args = parser.parse_args()
if args.lang not in lang.languages:
raise ValueError(f"Language selected ({args.lang}) is not present")
# -- Initialization
saves = save.init_save(False)
username = saves[0]
pygame.init()
pygame.display.set_caption('SokoPy')
screen = pygame.display.set_mode([960, 960], pygame.RESIZABLE)
clock = pygame.time.Clock()
def load_file(filename: str) -> str:
return os.path.join(os.path.dirname(__file__), filename)
resources = {
"font": {
"Arial": pygame.font.SysFont("Arial", 36, bold=True),
"BigArial": pygame.font.SysFont("Arial", 64, bold=True),
},
"sprite": {
"shade": pygame.image.load(load_file(f"sprites/shade.png")).convert_alpha(),
"shadient": pygame.image.load(load_file(f"sprites/shadient.png")).convert_alpha(),
"vignette": pygame.image.load(load_file(f"sprites/vignette.png")).convert_alpha(),
"gbrick": pygame.image.load(load_file(f"sprites/grayFloor.png")).convert_alpha(),
"ggrass": pygame.image.load(load_file(f"sprites/grassFloor.png")).convert_alpha(),
"rbrick": pygame.image.load(load_file(f"sprites/redBrick.png")).convert_alpha(),
"rbricksheet": pygame.image.load(load_file(f"sprites/redBrickSheet.png")).convert_alpha(),
"crate": pygame.image.load(load_file(f"sprites/crateBrown.png")).convert_alpha(),
"cratedark": pygame.image.load(load_file(f"sprites/crateBrownOnTarget.png")).convert_alpha(),
"target": pygame.image.load(load_file(f"sprites/target.png")).convert_alpha(),
# TODO: Spritesheet-ify the player please!
"player": [
pygame.image.load(load_file(f"sprites/playerStill0.png")).convert_alpha(),
pygame.image.load(load_file(f"sprites/playerStill1.png")).convert_alpha(),
pygame.image.load(load_file(f"sprites/playerStill2.png")).convert_alpha(),
pygame.image.load(load_file(f"sprites/playerStill3.png")).convert_alpha(),
pygame.image.load(load_file(f"sprites/playerWalk00.png")).convert_alpha(),
pygame.image.load(load_file(f"sprites/playerWalk10.png")).convert_alpha(),
pygame.image.load(load_file(f"sprites/playerWalk20.png")).convert_alpha(),
pygame.image.load(load_file(f"sprites/playerWalk30.png")).convert_alpha(),
pygame.image.load(load_file(f"sprites/playerWalk01.png")).convert_alpha(),
pygame.image.load(load_file(f"sprites/playerWalk11.png")).convert_alpha(),
pygame.image.load(load_file(f"sprites/playerWalk21.png")).convert_alpha(),
pygame.image.load(load_file(f"sprites/playerWalk31.png")).convert_alpha()
],
"lvlbutton": pygame.image.load(load_file(f"sprites/levelbutton.png")).convert_alpha(),
"selbutton": pygame.image.load(load_file(f"sprites/selectedbutton.png")).convert_alpha(),
"lvlcheck": pygame.image.load(load_file(f"sprites/checkbox.png")).convert_alpha(),
"lvlchecked": pygame.image.load(load_file(f"sprites/checkedbox.png")).convert_alpha(),
},
"sound": {
},
}
resources["sprite"]["vignette"] = pygame.transform.scale(resources["sprite"]["vignette"], (960, 960))
tiles = ["rbrick", "crate", "target", "cratedark"]
debug_info = {
"fps": 0
}
showDebugInfo = False
picture_of_a_gun = [
"︻╦╤─" # I like this.
