File size: 6,431 Bytes
e5ddb64 | 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 | import pygame
import json
import time
import math
# --- Configuration ---
WIDTH, HEIGHT = 800, 600
FPS = 60
WHITE = (255, 255, 255)
CYAN = (0, 255, 204)
PINK = (255, 0, 85)
GOLD = (255, 215, 0)
BLACK = (5, 5, 5)
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
font = pygame.font.SysFont("Courier New", 18, bold=True)
# --- Game State ---
class GameState:
def __init__(self):
self.current_level = 0
self.jumps = 0
self.pb = self.load_pb()
self.editing = False
self.loading = False
self.levels = self.load_levels()
self.reset_player()
def reset_player(self):
self.px, self.py = 50, 500
self.vx, self.vy = 0, 0
self.grounded = False
def load_pb(self):
try:
with open("pb.txt", "r") as f: return int(f.read())
except: return float('inf')
def save_pb(self):
if self.jumps < self.pb:
with open("pb.txt", "w") as f: f.write(str(self.jumps))
self.pb = self.jumps
def load_levels(self):
try:
with open("levels.json", "r") as f: return json.load(f)
except:
# Default Level 1
return [[{"rect": [0, 550, 200, 20], "type": "normal"},
{"rect": [720, 100, 50, 50], "type": "goal"}]]
def save_levels(self):
with open("levels.json", "w") as f: json.dump(self.levels, f)
state = GameState()
# --- 4D Tesseract Loading Screen ---
def draw_tesseract_loader():
start_time = time.time()
angle = 0
while time.time() - start_time < 3:
screen.fill(BLACK)
angle += 0.05
center = (WIDTH // 2, HEIGHT // 2)
# Draw projection
s1 = 40 + math.sin(angle) * 10
s2 = 80
for s in [s1, s2]:
pts = [
(center[0]-s, center[1]-s), (center[0]+s, center[1]-s),
(center[0]+s, center[1]+s), (center[0]-s, center[1]+s)
]
pygame.draw.lines(screen, CYAN, True, pts, 2)
# Connecting lines
for i in [-1, 1]:
for j in [-1, 1]:
pygame.draw.line(screen, CYAN, (center[0]+i*s1, center[1]+j*s1), (center[0]+i*s2, center[1]+j*s2), 1)
txt = font.render("STABILIZING DIMENSIONS...", True, CYAN)
screen.blit(txt, (WIDTH//2 - 120, HEIGHT//2 + 120))
pygame.display.flip()
clock.tick(FPS)
# --- Main Loop ---
running = True
new_plat_start = None
current_type = "normal"
while running:
screen.fill(BLACK)
dt = clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Editor Controls
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_e: state.editing = not state.editing
if event.key == pygame.K_s and state.editing: state.save_levels()
if event.key == pygame.K_n and state.editing: # New Level
state.levels.append([{"rect": [0, 550, 200, 20], "type": "normal"}])
state.current_level = len(state.levels) - 1
if state.editing:
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1: new_plat_start = event.pos
if event.button == 3: # Right click cycle type
types = ["normal", "bouncy", "goal"]
current_type = types[(types.index(current_type) + 1) % 3]
if event.type == pygame.MOUSEBUTTONUP and event.button == 1:
end_x, end_y = event.pos
x, y = min(new_plat_start[0], end_x), min(new_plat_start[1], end_y)
w, h = abs(new_plat_start[0] - end_x), abs(new_plat_start[1] - end_y)
state.levels[state.current_level].append({"rect": [x, y, w, h], "type": current_type})
new_plat_start = None
if not state.editing:
# Physics
keys = pygame.key.get_pressed()
if keys[pygame.K_a] or keys[pygame.K_LEFT]: state.vx -= 0.8
if keys[pygame.K_d] or keys[pygame.K_RIGHT]: state.vx += 0.8
if (keys[pygame.K_SPACE] or keys[pygame.K_UP] or keys[pygame.K_w]) and state.grounded:
state.vy = -11
state.jumps += 1
state.grounded = False
state.vy += 0.5 # Gravity
state.vx *= 0.85 # Friction
state.px += state.vx
state.py += state.vy
# Screen Wrap
if state.px < 0: state.px = WIDTH
if state.px > WIDTH: state.px = 0
if state.py > HEIGHT: state.reset_player()
# Collisions
state.grounded = False
for p in state.levels[state.current_level]:
r = pygame.Rect(p["rect"])
player_rect = pygame.Rect(state.px - 10, state.py - 10, 20, 20)
if player_rect.colliderect(r):
if p["type"] == "goal":
state.save_pb()
if state.current_level < len(state.levels) - 1:
state.current_level += 1
draw_tesseract_loader()
state.reset_player()
else:
print("All Levels Clear!")
running = False
elif state.vy > 0 and state.py < r.top + 10:
state.py = r.top - 10
state.vy *= -1.4 if p["type"] == "bouncy" else -0.5
if abs(state.vy) < 1:
state.vy = 0
state.grounded = True
# --- Drawing ---
# Draw Platforms
for p in state.levels[state.current_level]:
color = CYAN if p["type"] == "normal" else (PINK if p["type"] == "bouncy" else GOLD)
pygame.draw.rect(screen, color, p["rect"])
# Draw Player
pygame.draw.circle(screen, WHITE, (int(state.px), int(state.py)), 10)
# UI
mode_txt = "EDITOR MODE (S: Save, R-Click: Change Type)" if state.editing else f"LEVEL: {state.current_level+1} | JUMPS: {state.jumps}"
pb_txt = f"PB: {state.pb if state.pb != float('inf') else '--'}"
screen.blit(font.render(mode_txt, True, WHITE), (10, 10))
screen.blit(font.render(pb_txt, True, WHITE), (10, 35))
if state.editing:
screen.blit(font.render(f"TYPE: {current_type.upper()}", True, GOLD), (10, 60))
pygame.display.flip()
pygame.quit() |