-
Notifications
You must be signed in to change notification settings - Fork 0
/
glitchlands.py
1461 lines (1383 loc) · 74 KB
/
glitchlands.py
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
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
import os, time, json, random, shutil, webbrowser
from functools import cmp_to_key
from argparse import ArgumentParser
from lib import*
from lib_glitchlands import*
from lib_glitchlands import player, objects, ui, particles
import pygame
pygame.mixer.pre_init(44100, -16, 2, 1024)
pygame.init()
try: from PygameShader import shader
except ImportError: shader = None
class AssetLoader:
def __init__(self):
Assets.set_dir("assets_glitchlands")
def load(self): # load main assets
self.player = Assets.load_spritesheet_dir("player", (32, 32), (64, 64), hflip=True, vflip=True)
self.backgrounds = Assets.load_spritesheet("ui/backgrounds.png", (64, 64), (128, 128), alpha=False)
self.sounds = Assets.load_sound_dir("sounds")
charset = "ABCDEFGHIJKLMNOPQRSTUVWXYZ %/0123456789.,:?!()+-'"
self.font = Assets.load_font("ui/font.png", (10, 12), (20, 24), charset=charset)
self.font.set_char_widths(.5, "'")
self.font_outlined = Assets.load_font("ui/font_outlined.png", (12, 14), (24, 28), charset=charset)
self.font_outlined.set_char_widths(.5, ":'")
self.font_small = Assets.load_font("ui/font_small.png", (8, 10), (16, 20))
self.font_small.set_char_widths(1.1, "MW")
self.font_small.set_char_widths(.5, ":'")
self.font_small.set_char_widths(.4, " ")
self.ui = Collection()
self.ui.add("menu_buttons", Assets.load_spritesheet("ui/menu_buttons.png", (96, 16), (192, 32)))
self.ui.add("menu_buttons_small", Assets.load_spritesheet("ui/menu_buttons_small.png", (18, 14), (36, 28)))
self.ui.add("menu_icons", Assets.load_spritesheet("ui/menu_icons.png", (9, 9), (18, 18)))
self.ui.add("slot_buttons", Assets.load_spritesheet("ui/slot_buttons.png", (96, 64), (192, 128)))
self.ui.add("switch", Assets.load_spritesheet("ui/switch.png", (64, 16), (128, 32)))
self.ui.add("slider", Assets.load_spritesheet("ui/slider.png", (64, 8), (128, 16)))
self.ui.add("dialogue_container", Assets.load_image("ui/dialogue_container.png", (784, 160)))
self.ui.add("crystal_counter", Assets.load_spritesheet("ui/crystal_counter.png", (24, 16), (48, 32)))
self.ui.add("key_icons", Assets.load_spritesheet("ui/key_icons.png", (12, 12), (24, 24)))
self.ui.add("credits", Assets.load_text("ui/credits.txt"))
terrain_image = Assets.load_image("objects/terrain.png")
self.terrain = [ # terrain[type][style][num]
Assets.load_terrain(terrain_image, [ # blocks
(0, 6, 0), (0, 6, 4), (0, 6, 8), (0, 0, 0), (0, 0, 4), (0, 0, 8), (0, 17, 4), (0, 21, 0)
], (16, 16), (32, 32)),
Assets.load_terrain(terrain_image, [ # beams
(1, 12, 0), (1, 12, 4), (1, 12, 8), (1, 17, 8), (1, 22, 8)
], (16, 16), (32, 32)),
Assets.load_terrain(terrain_image, [ # bridges
(2, 17, 1),(2, 17, 2), (2, 17, 0)
], (16, 16), (32, 32)),
Assets.load_terrain(terrain_image, [ # spikes
(3, 0, 3)
], (16, 16), (32, 32))
]
self.objects = Collection()
self.objects.add("upgrade_stand", Assets.load_spritesheet("objects/upgrade_stand.png", (32, 32), (64, 64)))
self.objects.add("fire_trap", Assets.load_spritesheet("objects/fire_trap.png", (16, 32), (32, 64), vflip=True))
self.objects.add("saw_trap", Assets.load_spritesheet("objects/saw_trap.png", (38, 38), (76, 76), hflip=True))
self.objects.add("crusher", Assets.load_spritesheet("objects/crusher.png", (64, 48), (128, 96)))
self.objects.add("falling_platform", Assets.load_spritesheet("objects/falling_platform.png", (32, 16), (64, 32)))
self.objects.add("one_way_gate", Assets.load_spritesheet("objects/one_way_gate.png", (48, 48), (96, 96), hflip=True))
self.objects.add("goo", Assets.load_image("objects/goo.png", (128, 128)))
self.objects.add("npc", Assets.load_spritesheet("objects/npc.png", (32, 32), (64, 64), hflip=True))
self.objects.add("bat", Assets.load_spritesheet("objects/bat.png", (46, 28), (92, 56), hflip=True))
for name in ("upgrades", "button", "dark_spikes", "rgb_spikes", "glitch_crystal"):
self.objects.add(name, Assets.load_spritesheet(f"objects/{name}.png", (16, 16), (32, 32)))
self.decoration = Collection()
self.decoration.add("title", Assets.load_spritesheet("decoration/title.png", (256, 64), (512, 128)))
self.decoration.add("credit_top", Assets.load_spritesheet("decoration/credit_top.png", (150, 10), (450, 30)))
self.decoration.add("credit_bottom", Assets.load_spritesheet("decoration/credit_bottom.png", (150, 10), (450, 30)))