]
def debug_show():
debug_info["fps"] = int(clock.get_fps())
debug_t = resources["font"]["Arial"].render(str(debug_info), True, pygame.Color("RED"))
screen.blit(debug_t, (0, 0))
def draw_text(font, text, color, pos, center=False, shadow=False):
text_main = resources["font"][font].render(text, True, color)
if center:
text_main_pos = text_main.get_rect(center=pos)
else:
text_main_pos = pos
if shadow:
text_shadow = resources["font"][font].render(text, True, (0, 0, 0))
if center:
text_shadow_pos = text_shadow.get_rect(center=(pos[0], pos[1]+3))
else:
text_shadow_pos = (pos[0]+3, pos[1]+3)
screen.blit(text_shadow, text_shadow_pos)
screen.blit(text_main, text_main_pos)
return resources["font"][font].size(text)[0]
def calc_height(xmod, istall, modpos):
if istall:
return 608+((xmod-modpos)*64)
else:
return modpos+(xmod*64)
def calc_width(ymod, iswide, modpos):
if iswide:
return 448+((ymod-modpos)*64)
else:
return modpos+(ymod*64)
active = True
focused = True
winState = False
frame = 0
frameup = 0
resUpdated = False
# 0: menu, 1: game
mode = -1
newMode = 0 if args.level == "levels/tutorial.lvl" else 1
slides = {
"display": [0, 0],
"text": [0, 0],
"character": [0, 0],
"crate": [0, 0],
"shake": 0,
"trans": [0, 0]
}
slideDiv = 1
charSlideMod = 1
setupDone = -2
menuIndex = 0
lvlIndex = 0
lvlpack_list = lvl.get_levelpacks()
menu_items = {"tut": lang.languages[args.lang][4]}
menu_items.update(lvl.menu_packs(lvlpack_list))
folder_contents = []
filedir = args.level
erase = ["Erase your save", "Are you sure?", "Save erased"]
erasing = 0
menu_items["set"] = "Settings"
menu_items["quit"] = lang.languages[args.lang][5]
menuLevel = "root"
newMenuLevel = None
kRepeatRate = 20
kHoldDiv = 1
kLast = None
kcd = 0
animStage = 0
animRate = 0
debug_info["lvl"] = args.level
map_content = None
currPos = [-1, -1]
last_state = [map_content, currPos]
def load_settings():
settings = {
"prof": {"title": "Profile", "value": username.capitalize(), "range": 'str'},
"vinet": {"title": "Vignette", "value": True, "range": [0, 1]},
"shake": {"title": "Screenshake", "value": 10, "range": [0, 20]},
"anim": {"title": "Animated Slides", "value": True, "range": [0, 1]},
"slide": {"title": "Slide Speed", "value": 1, "range": [1, 4]},
# "frame": {"title": "Framerate", "value": 30, "range": [30, 200]},
"erase": {"title": erase[erasing], "value": None, "range": [None, None]},
"bgcr": {"title": "Background Red", "value": 4, "range": [0, 50]},
"bgcg": {"title": "Background Green", "value": 4, "range": [0, 50]},
"bgcb": {"title": "Background Blue", "value": 10, "range": [0, 50]},
}
for setting in list(settings.keys()):
if setting == "prof":
continue
if settings[setting]["value"] is None:
save.add_savedata('Settings', [setting, None], username, categorytype="dict")
elif setsave := save.check_savedata('Settings', setting, username):
if isinstance(setsave, int):
if setsave < settings[setting]["range"][0]:
settings[setting]["value"] = settings[setting]["range"][0]
save.add_savedata('Settings', [setting, settings[setting]["value"]], username, categorytype="dict")
elif setsave > settings[setting]["range"][1]:
settings[setting]["value"] = settings[setting]["range"][1]
save.add_savedata('Settings', [setting, settings[setting]["value"]], username, categorytype="dict")
else:
settings[setting]["value"] = setsave
elif isinstance(setsave, bool):
settings[setting]["value"] = setsave
else:
save.add_savedata('Settings', [setting, settings[setting]["value"]], username, categorytype="dict")
return settings
settings = load_settings()
def can_press(key, dt):
global kcd, kLast, kHoldDiv, kRepeatRate
if kcd < 1 or kLast != key:
if kLast == key:
kHoldDiv = min(kHoldDiv + 0.2, 4 if mode == 0 else 2.5)
else:
kHoldDiv = 1 if mode == 0 else 1.5
kLast = key
kcd = round(kRepeatRate/(kHoldDiv*(dt/15)))
return True
return False
typing = False
if len(saves) > 1:
menuLevel = "savePicker"
while active:
dt = clock.tick(60 if focused else 15) #settings["frame"]["value"])
seed(time.time())
settings["erase"]["title"] = erase[erasing]
kcd -= 1
for event in pygame.event.get():
if event.type == pygame.ACTIVEEVENT:
try:
event.state
except AttributeError:
continue
if event.state & 2 == 2:
focused = event.gain
elif event.type == pygame.QUIT:
active = False
if event.type == pygame.VIDEORESIZE:
resources["sprite"]["vignette"] = \
pygame.image.load(f"sprites/vignette.png").convert_alpha()
resources["sprite"]["vignette"] = \
pygame.transform.scale(resources["sprite"]["vignette"], (event.w, event.h))
resources["sprite"]["shade"] = \
pygame.image.load(f"sprites/shade.png").convert_alpha()
resources["sprite"]["shade"] = \
pygame.transform.scale(resources["sprite"]["shade"], (event.w, event.h))
resources["sprite"]["shadient"] = \
pygame.image.load(f"sprites/shadient.png").convert_alpha()
resources["sprite"]["shadient"] = \
pygame.transform.scale(resources["sprite"]["shadient"], (event.w, event.h))
resUpdated = True
elif event.type == KEYDOWN and newMode == -1:
if event.key == K_BACKSLASH:
showDebugInfo = not showDebugInfo
if mode == 0 and setupDone == 0:
if typing:
if event.key == K_BACKSPACE:
settings["prof"]["value"] = settings["prof"]["value"][:-1]
else:
if event.unicode.isalnum():
settings["prof"]["value"] += event.unicode
if event.key == K_RETURN or event.key == K_SPACE:
if menuLevel == "root":
if menuIndex == 0:
newMode = 1
filedir = "tutorial.lvl#0"
elif menuIndex < len(menu_items)-2:
newMenuLevel = list(menu_items.keys())[menuIndex]
elif menuIndex == len(menu_items)-2:
newMenuLevel = "settings"
elif menuIndex == len(menu_items)-1:
active = False
elif menuLevel == "savePicker":
settings["prof"]["value"] = saves[menuIndex]
newMenuLevel = "root"
elif menuLevel == "settings":
if menuIndex == len(settings.keys())-1:
if erasing == 1:
erasing = 2
save.erase_save(username)
saves = save.list_saves()
if len(saves) <= 0:
settings["prof"]["value"] = "User"
else:
settings["prof"]["value"] = saves[0]
slides["shake"] = 0 # 60
else:
slides["shake"] = 0 # 30
erasing = 1
else:
setting = list(settings.keys())[menuIndex]
if settings[setting]["range"] == 'str':
typing = not typing
elif settings[setting]["value"] is not None:
if isinstance(settings[setting]["value"], int):
if settings[setting]["value"] >= settings[setting]["range"][1]:
settings[setting]["value"] = settings[setting]["range"][0]
else:
settings[setting]["value"] += 1
if setting[:3] == "bgc":
map_content = lvl.Level(levelset.level_data["game"](menuBackLevel), res, bg_color=(settings["bgcr"]["value"]*5, settings["bgcg"]["value"]*5, settings["bgcb"]["value"]*5))
save.add_savedata('Settings', [setting, settings[setting]["value"]],
username, categorytype="dict")
elif lvl.recursive_folder_check(lvlpack_list, menuLevel):
if menuIndex == 0:
newMenuLevel = "root"
else:
newMenuLevel = menuLevel + "/" + list(folder_contents.keys())[menuIndex]
else:
newMode = 1
filedir = menuLevel + '#' + str(lvlIndex)
elif event.key == K_ESCAPE and menuLevel != "root":
if typing:
typing = False
newMenuLevel = "root"
slideDiv = 25 / (settings["slide"]["value"]*2)
elif not typing and event.key == K_r:
if typing:
typing = False
setupDone = -1
elif mode == 1 and setupDone == 1:
if event.key == K_r:
newMode = 1
elif event.key == K_ESCAPE:
newMode = 0
elif event.key == K_RETURN and winState:
if menuLevel != "root" and lvlIndex < len(levelList) - 1:
newMode = 1
lvlIndex += 1
filedir = menuLevel + '#' + str(lvlIndex)
elif event.key == K_z:
if len(map_content.history):
map_content.rewind()
else:
slides["shake"] = 5
keys = pygame.key.get_pressed()
if newMode == -1:
if mode == 0:
if keys[K_UP]:
if can_press(K_UP, dt):
if menuLevel in ["root", "savePicker"] or lvl.recursive_folder_check(lvlpack_list, menuLevel):
erasing = 0
oldMenuIndex = menuIndex
menuIndex = menuIndex-1 if menuIndex > 0 else menuMax
slides["display"][0] += ((oldMenuIndex-menuIndex)*50)
