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levels.py
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levels.py
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import pygame
from block import *
from player import Player
class StarterLevel:
def __init__(self, screen_width, screen_height, block_size):
# create the objects in the level
floor = [Block(i * block_size, screen_height -
block_size, block_size) for i in range(5)]
wall = []
for i in range(3):
block = floor[i]
rotated_block = Block(block.rect.x + 750,
block.rect.y - 380, block_size)
rotated_block.image = pygame.transform.rotate(block.image, 90)
if i == 0:
wall.append(rotated_block)
else:
prev_block = wall[i - 1]
offset_y = prev_block.rect.y - 3 * block_size
new_block = Block(rotated_block.rect.x - i * block_size,
rotated_block.rect.y + offset_y, block_size)
new_block.image = rotated_block.image
wall.append(new_block)
player = Player(100, 100, 50, 50)
exit_door = ExitDoor(wall[-1], block_size, 90)
exit_door.rotate_block(90)
# create sprite groups for collision detection and rendering
objects_group = pygame.sprite.Group()
objects_group.add(floor)
objects_group.add(wall)
objects_group.add(exit_door)
self.objects_group = objects_group
self.player = player
self.exit_door = exit_door
self.name = "Lvl1"
class Level1:
def __init__(self, screen_width, screen_height, block_size):
floor = [Block(i * block_size, screen_height -
block_size, block_size) for i in range(5)]
# create an array of blocks for the platform
platform_blocks = [Block(
i * block_size, screen_height - 5*block_size, block_size) for i in range(6, 10)]
platform_blocks_inner = [InnerBlock(
i * block_size, screen_height - 4*block_size, block_size) for i in range(6, 10)]
platform_blocks_down = [Block(
i * block_size, screen_height - 2*block_size, block_size) for i in range(6, 10)]
platform_blocks_inner_down = [InnerBlock(
i * block_size, screen_height - block_size, block_size) for i in range(6, 10)]
wall = []
for i in range(3):
block = floor[i]
rotated_block = Block(block.rect.x + 1510,
block.rect.y - 380, block_size)
rotated_block.image = pygame.transform.rotate(block.image, 90)
if i == 0:
wall.append(rotated_block)
else:
prev_block = wall[i - 1]
offset_y = prev_block.rect.y - 3 * block_size
new_block = Block(rotated_block.rect.x - i * block_size,
rotated_block.rect.y + offset_y, block_size)
new_block.image = rotated_block.image
wall.append(new_block)
spikes = Danger(floor[-1], 70, 70, 0)
spikes.rotate_block(90)
spikes.on()
spikes.loop()
spikes.rect.y -= 30
# create exit door
exit_door = ExitDoor(wall[0], block_size, 180)
exit_door.rotate_block(180)
player = Player(100, 100, 50, 50)
# create sprite groups for collision detection and rendering
objects_group = pygame.sprite.Group()
objects_group.add(spikes)
objects_group.add(floor)
objects_group.add(platform_blocks)
objects_group.add(platform_blocks_inner)
objects_group.add(platform_blocks_down)
objects_group.add(platform_blocks_inner_down)
objects_group.add(wall)
objects_group.add(exit_door)
self.objects_group = objects_group
self.player = player
self.exit_door = exit_door
self.name = "Lvl2"
class Level2:
def __init__(self, screen_width, screen_height, block_size):
floor = [Block(i * block_size, screen_height -
2*block_size, block_size) for i in range(1, 3)]
floor_1 = [Block(i * block_size, screen_height -
2*block_size, block_size) for i in range(4, 7)]
floor_2 = [Block(i * block_size, screen_height -
5*block_size, block_size) for i in range(6, 9)]
floor_3 = [Block(i * block_size, screen_height -
5*block_size, block_size) for i in range(10, 12)]
floor_4 = [Block(i * block_size, screen_height -
5*block_size, block_size) for i in range(-4, -2)]
wall = []
for i in range(3):
block = floor_1[i]
rotated_block = Block(block.rect.x + 750,
block.rect.y + 0, block_size)
rotated_block.image = pygame.transform.rotate(block.image, 90)
if i == 0:
wall.append(rotated_block)
else:
prev_block = wall[i - 1]
offset_y = prev_block.rect.y - 3 * block_size
new_block = Block(rotated_block.rect.x - i * block_size,
rotated_block.rect.y + offset_y, block_size)
new_block.image = rotated_block.image
wall.append(new_block)
# Creating Spikes
spikes = Danger(floor[-1], 70, 70, 0)
spikes.rotate_block(90)
spikes.on()
spikes.loop()
spikes.rect.y -= 30
spikes_under = Danger(floor_2[-1], 70, 70, 0)
spikes_under.rotate_block(180)
spikes_under.on()
spikes_under.loop()
spikes_under.rect.y -= 30
# create exit door
exit_door = ExitDoor(floor_3[-1], block_size, 180)
exit_door.rotate_block(180)
# create sprite groups for collision detection and rendering
player = Player(150, 100, 50, 50)
objects_group = pygame.sprite.Group()
objects_group.add(spikes)
objects_group.add(spikes_under)
objects_group.add(floor)
objects_group.add(floor_1)
objects_group.add(floor_2)
objects_group.add(floor_3)
objects_group.add(floor_4)
objects_group.add(wall)
objects_group.add(exit_door)
self.objects_group = objects_group
self.player = player
self.exit_door = exit_door
self.name = "Lvl3"
class Level3:
def __init__(self, screen_width, screen_height, block_size):
# create floor
floor = [SpaceBlock(i * block_size, screen_height - 2 * block_size, block_size) for i in range(-5, 14)]
# create upper platform
upper_platform = [SpaceBlock(i * block_size, screen_height - 8 * block_size, block_size) for i in range(2, 8)]
# create middle platform
middle_platform = [SpaceBlock(i * block_size, screen_height - 14 * block_size, block_size) for i in range(-1, 6)]
# create left wall
left_wall = [SpaceBlock(-2 * block_size, screen_height - (i + 2) * block_size, block_size) for i in range(5)]
# create right wall
right_wall = [SpaceBlock(screen_width - block_size * 2, screen_height - (i + 2) * block_size, block_size) for i in range(5)]
# Creating Spikes
spikes = Danger(middle_platform[4], 70, 70, 0)
spikes.rotate_block(90)
spikes.on()
spikes.loop()
spikes.rect.y -= 30
spikes2 = Danger(upper_platform[1], 70, 70, 0)
spikes2.rotate_block(90)
spikes2.on()
spikes2.loop()
spikes2.rect.y -= 30
spikes3 = Danger(right_wall[-1], 70, 70, 0)
spikes3.rotate_block(90)
spikes3.on()
spikes3.loop()
spikes3.rect.y -= 30
spikes3.rect.x += 30
# create exit door
exit_door = ExitDoor(right_wall[-1], block_size, 270)
exit_door.rotate_block(-90)
# create sprite groups for collision detection and rendering
player = Player(150, 100, 50, 50)
objects_group = pygame.sprite.Group()
objects_group.add(spikes)
objects_group.add(spikes2)
objects_group.add(spikes3)
objects_group.add(floor)
objects_group.add(upper_platform)
objects_group.add(middle_platform)
objects_group.add(left_wall)
objects_group.add(right_wall)
objects_group.add(exit_door)
self.objects_group = objects_group
self.player = player
self.exit_door = exit_door
self.name = "LvlSpace"