self.decoration.add("meteor", Assets.load_spritesheet("decoration/meteor.png", (44, 56), (44*2, 56*2)))
self.decoration.add("upgrade_deco_1", self.objects["upgrades"].get(x=0, y=0))
self.decoration.add("upgrade_deco_2", self.objects["upgrades"].get(x=0, y=1))
self.decoration.add("upgrade_deco_3", self.objects["upgrades"].get(x=0, y=2))
self.decoration.add("vines", Assets.load_spritesheet("decoration/vines.png", (48, 48), (96, 96)))
self.decoration.add("signs", Assets.load_spritesheet("decoration/signs.png", (32, 32), (64, 64)))
self.decoration.add("virus_transition", Assets.load_image("virus/transition.png", (800, 480), alpha=False))
self.particles = Collection()
self.particles.add("spawn", Assets.load_spritesheet("decoration/spawn.png"))
sil = Assets.load_image("decoration/silhouette.png", (64, 128))
self.particles.add("silhouette", sil)
self.particles.add("silhouette_hflip", pygame.transform.flip(sil, True, False))
self.particles.add("circle_red", self.circle_particle(RED))
self.particles.add("circle_green", self.circle_particle(GREEN))
self.particles.add("circle_blue", self.circle_particle(BLUE))
self.particles.add("circle_white", self.circle_particle(WHITE))
self.particles.add("circle_black", self.circle_particle(BLACK))
self.particles.add("square_red", self.square_particle(RED))
self.particles.add("square_green", self.square_particle(GREEN))
self.particles.add("square_blue", self.square_particle(BLUE))
self.particles.add("square_white", self.square_particle(WHITE))
self.particles.add("square_black", self.square_particle(BLACK))
self.map = Collection()
self.map.add("data", Assets.load_text("map/data.json", json_=True))
self.map.add("icons", Assets.load_spritesheet("map/icons.png", (15, 15), (30, 30)))
def load_virus(self): # load assets only used for the virus bossfight
if hasattr(self, "virus"):
return
self.virus = Collection()
self.virus.add("idle", Assets.load_spritesheet("virus/idle.png", (200, 104), (800, 416)))
self.virus.add("mad", Assets.load_spritesheet("virus/mad.png", (200, 104), (800, 416)))
self.virus.add("side", Assets.load_spritesheet("virus/side.png", (116, 96), (464, 384), hflip=True))
split_frames = Assets.load_spritesheet("virus/split.png", (24, 48), (96, 192))
self.virus.add("split_left", split_frames[0])
self.virus.add("split_right", split_frames[1])
self.virus.add("tentacle_drill", Assets.load_spritesheet("virus/tentacle_drill.png", (32, 32), (64, 64), vflip=True))
self.virus.add("hit_button", Assets.load_spritesheet("virus/hit_button.png", (32, 16), (64, 32)))
self.virus.add("infection", Assets.load_spritesheet("virus/infection.png", (32, 16), (64, 32), hflip=True))
self.virus.add("crystal_barrier", Assets.load_spritesheet("virus/crystal_barrier.png", (32, 16), (64, 32)))
self.virus.add("arena_barrier", Assets.load_spritesheet("virus/arena_barrier.png", (32, 16), (64, 32)))
self.virus.add("tombstone", Assets.load_spritesheet("virus/tombstone.png", (32, 48), (64, 96)))
def unload_virus(self):
if hasattr(self, "virus"):
del self.virus
def load_preload(self): # load specific assets before main assets (such as the game icon)
if hasattr(self, "preload"):
return
self.preload = Collection()
self.preload.add("icon", pygame.image.load(Assets.get("ui/icon.png")))
def circle_particle(self, color):
surface = Assets.sized_surface(8, 8)
pygame.draw.circle(surface, color, (4, 4), 4)
return surface
def square_particle(self, color):
surface = Assets.sized_surface(8, 8)
surface.fill(color)
return surface
def save_slot_image(self, slot, fn):
if fn is not None and os.path.isfile(fn):
with open(fn) as f:
save_data = json.load(f)
else:
save_data = None
im = self.ui["slot_buttons"][0 if save_data is None else save_data.get("difficulty", 0)+1].copy()
cx = im.get_width()//2
if slot >= 0:
text = self.font_small.render(f"Slot {slot+1}")
im.blit(text, (cx-text.get_width()//2, 10))
if save_data is not None:
icon = None
if save_data.get("completed_time") is not None:
icon = 4 if save_data["completed_time"] == GlobalSave.best_time and GlobalSave.speedrun_mode else 5
if icon is not None:
im.blit(self.ui.get("menu_icons")[icon], (im.get_width()-10-18, 10))
text = self.font_small.render(["Rookie", "Normal", "Master"][save_data.get("difficulty", 0)])
im.blit(text, (cx-text.get_width()//2, 42))
if GlobalSave.speedrun_mode and save_data.get("completed_time") is not None: t = save_data["completed_time"]
else: t = save_data.get("elapsed_time", 0)
hours, rem = divmod(t, 3600)
minutes, seconds = divmod(rem, 60)