elif menuLevel == "settings":
if typing:
typing = False
erasing = 0
oldMenuIndex = menuIndex
menuIndex = menuIndex - 1 if menuIndex > 0 else len(settings)-1
slides["display"][0] += ((oldMenuIndex - menuIndex) * 50)
else:
if lvlIndex >= lvls_can_fit:
lvlIndex -= lvls_can_fit
slides["display"][0] += 160
elif keys[K_DOWN]:
if can_press(K_DOWN, dt):
if menuLevel in ["root", "savePicker"] or lvl.recursive_folder_check(lvlpack_list, menuLevel):
erasing = 0
oldMenuIndex = menuIndex
menuIndex = menuIndex+1 if menuIndex < menuMax else 0
slides["display"][0] += (oldMenuIndex-menuIndex)*50
elif menuLevel == "settings":
if typing:
typing = False
erasing = 0
oldMenuIndex = menuIndex
menuIndex = menuIndex+1 if menuIndex < len(settings)-1 else 0
slides["display"][0] += (oldMenuIndex-menuIndex)*50
else:
if lvlIndex <= menuMax-lvls_can_fit:
lvlIndex += lvls_can_fit
slides["display"][0] -= 160
elif keys[K_RIGHT]:
if can_press(K_RIGHT, dt):
if menuLevel == "settings":
if typing:
typing = False
setting = list(settings.keys())[menuIndex]
if settings[setting]["value"] is not None:
if setting == "prof":
saves = save.list_saves()
currSave = saves.index(username.lower())
if currSave == len(saves)-1:
settings[setting]["value"] = saves[0]
else:
settings[setting]["value"] = saves[currSave+1]
if isinstance(settings[setting]["value"], int):
if settings[setting]["value"] >= settings[setting]["range"][1]:
settings[setting]["value"] = settings[setting]["range"][1]
else:
settings[setting]["value"] += 1
elif isinstance(settings[setting]["value"], bool):
settings[setting]["value"] = not settings[setting]["value"]
if setting[:3] == "bgc":
map_content = lvl.Level(levelset.level_data["game"](menuBackLevel), res, bg_color=(settings["bgcr"]["value"]*5, settings["bgcg"]["value"]*5, settings["bgcb"]["value"]*5))
save.add_savedata('Settings', [setting, settings[setting]["value"]],
username, categorytype="dict")
elif menuLevel != "root":
if lvlIndex < menuMax:
lvlIndex += 1
if lvlIndex % lvls_can_fit == 0:
slides["display"][0] -= 160
elif keys[K_LEFT]:
if can_press(K_LEFT, dt):
if menuLevel == "settings":
if typing:
typing = False
setting = list(settings.keys())[menuIndex]
if settings[setting]["value"] is not None:
if setting == "prof":
saves = save.list_saves()
currSave = saves.index(username.lower())
settings[setting]["value"] = saves[currSave-1]
if isinstance(settings[setting]["value"], int):
if settings[setting]["value"] <= settings[setting]["range"][0]:
settings[setting]["value"] = settings[setting]["range"][0]
else:
settings[setting]["value"] -= 1
elif isinstance(settings[setting]["value"], bool):
settings[setting]["value"] = not settings[setting]["value"]
if setting[:3] == "bgc":
map_content = lvl.Level(levelset.level_data["game"](menuBackLevel), res, bg_color=(settings["bgcr"]["value"]*5, settings["bgcg"]["value"]*5, settings["bgcb"]["value"]*5))
save.add_savedata('Settings', [setting, settings[setting]["value"]],
username, categorytype="dict")
elif menuLevel != "root":
if lvlIndex > 0:
lvlIndex -= 1
if lvlIndex % lvls_can_fit == lvls_can_fit-1:
slides["display"][0] += 160
else:
kHoldDiv = 1
kLast = None
if mode == 1:
if keys[K_UP]:
if can_press(K_UP, dt):
map_content.move_player([-1, 0], slides)
elif keys[K_DOWN]:
if can_press(K_DOWN, dt):
map_content.move_player([1, 0], slides)
elif keys[K_LEFT]:
if can_press(K_LEFT, dt):
map_content.move_player([0, -1], slides)
elif keys[K_RIGHT]:
if can_press(K_RIGHT, dt):
map_content.move_player([0, 1], slides)
else:
kHoldDiv = 1
kLast = None
settings["prof"]["value"] = settings["prof"]["value"].capitalize()
if not typing:
username = settings["prof"]["value"].lower()
save.init_save(username)
settings = load_settings()
if newMode != -1:
if slides["display"][0] < 2000:
slides["display"][0] += max(1+abs(slides["display"][0]/10), 1)*(dt/10)
slides["text"][0] += max(1+abs(slides["text"][0]/8), 1)*(dt/10)
else:
res = pygame.display.Info()
res = [res.current_w, res.current_h]
slides["trans"] = [0, res[0] * 2]
mode = newMode
newMode = -1
setupDone = -1
slides["display"][0] = -2000
elif newMenuLevel:
if slides["display"][0] < 20000:
slides["display"][0] += max(1+abs(slides["display"][0]/10), 1)*(dt/10)
else:
menuLevel = newMenuLevel
newMenuLevel = None
menuIndex = 0
slides["display"][0] = -2000
else:
for vector in list(slides.keys()):
if vector == "shake":
if slides["shake"]:
slides["shake"] -= 1
slides["display"][0] += randint(round(-(settings["shake"]["value"]*10)*(slides["shake"] / 10)),
round((settings["shake"]["value"]*10)*(slides["shake"] / 10)))
slides["display"][1] += randint(round(-(settings["shake"]["value"]*10)*(slides["shake"] / 10)),
round((settings["shake"]["value"]*10)*(slides["shake"] / 10)))
continue
if slides[vector][0] < 0:
slides[vector][0] = min(slides[vector][0] - (slides[vector][0] / (slideDiv*(dt/20))), -0.04)
elif slides[vector][0]:
slides[vector][0] = max(slides[vector][0] - (slides[vector][0] / (slideDiv*(dt/20))), 0.04)
if slides[vector][1] < 0:
slides[vector][1] = min(slides[vector][1] - (slides[vector][1] / (slideDiv*(dt/20))), -0.04)
elif slides[vector][1]:
slides[vector][1] = max(slides[vector][1] - (slides[vector][1] / (slideDiv*(dt/20))), 0.04)
slides[vector][0] = round(slides[vector][0], 1)
slides[vector][1] = round(slides[vector][1], 1)
screen.fill((settings["bgcr"]["value"]*5, settings["bgcg"]["value"]*5, settings["bgcb"]["value"]*5))
screen.blit(resources["sprite"]["shade"], (0, 0))
text_color = (192, 192, 255)
dark_color = (128, 128, 196)
if mode == 1:
res = pygame.display.Info()
res = [res.current_w, res.current_h]
if setupDone != 1:
last_state = []
debug_info["lvl"] = f"levels/{filedir}"
levelset = convert.LevelSet(f"levels/{filedir[:filedir.index('#')]}", "file")
map_content = lvl.Level(levelset.level_data["game"][int(filedir[filedir.index('#')+1:])], res, bg_color=(settings["bgcr"]["value"]*5, settings["bgcg"]["value"]*5, settings["bgcb"]["value"]*5))
setupDone = 1
charSlideMod = 100
slides["character"][0] = 3000
modPos = [0, 0]
slideDiv = 25 / (settings["slide"]["value"]*2)
winState = False
winText = True
lastMoved = [-1, -1]
else:
if resUpdated:
map_content.update_res(res)
resUpdated = False
if newMode != -1:
charSlideMod = 1
else:
winState = map_content.check_win()
if winState and winText:
slides["text"][0] = -2000
winText = False
if 0 < slides["crate"][0] < 0.2 and 0 < slides["crate"][1] < 0.2:
lastMoved = [-1, -1]
elif -0.2 < slides["crate"][0] < 0 and -0.2 < slides["crate"][1] < 0:
lastMoved = [-1, -1]
map_content.render(res, slides, screen, resources, tiles, dt)
if winState:
winShade = pygame.surface.Surface((res[0], res[1] * 3), pygame.SRCALPHA, 32)
winShade = winShade.convert_alpha()
winShade.blit(resources["sprite"]["shade"], (0, 0))
winShade.blit(resources["sprite"]["shadient"], (0, res[1]))
screen.blit(winShade, (0, 0-(abs(slides["text"][0]*2) if newMode == -1 else 0)))
nextLevelLine = False
if menuLevel != "root":
levelList = list(range(lvlpack_list[menuLevel]['len']))
levelTitle = menuLevel + '#' + str(levelList[lvlIndex])
save.add_savedata('Completed', [levelTitle], username)
if lvlIndex < len(levelList) - 1:
nextLevelLine = True
draw_text("Arial", "Press RETURN to play the next level", text_color,
((res[0] / 2) - slides["text"][1], (res[1] / 2) + 50 - slides["text"][0]), center=True,
shadow=True)
draw_text("BigArial", "You Won!", text_color,
((res[0]/2)-slides["text"][1], ((res[1]/2)-120)-slides["text"][0]), center=True, shadow=True)
draw_text("Arial", f"{map_content.stats['crate moves']} pushes, {map_content.stats['player moves']} moves", text_color, ((res[0]/2)-slides["text"][1],
((res[1]/2)-50)-slides["text"][0]), center=True, shadow=True)
draw_text("Arial", f"{map_content.stats['crate lines']} push lines, {map_content.stats['player lines']} move lines", text_color, ((res[0]/2)-slides["text"][1],
