Amélioration générateur de niveau

This commit is contained in:
Tituya 2020-07-09 23:11:24 +02:00
parent e635a33306
commit b26c513cbe
14 changed files with 153 additions and 8 deletions

BIN
AST3.g3a

Binary file not shown.

151
AST3generator.py Normal file
View File

@ -0,0 +1,151 @@
"""
Programme de création de niveau pour A Switch to the top fait par Tituya
Pour le CPC#26
"""
import pygame
from pygame.locals import *
def newgrille():
global grille
grille=\
["1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1"],\
["1","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","1"],\
["1","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","1"],\
["1","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","1"],\
["1","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","1"],\
["1","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","1"],\
["1","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","1"],\
["1","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","1"],\
["1","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","1"],\
["1","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","1"],\
["1","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","1"],\
["1","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","1"],\
["1","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","0","1"],\
["1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1","1"]
newgrille()
"""
s="10001011111011111111111111000101dd10001111dddd11110000101dd100010000000000011111m1dd1aaa1000ccccddd110s00010013331000000000011dddd110010001000dd00000100000000010e01000dd00000011111100011111dddddddd1111k000000010000111001111111111111101000000000111111000010000100000000000000010K010000100011100000011110t0100001000111000ddd1111000101111101111111111111"
grille=[]
for j in range(14):
grille.append([])
for i in range(25):
grille[-1].append(s[i+25*j])"""
p = open("src/set.c","w+")
p.write("#include \"setlevel.h\"\n#include <gint/std/string.h>\nvoid set_level(int id_level, char level[], int *startx, int *starty, char *gravity, char check_coin){\nswitch(id_level){")
#Defini la suite des blocs pendant les changements (cliquer sur un 1 va donner un 2, cliquer sur un 11 un 0...)
suite=["0","1","d","s","e","k","3","K","a","c","m","t"]
def place():
level = font.render(str(id_level),1,(0,0,0))
levelgr = font.render(str(gravityid),1,(0,0,0))
for a in range(14):
for b in range(25):
if grille[a][b]=="0":
pygame.draw.rect(fenetre,(255,255,255),((52*b, 52*a), (52, 52)))
if grille[a][b]=="1":
fenetre.blit(pygame.transform.scale(solid_0,(52,52)),(52*b,52*a))
if grille[a][b]=="s":
fenetre.blit(pygame.transform.scale(player,(39,39)),(52*b,52*a+13))
if grille[a][b]=="e":
fenetre.blit(pygame.transform.scale(end,(52,52)),(52*b,52*a))
if grille[a][b]=="d":
fenetre.blit(pygame.transform.scale(dead,(52,52)),(52*b,52*a))
if grille[a][b]=="k":
fenetre.blit(pygame.transform.scale(key1,(52,52)),(52*b,52*a))
if grille[a][b]=="c":
fenetre.blit(pygame.transform.scale(chrono1,(52,52)),(52*b,52*a))
if grille[a][b]=="3":
fenetre.blit(pygame.transform.scale(keyblock,(52,52)),(52*b,52*a))
if grille[a][b]=="m":
fenetre.blit(pygame.transform.scale(chrono2,(52,52)),(52*b,52*a))
if grille[a][b]=="K":
fenetre.blit(pygame.transform.scale(key2,(52,52)),(52*b,52*a))
if grille[a][b]=="a":
fenetre.blit(pygame.transform.scale(key2block,(52,52)),(52*b,52*a))
if grille[a][b]=="t":
fenetre.blit(pygame.transform.scale(coin,(52,52)),(52*b,52*a))
fenetre.blit(level, (10, 10))
fenetre.blit(levelgr, (10, 60))
pygame.display.flip()
pygame.init()
pygame.display.set_caption('AST3 generator (Tituya)')
fenetre = pygame.display.set_mode((25*52, 14*52))
font = pygame.font.SysFont('arial',25,True)
id_level = 1
gravity = ""
gravityid = 0
solid_0 = pygame.image.load("editor/img/solid_0.png").convert()
player = pygame.image.load("editor/img/player.png").convert()
keyblock = pygame.image.load("editor/img/keyblock.png").convert()
key2block = pygame.image.load("editor/img/key2block.png").convert()
chrono1 = pygame.image.load("editor/img/chrono1.png").convert()
chrono2 = pygame.image.load("editor/img/chrono2.png").convert()
key1 = pygame.image.load("editor/img/key1.png").convert_alpha()
key2 = pygame.image.load("editor/img/key2.png").convert_alpha()
end = pygame.image.load("editor/img/end.png").convert_alpha()
dead = pygame.image.load("editor/img/dead.png").convert()
coin = pygame.image.load("editor/img/coin.png").convert_alpha()
for a in range(14):
for b in range(25):
pygame.draw.rect(fenetre,(255,255,255),((52*b, 52*a), (52, 52)))
place()
securite=False
while securite==False:
#boucle permettant l'affichage
for event in pygame.event.get():
if event.type==QUIT:
securite=True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_TAB:
p.write(f"case {id_level}:\nmemcpy(level,\""+str(grille).replace("]","").replace("(","").replace(")","").replace("'","").replace("[","").replace(" ","").replace(",","")+"\",350);\nbreak;\n")
gravity+=f"case {id_level}:\n*default_gravity = {gravityid};\nbreak;\n"
id_level+=1
newgrille()
place()
if event.key == pygame.K_LSHIFT:
if gravityid:
gravityid=0
else:
gravityid=1
place()
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
x=int(event.pos[0]/52)
y=int(event.pos[1]/52)
for i in range(len(suite)):
if grille[y][x] == suite[i]:
if i!=len(suite)-1:
grille[y][x]=suite[i+1]
break
else:
grille[y][x]=suite[0]
break
pygame.draw.rect(fenetre,(255,255,255),((52*x, 52*y), (52, 52)))
place()
if event.button == 2:
p.write("}if(check_coin) for (int i = 0; level[i]!='\\0' ; i++) if(level[i]=='t') level[i]='0';\nset_gravity(id_level, gravity);\nunsigned int x = 0;\
\nunsigned int y = 0;\nunsigned int i = 0;\nwhile (i!=strlen(level)){\nswitch(level[i]){\ncase 's':\n*startx = x;\n*starty = y;\nbreak;}\nx+=16;\nif(x==16*25){x=0;\ny+=16;}i++;}}\n\
void set_gravity(int id_level, char *default_gravity){\nswitch(id_level){\n"+gravity+"}}")
if event.button == 3:
x=int(event.pos[0]/52)
y=int(event.pos[1]/52)
for i in range(len(suite)):
if grille[y][x] == suite[i]:
if i!=len(suite)+1:
grille[y][x]=suite[i-1]
break
else:
grille[y][x]=suite[len(suite)]
break
pygame.draw.rect(fenetre,(255,255,255),((52*x, 52*y), (55, 55)))
place()