text = self.font_small.render("{:0>2}:{:0>2}:{:0>2}".format(int(hours), int(minutes), math.ceil(seconds)))
im.blit(text, (cx-text.get_width()//2, 64))
deaths = save_data.get("death_count", 0)
text = self.font_small.render("1 death" if deaths == 1 else f"{deaths} deaths")
im.blit(text, (cx-text.get_width()//2, 86))
elif slot < 0:
text = self.font_small.render("Saving is\ndisabled")
im.blit(text, (cx-text.get_width()//2, 42))
else:
text = self.font_small.render("Empty")
im.blit(text, (cx-text.get_width()//2, 64))
return im
def shield_static(self, sheet, copies=1, min_alpha=0, max_alpha=128):
out = Spritesheet(sheet.width*copies, sheet.height*copies, hflip=sheet.hflip, vflip=sheet.vflip)
for frame in sheet.sprites:
for _ in range(copies):
surface = frame.copy()
for x in range(0, surface.get_width(), 2):
for y in range(0, surface.get_height(), 2):
if surface.get_at((x, y)) == (69, 69, 69, 255):
pygame.draw.rect(surface, (255, 255, 255, random.randint(min_alpha, max_alpha)), (x, y, 2, 2))
out.add(surface)
return out
class GameController(GameControllerBase):
def __init__(self):
super().__init__()
self.save_slot = 0
for drive in ("U",):
if os.path.exists(drive+":\\"): self.save_base = drive+":\\glitchlands_save"
GlobalSave.save_file = os.path.join(self.save_base, "glitchlands", "global.json")
GlobalSave.load()
Settings.save_file = os.path.join(self.save_base, "settings.json")
Settings.load_else_preset()
self.shown_settings = []
if not RASPBERRY_PI: self.shown_settings.append("windowed")
self.shown_settings.extend(["show_fps", "show_hitboxes"])
if PYGAME_2: self.shown_settings.append("vsync")
self.shown_settings.extend(["low_detail", "reduce_motion"])
if shader is None:
if Settings.enable_shaders:
Settings.enable_shaders = False
print("PygameShader module is required to enable shaders")
else:
self.shown_settings.append("enable_shaders")
if GlobalSave.unlock_speedrun:
self.shown_settings.append("speedrun_mode")
def init_display(self):
super().init_display()
pygame.display.set_caption("Glitchlands")
pygame.display.set_icon(self.assets.preload.get("icon"))
def init_level(self, begin=True):
self.in_game = True
self.frame = 0
self.load_level_full((0, 0, 0)) # load level data
self.player = player.Player(self) # create player
self.background.change_to(self.level.background)
self.checkpoint = Checkpoint(self.level.level_pos, left=self.player.x, bottom=self.player.y+self.player.recth)
self.npc_dialogue = DialogueState()
self.xscroll, self.xscroll_target = 0, 0
self.scroll_bounds = int(self.game_width*.51)
self.ambience_timer = None
self.visited_levels = {self.level.level_pos}
self.visited_npcs = set()
self.visited_one_ways = set()
self.visited_final_world = False
self.crystal_count, self.max_crystal_count, self.crystal_requirements = 0, 12, [5, 4, 3]
self.death_count = 0
self.elapsed_time = 0
self.completed_time = None
self.splits = []
if begin:
self.disable_pause()
self.restore_progress()
def init(self):
self.assets = AssetLoader()
self.assets.load_preload()
self.in_game = False
self.should_toggle_in_game = False
self.level = None
self.xscroll, self.xscroll_target = 0, 0
self.glitch_chance = -1
self.difficulty = 1
self.transition = None
super().init()
MusicManager.load_loop_data(Assets.get("music/loop.json"))
self.assets.load()
self.background = Background(self, random.randint(0, 6))
self.set_menu(MENU_MAIN)
def save_progress(self):
now = time.perf_counter()
self.elapsed_time += now-self.elapsed_time_start
self.elapsed_time_start = now
fn = self.get_save_file()
if fn is None: return
save_data = {
"checkpoint": self.checkpoint.to_json(),
"abilities": self.player.abilities.to_json(),
"splits": [[split[0], split[1]] for split in self.splits]
}
for attr in ("visited_levels", "visited_npcs", "visited_one_ways"):
save_data[attr] = list(getattr(self, attr))
for attr in ("visited_final_world", "crystal_count", "glitch_chance", "difficulty",
"death_count", "elapsed_time", "completed_time"):
save_data[attr] = getattr(self, attr)
os.makedirs(os.path.dirname(fn), exist_ok=True)
with open(fn, "w") as f:
json.dump(save_data, f, separators=(",", ":"))
def restore_progress(self):
fn = self.get_save_file()
if fn is None or not os.path.isfile(fn):
self.create_levels_auto(clear=True)
self.load_music()
return
with open(fn) as f:
save_data = json.load(f)
self.checkpoint.load_json(save_data["checkpoint"])
self.player.abilities.load_json(save_data["abilities"])
for attr in ("visited_levels", "visited_npcs", "visited_one_ways"):