((res[1]/2))-slides["text"][0]), center=True, shadow=True)
draw_text("Arial", "Press R to restart, Press ESC to leave", text_color, ((res[0]/2)-slides["text"][1],
((res[1]/2)+50+(50*nextLevelLine))-slides["text"][0]), center=True, shadow=True)
else:
draw_text("Arial",f"{map_content.stats['crate moves']} pushes, {map_content.stats['player moves']} moves",
text_color, (10, res[1]-80), shadow=True)
draw_text("Arial",f"{map_content.stats['crate lines']} push lines, {map_content.stats['player lines']} move lines",
text_color, (10, res[1]-40), shadow=True)
elif mode == 0:
newLvlTimer = 0
if setupDone != 0:
titleRainbow = [255, 192, 192]
newLvlTimer = -10000
lvlDirW = randint(-1, 1)
lvlDirH = randint(-1, 1)
res = pygame.display.Info()
res = [res.current_w, res.current_h]
setupDone = 0
newMenuLevel = None
walking = False
menuBackLevelPack = "./levels/" + lvl.get_random_levelpack(lvlpack_list)
levelset = convert.LevelSet(menuBackLevelPack, "file")
menuBackLevel = randint(0, len(levelset)-1)
debug_info["lvl"] = f"{menuBackLevelPack}#{menuBackLevel}"
map_content = lvl.Level(levelset.level_data["game"][menuBackLevel], res, bg_color=(settings["bgcr"]["value"]*5, settings["bgcg"]["value"]*5, settings["bgcb"]["value"]*5))
parallaxMulti = 2
slideDiv = 25 / (settings["slide"]["value"]*2)
elif resUpdated:
res = pygame.display.Info()
res = [res.current_w, res.current_h]
map_content.update_res(res)
resUpdated = False
if menuLevel == "root":
newLvlTimer += dt*max(abs(newLvlTimer)/5000, 2)
newLvlTimer = round(newLvlTimer)
if newLvlTimer > 150000:
menuBackLevelPack = "./levels/" + lvl.get_random_levelpack(lvlpack_list)
levelset = convert.LevelSet(menuBackLevelPack, "file")
menuBackLevel = randint(0, len(levelset)-1)
debug_info["lvl"] = f"levels/{menuBackLevelPack}#{menuBackLevel}"
map_content = lvl.Level(levelset.level_data["game"][menuBackLevel], res, bg_color=(settings["bgcr"]["value"]*5, settings["bgcg"]["value"]*5, settings["bgcb"]["value"]*5) )
newLvlTimer = -150000
lvlDirW = randint(-1, 1)
lvlDirH = randint(-1, 1)
lvlIndex = 0
menuMax = len(menu_items)-1
lvlModH = menuIndex + ((newLvlTimer / 1500) * lvlDirH)
lvlModW = (newLvlTimer / 1200) * lvlDirW
map_content.render(res, slides, screen, resources, tiles, dt, mod=lvlModH, modw=lvlModW, parallax=3, player=False, modsize=50, after_shade=True)
screen.blit(resources["sprite"]["shade"], (0, 0))
biggestItem = 0
for i, item in enumerate(menu_items.values()):
itemSize = draw_text("Arial", item[:item.index("(")] if "(" in item else item,
titleRainbow if i == menuIndex else dark_color,
((50-slides["display"][1])+(slides["trans"][1]*(i+1)),
240+((50*(i-menuIndex))-slides["display"][0])),
shadow=True)
if itemSize > biggestItem:
biggestItem = itemSize
for i, item in enumerate(menu_items.values()):
if "(" in item:
if i == menuIndex:
extraRainbow = [titleRainbow[0]-64, titleRainbow[1]-64, titleRainbow[2]-64]
draw_text("Arial", item[item.index("("):],
extraRainbow if i == menuIndex else (96, 96, 128),
((biggestItem+100-slides["display"][1])+(slides["trans"][1]*(i+1)),
240+((50*(i-menuIndex))-slides["display"][0])),
shadow=True, center=False)
if titleRainbow[0] >= 255:
if titleRainbow[2] > 160:
titleRainbow[2] -= 1
else:
titleRainbow[1] += 1
if titleRainbow[1] >= 255:
titleRainbow[0] -= 1
elif titleRainbow[1] >= 255:
if titleRainbow[0] > 160:
titleRainbow[0] -= 1
else:
titleRainbow[2] += 1
if titleRainbow[2] >= 255:
titleRainbow[1] -= 1
elif titleRainbow[2] >= 255:
if titleRainbow[1] > 160:
titleRainbow[1] -= 1
else:
titleRainbow[0] += 1
if titleRainbow[0] >= 255:
titleRainbow[2] -= 1
titleWidth = draw_text("BigArial", lang.languages[args.lang][0], titleRainbow,
(20-slides["display"][1], 90+((50*(-menuIndex))-slides["display"][0])), shadow=True)
screen.blit(resources["sprite"]["player"][2], (128-slides["display"][1],
90+((50*(-menuIndex))-slides["display"][0])))