BIN
editor/img/chrono1.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 136 B

BIN
editor/img/chrono2.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 141 B

BIN
editor/img/coin.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 230 B

BIN
editor/img/dead.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 102 B

BIN
editor/img/end.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 265 B

BIN
editor/img/key1.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 266 B

BIN
editor/img/key2.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 258 B

BIN
editor/img/key2block.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 322 B

BIN
editor/img/keyblock.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 312 B

BIN
editor/img/player.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 308 B

BIN
editor/img/solid_0.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 116 B

View File

@ -1,24 +1,18 @@
#include "setlevel.h"
#include <gint/std/string.h>
/*How to add your level ?
You must to copy + paste your level info into the switch(id_level) The number after "case" correspond to the number of your level
Then you must to set the default gravity into the function set_gravity() like the previous one. 0 down and 1 is up.
*/
void set_level(int id_level, char level[], int *startx, int *starty, char *gravity, char check_coin)
{
switch(id_level)
{
case 1:
memcpy(level,"10001011111011111111111111000101dd10001111dddd11110000101dd100010000000000011111m1dd1aaa1000ccccddd110s00010013331000000000011dddd110010001000dd00000100000000010e01000dd00000011111100011111dddddddd1111k000000010000111001111111111111101000000000111111000010000100000000000000010K010000100011100000011110t0100001000111000ddd1111000101111101111111111111",350);
memcpy(level,"10001011111011111111111111000101dd10001111dddd11110000101dd100010000000000011111m1dd1aaa1000ccccddd110s00010013331000000000011dddd110010001000dd00000100000000010e01000dd00000011111100011111dddddddd1111k000000010000111001111111111111101000000000111111000010000100000000000000010K010000100011100000011110t0100001000111000ddd1111000101111101111111111111",350);
break;
case 2:
memcpy(level,"111001111111100d0d0011111100000111ddd000d0d0000001100000000000000dtd00000e1111111ddd111111111111111100000000000000000000d0000111111111dd111110100d000110001100000000010100d0001000011000000000d0d00d0000000000000000000d0d00d00001111dd111000000d0d00111111000011111ddd00d0d00111111000011111ddd00d0d001111110s0011111ddd00d0d0011111111001111111100d0d0011111",350);
break;
case 3:
memcpy(level,"11010011111011111111111111101001dd10001111dddd11110001001dd10001000000000001111001dd100010001111ddd110s00010010001000000000011dddd110010001000dd00000100000000010e01000dd00000011111100011111dddddddd1111ddddd00010000111001111111111111101000000000111111000100000100000000000000011010000010001110000001111101000001000111000ddd1111101001111101111111111111",350);
memcpy(level,"11111111111001111111111111000111dddd000000000100013000111dddd00000000010003300000000dd11111000010e03100000000dd03a01000011111111110000dd03a01000000001100s1dd00ddt3a0100000000110001dd00dd1110100000000110001dd0Kdd00001ddd000ddd10001dd00dd00001111100ddd10001dd00dd00001000000ddd30001dd0000000010k000000330001dd0000000010000000031d00111111100111111111111",350);
break;
}