setattr(self, attr, set(tuple(pos) for pos in save_data.get(attr, getattr(self, attr))))
for attr in ("visited_final_world", "crystal_count", "glitch_chance", "difficulty",
"death_count", "elapsed_time", "completed_time"):
setattr(self, attr, save_data.get(attr, getattr(self, attr)))
self.splits = [(split[0], split[1], self.format_elapsed(split[1])) for split in save_data.get("splits", [])]
self.restore_checkpoint(initial=True)
def restore_checkpoint(self, cp=None, initial=False):
if cp is None: cp = self.checkpoint
assert cp.valid
if self.level.level_pos != cp.level_pos or initial:
if self.level.level_pos[0] == cp.level_pos[0] and self.level.level_pos[2] == cp.level_pos[2]:
self.xscroll += (self.level.level_pos[1]-cp.level_pos[1])*self.game_width
else:
self.xscroll = 0
self.xscroll_target = 0
self.append_visited(cp.level_pos, only_next=True)
self.load_level_full(cp.level_pos)
self.create_levels_auto(clear=True)
self.load_music()
self.player.reset()
self.player.move_hitbox(left=cp.left, right=cp.right, top=cp.top, bottom=cp.bottom, centerx=cp.centerx)
if initial: self.player.facing_right = cp.facing_right
self.player.revive()
self.player.update_hitbox()
self.push_particle(particles.AnimatedParticle(self, "spawn", self.player.hitbox.center, anim_delay=3))
self.background.change_to(self.level.background, change_dir=False)
if not self.scroll_right and self.xscroll > 0: self.xscroll = 0
elif not self.scroll_left and self.xscroll < 0: self.xscroll = 0
def get_save_file(self, slot=None):
if slot is None: slot = self.save_slot
if slot < 0: return None
return os.path.join(self.save_base, "glitchlands", f"slot{slot}.json")
def skip_intro(self):
self.player.abilities.set_all(False)
self.glitch_chance = 3000
self.checkpoint = Checkpoint((1, 0, 0), centerx=self.game_width//2, top=0, facing_right=False)
self.restore_checkpoint(initial=True)
def defeat_virus(self):
elapsed = self.get_elapsed_time()
if self.completed_time is None:
self.completed_time = elapsed
self.add_split("Game completed")
unlock = SUBMENU_NO_UNLOCK
if not self.difficulty in GlobalSave.completed_difficulties:
GlobalSave.completed_difficulties.append(self.difficulty)
if GlobalSave.best_time is None or elapsed < GlobalSave.best_time:
GlobalSave.best_time = elapsed
if GlobalSave.speedrun_mode:
unlock = SUBMENU_BEST_TIME
if not GlobalSave.unlock_speedrun and elapsed < 60*60:
unlock = SUBMENU_UNLOCK_SPEEDRUN
GlobalSave.unlock_speedrun = True
self.shown_settings.append("speedrun_mode")
if not GlobalSave.unlock_master:
unlock = SUBMENU_UNLOCK_MASTER_SPEEDRUN
elif not GlobalSave.unlock_master:
unlock = SUBMENU_UNLOCK_MASTER
GlobalSave.unlock_master = True
GlobalSave.save()
self.glitch_chance = -1
self.save_progress()
self.in_game = False
self.level = None
self.set_menu(MENU_COMPLETION, unlock)
def load_level_full(self, pos):
self.level = LevelData(pos)
self.level.load()
self.load_level_left()
self.load_level_right()
self.load_level_top()
self.load_level_bottom()
def load_level_left(self):
self.scroll_left = not Settings.reduce_motion and self.level.scroll_left
if self.level.level_pos_left is not None and self.level.exists(self.level.level_pos_left):
self.level_left = LevelData(self.level.level_pos_left)
self.level_left.load()
else:
self.level_left = None
self.scroll_left = False
def load_level_right(self):
self.scroll_right = not Settings.reduce_motion and self.level.scroll_right
if self.level.level_pos_right is not None and self.level.exists(self.level.level_pos_right):
self.level_right = LevelData(self.level.level_pos_right)
self.level_right.load()
else:
self.level_right = None
self.scroll_right = False
def load_level_top(self):
if self.level.level_pos_top is not None and self.level.exists(self.level.level_pos_top):
self.level_top = LevelData(self.level.level_pos_top)
self.level_top.load()
else:
self.level_top = None
def load_level_bottom(self):
if self.level.level_pos_bottom is not None and self.level.exists(self.level.level_pos_bottom):
self.level_bottom = LevelData(self.level.level_pos_bottom)
self.level_bottom.load()
else:
self.level_bottom = None
def load_music(self, name=None):
if Settings.volume_music == 0:
MusicManager.load(None)
return
if name is None: # no name specified, auto-detect
if self.level is not None:
name = f"world{self.level.level_pos[0]}"
elif not self.in_game:
name = "menu"
elif name == "none":
name = None
MusicManager.load(Assets.get(f"music/{name}.ogg"))
def play_sound(self, name, volume=1):
if Settings.volume_sfx == 0: return
sound = self.assets.sounds.get(name)