draw_text("Arial", lang.languages[args.lang][16], dark_color,
(45+titleWidth-slides["display"][1], 120+((50*(-menuIndex))-slides["display"][0])), shadow=True)
draw_text("Arial", lang.languages[args.lang][2], dark_color,
(40-slides["display"][1], 150+((50*(-menuIndex))-slides["display"][0])), shadow=True)
elif menuLevel == "settings":
lvlIndex = 0
menuMax = len(menu_items)-1
map_content.render(res, slides, screen, resources, tiles, dt,
mod=menuIndex, parallax=3, player=False, modsize=50)
screen.blit(resources["sprite"]["shade"], (0, 0))
for i, item in enumerate(settings.values()):
draw_text("Arial", item["title"],
text_color if i == menuIndex else dark_color,
(50-slides["display"][1], 240+((50*(i-menuIndex))-slides["display"][0])), shadow=True)
if item["value"] is not None:
if item["range"] == [0, 1]:
settingVal = ["No", "Yes"][item["value"]]
else:
settingVal = item["value"]
draw_text("Arial", str(settingVal),
text_color if i == menuIndex else dark_color,
(500-slides["display"][1], 240+((50*(i-menuIndex))-slides["display"][0])), shadow=True)
titleWidth = draw_text("BigArial", lang.languages[args.lang][0], text_color,
(20-slides["display"][1], 90+((50*(-menuIndex))-slides["display"][0])), shadow=True)
screen.blit(resources["sprite"]["player"][2], (128-slides["display"][1],
90+((50*(-menuIndex))-slides["display"][0])))
draw_text("Arial", lang.languages[args.lang][16], dark_color,
(45+titleWidth-slides["display"][1], 120+((50*(-menuIndex))-slides["display"][0])), shadow=True)
draw_text("Arial", lang.languages[args.lang][2], dark_color,
(40-slides["display"][1], 150+((50*(-menuIndex))-slides["display"][0])), shadow=True)
elif menuLevel == "savePicker":
lvlIndex = 0
menuMax = len(saves)-1
for i, item in enumerate(saves):
itemSize = draw_text("Arial", item.capitalize(),
text_color if i == menuIndex else dark_color,
((50-slides["display"][1])+(slides["trans"][1]*(i+1)/2),
240+((50*(i-menuIndex))-slides["display"][0])),
shadow=True)
screen.blit(resources["sprite"]["player"][2], (((-10)-slides["display"][1])+(slides["trans"][1]*(i+1)/2),
220+((50*(i-menuIndex))-slides["display"][0])))
titleWidth = draw_text("BigArial", lang.languages[args.lang][17], text_color,
(20-slides["display"][1], 90+((50*(-menuIndex))-slides["display"][0])), shadow=True)
draw_text("Arial", lang.languages[args.lang][18], dark_color,
(40-slides["display"][1], 150+((50*(-menuIndex))-slides["display"][0])), shadow=True)
draw_text("Arial", lang.languages[args.lang][19], dark_color,
(40-slides["display"][1], 190+((50*(-menuIndex))-slides["display"][0])), shadow=True)
elif lvl.recursive_folder_check(lvlpack_list, menuLevel):
folder_contents = {"back": {"title": "Back to the Menu"}}
folder_contents.update(lvl.recursive_level_collector(lvlpack_list, menuLevel)["contents"])
menuMax = len(folder_contents)-1
newLvlTimer += dt*max(abs(newLvlTimer)/5000, 2)
newLvlTimer = round(newLvlTimer)
if newLvlTimer > 150000:
menuBackLevelPack = "./levels/" + lvl.get_random_levelpack(lvlpack_list)
levelset = convert.LevelSet(menuBackLevelPack, "file")
menuBackLevel = randint(0, len(levelset)-1)
debug_info["lvl"] = f"levels/{menuBackLevelPack}#{menuBackLevel}"
map_content = lvl.Level(levelset.level_data["game"][menuBackLevel], res, bg_color=(settings["bgcr"]["value"]*5, settings["bgcg"]["value"]*5, settings["bgcb"]["value"]*5) )
newLvlTimer = -150000
lvlDirW = randint(-1, 1)
lvlDirH = randint(-1, 1)
lvlIndex = 0
lvlModH = menuIndex + ((newLvlTimer / 1500) * lvlDirH)
lvlModW = (newLvlTimer / 1200) * lvlDirW
map_content.render(res, slides, screen, resources, tiles, dt, mod=lvlModH, modw=lvlModW, parallax=3, player=False, modsize=50, after_shade=True)
screen.blit(resources["sprite"]["shade"], (0, 0))
biggestItem = 0
for i, item in enumerate(folder_contents.values()):
item = item["title"]
itemSize = draw_text("Arial", item[:item.index("(")] if "(" in item else item,
titleRainbow if i == menuIndex else dark_color,
