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main.py
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@namespace
class SpriteKind:
Wall = SpriteKind.create()
def manageOverlap(player2: Sprite, wall: Sprite):
global Comments
Comments = "Overlap analysis BOTTOM - RIGHT corner"
if player2.bottom > wall.bottom and player2.right > wall.right:
wall.z = depthBack
if player2.bottom - wall.bottom < 5:
player2.bottom = wall.bottom + 5
player2.left = wall.right + 0
Comments = "Overlap analysis BOTTOM - LEFT corner"
if player2.bottom > wall.bottom and player2.right < wall.right:
wall.z = depthBack
if player2.bottom - wall.bottom < 5:
player2.bottom = wall.bottom + 5
player2.right = wall.left + 0
Comments = "Overlap analysis BOTTOM side"
if player2.bottom > wall.bottom and player2.right == wall.right:
wall.z = depthBack
if player2.bottom - wall.bottom < 5:
player2.bottom = wall.bottom + 5
Comments = "Overlap analysis TOP - LEFT corner"
if player2.bottom < wall.bottom and player2.right < wall.right:
wall.z = depthFront
if player2.bottom - wall.bottom < 10:
player2.y += 0
Comments = "Overlap analysis TOP - RIGHT corner"
if player2.bottom < wall.bottom and player2.right > wall.right:
wall.z = depthFront
if player2.bottom - wall.bottom < 10:
player2.bottom = wall.bottom - 10
Comments = "Overlap analysis TOP side"
if player2.bottom < wall.bottom and player2.right == wall.right:
wall.z = depthFront
if player2.bottom - wall.bottom < 10:
player2.bottom = wall.bottom - 10
def on_up_pressed():
animation.run_image_animation(player1,
assets.animation("""
player-1-back
"""),
200,
True)
controller.up.on_event(ControllerButtonEvent.PRESSED, on_up_pressed)
def on_button_released():
animation.stop_animation(animation.AnimationTypes.ALL, player1)
controller.any_button.on_event(ControllerButtonEvent.RELEASED, on_button_released)
def on_left_pressed():
animation.run_image_animation(player1,
assets.animation("""
player-1-left-side
"""),
200,
True)
controller.left.on_event(ControllerButtonEvent.PRESSED, on_left_pressed)
def on_on_overlap(sprite, otherSprite):
manageOverlap(sprite, otherSprite)
sprites.on_overlap(SpriteKind.player, SpriteKind.Wall, on_on_overlap)
def on_right_pressed():
animation.run_image_animation(player1,
assets.animation("""
player-1-right-side
"""),
200,
True)
controller.right.on_event(ControllerButtonEvent.PRESSED, on_right_pressed)
def defineTimeMap():
global wallXLocations, wallYLocations
wallXLocations = [0,
1,
2,
3,
4,
5,
6,
7,
8,
9,
10,
11,
12,
13,
14,
0,
14,
0,
14,
0,
14,
0,
8,
14,
0,
14,
0,
14,
0,
14,
0,
8,
14,
0,
14,
0,
14,
0,
14,
0,
14,
0,
14,
0,
1,
2,
3,
4,
5,
6,
7,
8,
9,
10,
11,
12,
13,
14]
wallYLocations = [0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
1,
1,
2,
2,
3,
3,
4,
4,
4,
5,
5,
6,
6,
7,
7,
8,
8,
8,
9,
9,
10,
10,
11,
11,
12,
12,
13,
13,
14,
14,
14,
14,
14,
14,
14,
14,
14,
14,
14,
14,
14,
14,
14]
def on_down_pressed():
animation.run_image_animation(player1,
assets.animation("""
player-1-front
"""),
200,
True)
controller.down.on_event(ControllerButtonEvent.PRESSED, on_down_pressed)
def manageBorders(object: Sprite):
global Comments
Comments = "RIGHT side TileMap"
if object.x >= 220:
object.set_position(218, object.y)
return True
Comments = "LEFT side TileMap"
if object.x <= 23:
object.set_position(26, object.y)
return True
Comments = "TOP side TileMap"
if object.y <= 16:
object.set_position(object.x, 18)
return True
Comments = "BOTTOM side TileMap"
if object.y >= 221:
object.set_position(object.x, 218)
object.z = depthBack
return True
object.z = depthMiddle
return False
def createTileMap():
wallList: List[Sprite] = []
index = 0
while index <= len(wallYLocations) - 1:
wallList[index] = sprites.create(assets.tile("""
wall
"""), SpriteKind.Wall)
index += 1
index2 = 0
while index2 <= len(wallList):
tiles.place_on_tile(wallList[index2],
tiles.get_tile_location(wallXLocations[index2], wallYLocations[index2]))
index2 += 1
wallYLocations: List[number] = []
wallXLocations: List[number] = []
Comments = ""
depthFront = 0
depthMiddle = 0
depthBack = 0
player1: Sprite = None
tiles.set_tilemap(tilemap("""
level-1
"""))
player1 = sprites.create(img("""
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
"""),
SpriteKind.player)
player1.z = 100
tiles.place_on_tile(player1, tiles.get_tile_location(3, 3))
controller.move_sprite(player1)
scene.camera_follow_sprite(player1)
depthBack = 80
depthMiddle = 100
depthFront = 120
player1.z = depthMiddle
defineTimeMap()
createTileMap()
def on_on_update():
pass
game.on_update(on_on_update)