sound.set_volume(Settings.volume_sfx*volume)
sound.play()
def get_elapsed_time(self):
if self.selection.menu != MENU_IN_GAME: return self.elapsed_time
return self.elapsed_time+time.perf_counter()-self.elapsed_time_start
def add_split(self, name=None):
if name is None: name = "Unknown"
elapsed = self.get_elapsed_time()
self.splits.append((name, elapsed, self.format_elapsed(elapsed)))
def format_elapsed(self, elapsed):
hours, rem = divmod(elapsed, 3600)
minutes, rem = divmod(rem, 60)
seconds, milliseconds = divmod(rem, 1)
formatted = "{:0>2}:{:0>2}.{:0>2}".format(int(minutes), int(seconds), math.ceil(milliseconds*100))
if hours > 0: formatted = "{:0>2}:".format(int(hours))+formatted
return formatted
def get_block_objects(self):
return self.objects_nocollide+self.objects_collide
def get_deco_objects(self):
return self.background_deco+self.foreground_deco+self.glitch_zones
def get_all_objects(self):
return self.get_block_objects()+self.get_deco_objects()
def enable_pause(self, menu=MENU_PAUSED):
self.save_progress()
self.background.generate_pause_image()
self.set_menu(menu)
if menu in (MENU_PAUSED, MENU_MAP): self.play_sound("pause")
def disable_pause(self):
if self.selection.menu in (MENU_PAUSED, MENU_MAP): self.play_sound("unpause")
self.elapsed_time_start = time.perf_counter()
self.set_menu(MENU_IN_GAME)
def adjust_music_volume(self, prev, cur):
if cur == 0: MusicManager.stop()
elif prev == 0: self.load_music()
else: MusicManager.set_volume(cur)
def set_menu(self, menu, submenu=0, idx=(0, 0)):
self.ui_objects = []
mx = [0, 0]
scrollable = False
buttons = self.assets.ui.get("menu_buttons")
buttons_small = self.assets.ui.get("menu_buttons_small")
if not self.in_game and menu == MENU_MAIN:
ui.create_graphic(self, self.assets.decoration.get("title"), cy=160, anim_delay=30)
nums = [0, 2, 3]
for i, num in enumerate(nums):
ui.create_button(self, buttons[num], (0, i), cy=320+i*40)
ui.create_button(self, buttons_small[0], (0, len(nums)), cx=self.game_width-30, cy=25, hit_inflate=(12, 12))
mx = [0, len(nums)+1]
if not RASPBERRY_PI:
ui.create_button(self, buttons_small[1], (0, len(nums)+1), hit_inflate=(12, 12),
cx=self.game_width-30, cy=self.game_height-25)
mx[1] += 1
self.load_music()
elif self.in_game and menu == MENU_PAUSED:
nums = [10, 2, 11]
if GlobalSave.unlock_master and self.level.level_pos[0] == 0 and all(pos[0] == 0 for pos in self.visited_levels):
nums.insert(-1, 12)
elif GlobalSave.speedrun_mode:
nums.insert(-1, 15)
ui.create_text(self, "Paused", cy=160)
for i, num in enumerate(nums):
ui.create_button(self, buttons[num], (0, i), cy=220+i*40)
mx = [0, len(nums)]
elif menu == MENU_SLOT_SELECT:
if submenu in (SUBMENU_SLOT_SELECT, SUBMENU_COPY_SLOT):
if submenu == SUBMENU_SLOT_SELECT:
ui.create_text(self, "Select save file", cy=130)
else:
ui.create_text(self, "Select destination", cy=130)
nums = range(4) if self.save_slot < 4 else range(4, 8)
for i, num in enumerate(nums):
im = self.assets.save_slot_image(num, self.get_save_file(num))
ui.create_button(self, im, (i, 0), cx=self.game_width//2+(-(len(nums)-1)/2+i)*198, cy=250)
ui.create_button(self, buttons[1], [(0, 1), (1, 1)], cx=self.game_width//2-99, cy=370)
ui.create_button(self, buttons[19 if self.save_slot < 4 else 18], [(2, 1), (3, 1)],
cx=self.game_width//2+99, cy=370)
mx = [len(nums), 2]
elif submenu in (SUBMENU_SLOT_ACTION, SUBMENU_DIFFICULTY_SELECT):
if submenu == SUBMENU_SLOT_ACTION:
nums = [9, 1, 4, 5]
ui.create_text(self, "Load file", cy=130)
else:
nums = [6, 1, 7, 8 if GlobalSave.unlock_master else 13]
ui.create_text(self, "Select difficulty", cy=130)
ui.create_graphic(self, self.assets.save_slot_image(self.save_slot, self.get_save_file()))
ui.create_button(self, buttons[nums[0]], (0, 0), cx=300, cy=360)
ui.create_button(self, buttons[nums[1]], (0, 1), cx=300, cy=400)
ui.create_button(self, buttons[nums[2]], (1, 0), cx=500, cy=360)
ui.create_button(self, buttons[nums[3]], (1, 1), cx=500, cy=400)
mx = [2, 2]
elif submenu == SUBMENU_CONFIRM_DELETE:
ui.create_text(self, f"Delete slot {self.save_slot+1}?", cy=200)
ui.create_button(self, buttons[17], (0, 0), cx=self.game_width//2-110, cy=270)
ui.create_button(self, buttons[16], (1, 0), cx=self.game_width//2+110, cy=270)
mx = [2, 1]
elif menu == MENU_SETTINGS:
switch = self.assets.ui.get("switch")
ui.create_text(self, "Settings", cy=70)
x, y = self.game_width//2, 130 if len(self.shown_settings) > 7 else 150
for i, attr in enumerate(self.shown_settings):
cls = GlobalSave if attr in GlobalSave.all else Settings # i love oop