((50-slides["display"][1])+(slides["trans"][1]*(i+1)),
240+((50*(i-menuIndex))-slides["display"][0])),
shadow=True)
if itemSize > biggestItem:
biggestItem = itemSize
for i, item in enumerate(folder_contents.values()):
item = item["title"]
if "(" in item:
if i == menuIndex:
extraRainbow = [titleRainbow[0]-64, titleRainbow[1]-64, titleRainbow[2]-64]
draw_text("Arial", item[item.index("("):],
extraRainbow if i == menuIndex else (96, 96, 128),
((biggestItem+100-slides["display"][1])+(slides["trans"][1]*(i+1)),
240+((50*(i-menuIndex))-slides["display"][0])),
shadow=True, center=False)
if titleRainbow[0] >= 255:
if titleRainbow[2] > 160:
titleRainbow[2] -= 1
else:
titleRainbow[1] += 1
if titleRainbow[1] >= 255:
titleRainbow[0] -= 1
elif titleRainbow[1] >= 255:
if titleRainbow[0] > 160:
titleRainbow[0] -= 1
else:
titleRainbow[2] += 1
if titleRainbow[2] >= 255:
titleRainbow[1] -= 1
elif titleRainbow[2] >= 255:
if titleRainbow[1] > 160:
titleRainbow[1] -= 1
else:
titleRainbow[0] += 1
if titleRainbow[0] >= 255:
titleRainbow[2] -= 1
titleWidth = draw_text("BigArial", lang.languages[args.lang][0], titleRainbow,
(20-slides["display"][1], 90+((50*(-menuIndex))-slides["display"][0])), shadow=True)
screen.blit(resources["sprite"]["player"][2], (128-slides["display"][1],
90+((50*(-menuIndex))-slides["display"][0])))
draw_text("Arial", lang.languages[args.lang][16], dark_color,
(45+titleWidth-slides["display"][1], 120+((50*(-menuIndex))-slides["display"][0])), shadow=True)
draw_text("Arial", lang.languages[args.lang][2], dark_color,
(40-slides["display"][1], 150+((50*(-menuIndex))-slides["display"][0])), shadow=True)
else:
level_data = lvl.recursive_level_collector(lvlpack_list, menuLevel)
titles = level_data['title'].partition('(')
levelList = list(range(level_data['len']))
menuMax = len(levelList)-1
lvlIndex = max(0, min(menuMax, lvlIndex))
lvls_can_fit = int(res[0]/165)
for i in range(len(levelList)):
if (290-((lvlIndex//lvls_can_fit)*160)-slides["display"][0]+(160*((i-lvls_can_fit)//lvls_can_fit))) > res[0]:
continue
if i == lvlIndex:
screen.blit(resources["sprite"]["selbutton"],
(15+(160*(i % lvls_can_fit))-slides["display"][1], 250-((lvlIndex//lvls_can_fit)*160)-slides["display"][0]+(160*(i//lvls_can_fit))))
draw_text("BigArial", str(i+1), text_color,
(50+(160*(i % lvls_can_fit))-slides["display"][1],
290-((lvlIndex//lvls_can_fit)*160)-slides["display"][0]+(160*(i//lvls_can_fit))), shadow=True, center=True)
else:
screen.blit(resources["sprite"]["lvlbutton"],
(15+(160*(i % lvls_can_fit))-slides["display"][1], 250-((lvlIndex// lvls_can_fit)*160)-slides["display"][0]+(160*(i// lvls_can_fit))))
draw_text("BigArial", str(i+1), dark_color,
(50+(160*(i % lvls_can_fit))-slides["display"][1],
290-((lvlIndex// lvls_can_fit)*160)-slides["display"][0]+(160*(i// lvls_can_fit))), shadow=True, center=True)
if save.check_savedata('Completed', menuLevel + '#' + str(i), username):
screen.blit(resources["sprite"]["lvlchecked"],
(80 + (160 * (i % lvls_can_fit)) - slides["display"][1],
300 - ((lvlIndex // lvls_can_fit) * 160) - slides["display"][0] + (160 * (i // lvls_can_fit))))
else:
screen.blit(resources["sprite"]["lvlcheck"],
(80 + (160 * (i % lvls_can_fit)) - slides["display"][1],
300 - ((lvlIndex // lvls_can_fit) * 160) - slides["display"][0] + (160 * (i // lvls_can_fit))))
titleWidth = draw_text("BigArial", titles[0], text_color,
(20-slides["display"][1],
90+((160*(-(lvlIndex // lvls_can_fit)))-slides["display"][0])), shadow=True)
draw_text("Arial", titles[2][:-1], dark_color,
(35+titleWidth-slides["display"][1],
120+((160*(-(lvlIndex // lvls_can_fit)))-slides["display"][0])), shadow=True)
draw_text("Arial", level_data['desc'], dark_color,
(40-slides["display"][1],
150+((160*(-(lvlIndex // lvls_can_fit)))-slides["display"][0])), shadow=True)
if showDebugInfo:
debug_show()
screen.blit(resources["sprite"]["vignette"], (0, 0))
pygame.display.flip()
pygame.quit()