text = ui.create_text(self, cls.display_names.get(attr, ""), cy=y)
text.rect.right = x-20
obj = ui.create_button(self, switch[1 if cls.get(attr) else 2], (0, i), cy=y)
obj.rect.left = x
y += 40
x += 270
ui.create_text(self, "Music", cx=x, cy=190)
ui.create_slider(self, "volume_music", 1 if RASPBERRY_PI else 0.5, [(1, 0), (1, 1), (1, 2), (1, 3)],
cx=x, cy=215, callback=self.adjust_music_volume)
ui.create_text(self, "SFX", cx=x, cy=270)
ui.create_slider(self, "volume_sfx", 1 if RASPBERRY_PI else 0.5, [(1, 4), (1, 5)],
cx=x, cy=295)
ui.create_button(self, buttons[1], [(1, 6), (1, 7)], cx=x, cy=390)
mx = [2, len(self.shown_settings)]
elif menu in (MENU_CREDITS, MENU_COMPLETION):
self.background.still_image = Assets.sized_surface(self.game_size)
self.background.still_image.fill((30, 30, 30))
if menu == MENU_CREDITS:
ui.create_graphic(self, self.assets.decoration.get("title"), cy=500, anim_delay=30)
text = ui.create_text(self, self.assets.ui.get("credits"))
text.rect.top = 700
ui.create_graphic(self, self.assets.player.get("walk").sprites_hflip, cx=700, cy=850, anim_delay=6)
ui.create_graphic(self, self.assets.objects.get("crusher")[0], cx=100, cy=1300)
ui.create_graphic(self, self.assets.objects.get("fire_trap")[:3], cx=700, cy=1700, anim_delay=6)
scrollable = True
else:
ui.create_graphic(self, self.assets.decoration.get("title"), cy=120, anim_delay=30)
hours, rem = divmod(self.elapsed_time, 3600)
minutes, rem = divmod(rem, 60)
seconds, milliseconds = divmod(rem, 1)
text = "Congratulations!\nYou have beaten the game\non "
text += ["Rookie", "Normal", "Master"][self.difficulty]
text += " difficulty.\n\nTime: "
text += "{:0>2}:{:0>2}:{:0>2}:{:0>2}".format(int(hours), int(minutes), int(seconds), math.ceil(milliseconds*100))
text += f" Deaths: {self.death_count}\n\n"
if submenu == SUBMENU_UNLOCK_MASTER: text += "Master difficulty has\nbeen unlocked"
elif submenu == SUBMENU_UNLOCK_SPEEDRUN: text += "Speedrun mode has been\nunlocked"
elif submenu == SUBMENU_UNLOCK_MASTER_SPEEDRUN: text += "Master difficulty and\n speedrun mode have been\nunlocked"
elif submenu == SUBMENU_BEST_TIME: text += "New personal best!"
else: text += "Press any button to continue"
ui.create_text(self, text, cy=340)
self.selection.disable_mouse()
self.load_music()
elif menu == MENU_MAP:
level_size = (100, 60)
color_key = [
(170, 186, 206), # light
(213, 177, 149),
(194, 194, 194),
(147, 197, 150),
(209, 169, 191),
(181, 169, 201),
(213, 204, 158),
(85, 69, 49), # dark
(42, 78, 106),
(61, 61, 61),
(108, 58, 105),
(46, 86, 64),
(74, 86, 54),
(42, 51, 97),
(255, 0, 255), # missing
(136, 0, 136),
]
visited = {self.level.level_pos, *self.visited_levels}
level_icons = [] # (num, x, y)
teleporter_lines = [] # (x1, y1, x2, y2)
visited_levels, total_levels = 0, 0
for world, world_data in enumerate(self.assets.map.get("data")):
for pos_string, tile_data in world_data.get("levels", {}).items():
total_levels += 1
pos = (world,)+tuple(int(n) for n in pos_string.split(","))
if pos not in visited and pos != self.level.level_pos: continue
visited_levels += 1
icon_key = {
"upgrade": 2,
"lever": 3,
"crystal": 6 if pos in [npc[1:] for npc in self.visited_npcs] else 5,
"teleporter": 7,
"virus": 8
}
color = tile_data.get("color", 2)
if pos == self.level.level_pos: color = self.background.num
elif color == -1: color = random.randint(0, 6)
elif color == -2: color = random.randint(7, 13)
elif color == -3: color = random.randint(0, 13)
fill = color_key[color]
if color in (7, 8, 9, 10, 11, 12, 13, 15): stroke = tuple(int(n*1.3) for n in fill)
else: stroke = tuple(int(n*.8) for n in fill)
surface = Assets.sized_surface(level_size)
surface.fill(fill)
borders = tile_data.get("borders", [])
pygame.draw.rect(surface, stroke, (0, 0, level_size[0], level_size[1]), 2)
border_w, border_h = math.ceil((level_size[0]-4)/3), math.ceil((level_size[1]-4)/3),
level_left = tuple(tile_data["left"]) if "left" in tile_data else (pos[0], pos[1]-1, pos[2])
level_top = tuple(tile_data["top"]) if "top" in tile_data else (pos[0], pos[1], pos[2]-1)
level_right = tuple(tile_data["right"]) if "right" in tile_data else (pos[0], pos[1]+1, pos[2])
level_bottom = tuple(tile_data["bottom"]) if "bottom" in tile_data else (pos[0], pos[1], pos[2]+1)
if level_left in visited:
if 0 in borders:
pygame.draw.rect(surface, fill, (0, level_size[1]-2-border_h, 3, border_h))
if 1 in borders:
pygame.draw.rect(surface, fill, (0, level_size[1]//2-border_h//2, 3, border_h))
if 2 in borders:
pygame.draw.rect(surface, fill, (0, 2, 3, border_h))
if level_top in visited:
if 3 in borders:
pygame.draw.rect(surface, fill, (2, 0, border_w, 3))
if 4 in borders:
pygame.draw.rect(surface, fill, (level_size[0]//2-border_w//2, 0, border_w, 3))
if 5 in borders:
pygame.draw.rect(surface, fill, (level_size[0]-2-border_w, 0, border_w, 3))
if level_right in visited:
if 6 in borders:
pygame.draw.rect(surface, fill, (level_size[0]-3, 2, 3, border_h))
if 7 in borders:
pygame.draw.rect(surface, fill, (level_size[0]-3, level_size[1]//2-border_h//2, 3, border_h))
if 8 in borders:
pygame.draw.rect(surface, fill, (level_size[0]-3, level_size[1]-2-border_h, 3, border_h))
if level_bottom in visited:
if 9 in borders:
pygame.draw.rect(surface, fill, (level_size[0]-2-border_w, level_size[1]-3, border_w, 3))
if 10 in borders:
pygame.draw.rect(surface, fill, (level_size[0]//2-border_w//2, level_size[1]-3, border_w, 3))
if 11 in borders:
pygame.draw.rect(surface, fill, (2, level_size[1]-3, border_w, 3))
cx = (pos[1]+world_data.get("xofs", 0))*level_size[0]+self.game_width//2
cy = (pos[2]+world_data.get("yofs", 0))*level_size[1]+self.game_height//2
ui.create_graphic(self, surface, cx=cx, cy=cy)
if tile_data.get("icon_name") and (tile_data.get("icon_hide_level") is None or \
tuple(tile_data["icon_hide_level"]) not in visited): # level icon
icon_pos = tile_data.get("icon_pos", [0, 0])
icon_x, icon_y = cx+icon_pos[0]*(level_size[0]//3), cy+icon_pos[1]*(level_size[1]//4)
level_icons.append((icon_key[tile_data["icon_name"]], icon_x, icon_y))
if tile_data.get("warp_target"):
target_pos = tuple(tile_data["warp_target"])
if target_pos in visited or target_pos == self.level.level_pos:
target_world_data = self.assets.map["data"][target_pos[0]]
target_cx = (target_pos[1]+target_world_data.get("xofs", 0))*level_size[0]+self.game_width//2
target_cy = (target_pos[2]+target_world_data.get("yofs", 0))*level_size[1]+self.game_height//2
target_tile_data = target_world_data.get("levels", {})\
.get(",".join([str(n) for n in target_pos[1:]]), {})
target_icon_pos = target_tile_data.get("icon_pos", [0, 0])
teleporter_lines.append((
icon_x,
icon_y,
target_cx+target_icon_pos[0]*(level_size[0]//3),
target_cy+target_icon_pos[1]*(level_size[1]//4)
))
if pos == self.level.level_pos: # player icon
level_icons.insert(0, (
0 if self.player.facing_right else 1,
cx+(self.player.x+self.player.rectw//2-self.game_width//2)/self.game_width*(level_size[0]-30),
cy+(self.player.y+self.player.recth//2-self.game_height//2)/self.game_height*(level_size[1]-30)
))
idx = (self.game_width//2-cx, self.game_height//2-cy)
for x1, y1, x2, y2 in teleporter_lines:
surface = Assets.sized_surface(abs(x2-x1), abs(y2-y1))
pygame.draw.line(surface, WHITE, (x1-min(x1, x2), y1-min(y1, y2)), (x2-min(x1, x2), y2-min(y1, y2)), 3)
if Settings.enable_transparency: surface.set_alpha(64)
line = ui.create_graphic(self, surface, cx=(x1+x2)//2, cy=(y1+y2)//2)
line.hide_ok = True
for num, x, y in level_icons[::-1]:
icon = ui.create_graphic(self, self.assets.map["icons"][num], cx=x, cy=y)
icon.hide_ok = True
self.ui_objects[-1].hide_ok = False
y = 24
graphic = ui.create_graphic(self, self.assets.ui["key_icons"][1 if RASPBERRY_PI else 0],
cx=24, cy=self.game_height-y)
graphic.fixed = graphic.hide_ok = True
text = ui.create_text(self, "Hide UI", cy=self.game_height-y)
text.rect.left = 44
text.fixed = text.hide_ok = True
y += 38
if self.crystal_count > 0: # crystal count
graphic = ui.create_graphic(self, self.assets.ui.get("crystal_counter")[1], cx=34, cy=self.game_height-y)
graphic.fixed = graphic.hide_ok = True
if self.completed_time is not None: total = self.max_crystal_count
else: total = self.crystal_requirements[self.difficulty]
text = ui.create_text(self, f"{self.crystal_count}/{total}", cy=self.game_height-y)
text.rect.left = 48
text.fixed = text.hide_ok = True
y += 38
if self.completed_time is not None: # map completion
graphic = ui.create_graphic(self, self.assets.ui.get("crystal_counter")[2], cx=34, cy=self.game_height-y)
graphic.fixed = graphic.hide_ok = True
text = ui.create_text(self, str(math.floor(visited_levels/total_levels*100))+"%", cy=self.game_height-y)
text.rect.left = 48
text.fixed = text.hide_ok = True
y += 38
scrollable = True
elif menu == MENU_CONFIRM_RESET:
ui.create_text(self, f"Reset slot {self.save_slot+1}?", cy=200)
ui.create_button(self, buttons[17], (0, 0), cx=self.game_width//2-110, cy=270)
ui.create_button(self, buttons[16], (1, 0), cx=self.game_width//2+110, cy=270)
mx = [2, 1]
self.selection.set(idx, mx, menu, submenu)
self.selection.initial = idx
if scrollable:
self.selection.scrollable = True
self.update_scrolling_menu()
elif self.selection.using_mouse:
self.update_cursor_selection()
def launch_selection(self):
sel = self.selection
if sel.idx is None and not sel.scrollable: return
button = None
for button in self.ui_objects:
if isinstance(button, ui.Button) and sel.idx in button.indexes:
break
sound = None if sel.scrollable else "select"
reset_transition = True
if not self.in_game and sel.menu == MENU_MAIN:
if sel.y == 0: self.set_menu(MENU_SLOT_SELECT)
elif sel.y == 1: self.set_menu(MENU_SETTINGS)
elif sel.y == 2: self.set_menu(MENU_CREDITS, SUBMENU_SKIP_CREDITS)
elif sel.y == 3:
self.running = False
sound = None
elif sel.y == 4:
webbrowser.open("https://codefizz.itch.io/glitchlands")
elif self.in_game and sel.menu == MENU_IN_GAME:
return
elif sel.menu == MENU_SLOT_SELECT:
if sel.submenu == SUBMENU_SLOT_SELECT:
if sel.y == 0: # select slot
self.save_slot = sel.x if self.save_slot < 4 else sel.x+4
self.set_menu(sel.menu,
SUBMENU_SLOT_ACTION if os.path.isfile(self.get_save_file()) else SUBMENU_DIFFICULTY_SELECT
)
elif sel.x in (0, 1): # back
self.set_menu(sel.prev_menu)
sound = "return"
elif sel.x in (2, 3): # more slots
self.save_slot = (self.save_slot+4)%8
self.set_menu(sel.menu, sel.submenu, sel.idx)
elif sel.submenu in (SUBMENU_SLOT_ACTION, SUBMENU_DIFFICULTY_SELECT):
if sel.idx == (0, 1): # back
self.set_menu(sel.menu, SUBMENU_SLOT_SELECT, (self.save_slot%4, 0))
sound = "return"
elif sel.submenu == SUBMENU_SLOT_ACTION: # existing save
if sel.idx == (0, 0): # load
self.should_toggle_in_game = True
reset_transition = False
elif sel.idx == (1, 0): # copy
self.copy_slot = self.save_slot
self.set_menu(sel.menu, SUBMENU_COPY_SLOT, (self.copy_slot%4, 0))
elif sel.idx == (1, 1): # delete
self.set_menu(sel.menu, SUBMENU_CONFIRM_DELETE)
else: # start new game
if sel.x == 0: self.difficulty = 0 # rookie
elif sel.y == 0: self.difficulty = 1 # normal
elif GlobalSave.unlock_master: self.difficulty = 2 # master (if unlocked)
else: return # locked
self.should_toggle_in_game = True
reset_transition = False
elif sel.submenu == SUBMENU_COPY_SLOT:
if sel.y == 0:
if self.save_slot < 4: target = sel.x
else: target = sel.x+4
if self.copy_slot != target:
shutil.copy(self.get_save_file(self.copy_slot), self.get_save_file(target))
self.set_menu(sel.menu, SUBMENU_SLOT_SELECT, sel.idx)
del self.copy_slot
elif sel.x in (0, 1): # back
self.set_menu(sel.menu, SUBMENU_SLOT_SELECT, sel.idx)
sound = "return"
elif sel.x in (2, 3): # more slots
self.save_slot = (self.save_slot+4)%8
self.set_menu(sel.menu, sel.submenu, sel.idx)
elif sel.submenu == SUBMENU_CONFIRM_DELETE:
if sel.x == 1:
os.remove(self.get_save_file())
self.set_menu(sel.menu, SUBMENU_SLOT_SELECT, (self.save_slot%4, 0))
else:
self.set_menu(sel.menu, SUBMENU_SLOT_SELECT, (self.save_slot%4, 0))
sound = "return"
elif sel.menu == MENU_SETTINGS:
if sel.x == 0:
attr = self.shown_settings[sel.y]
cls = GlobalSave if attr in GlobalSave.all else Settings
enabled = not cls.get(attr)
cls.set(attr, enabled)
if attr in ("windowed", "vsync"): self.init_display()
cls.save()
if button is not None:
button.update_frames(self.assets.ui.get("switch")[1 if enabled else 2])
elif sel.y == sel.ymax-1 or sel.y == sel.ymax-2:
self.set_menu(sel.prev_menu)
sound = "return"
elif sel.menu == MENU_CREDITS:
if sel.submenu == SUBMENU_SKIP_CREDITS and (Input.start or Input.escape):
self.in_game = False
self.level = None
self.set_menu(MENU_MAIN)
sound = "return"
elif sel.menu == MENU_PAUSED:
if sel.y == 0: # resume
self.disable_pause()
sound = None
elif sel.y == 1: # settings
self.set_menu(MENU_SETTINGS)
elif sel.y == sel.ymax-1: # main menu
self.in_game = False
self.level = None
self.set_menu(MENU_MAIN)
sound = "return"
elif sel.y == sel.ymax-2: # skip/reset (if available)
if GlobalSave.unlock_master and self.level.level_pos[0] == 0 and all(pos[0] == 0 for pos in self.visited_levels):
self.disable_pause()
self.skip_intro()
sound = None
elif GlobalSave.speedrun_mode:
self.set_menu(MENU_CONFIRM_RESET)
elif sel.menu == MENU_COMPLETION:
self.set_menu(MENU_CREDITS, SUBMENU_NO_SKIP_CREDITS)
sound = "select"
elif sel.menu == MENU_CONFIRM_RESET:
if sel.x == 1:
os.remove(self.get_save_file())
self.disable_pause()
self.load_music("none")
self.init_level(begin=False)
self.restore_checkpoint(initial=True)
sound = None
else:
self.set_menu(MENU_PAUSED)
if sound is not None:
self.play_sound(sound)
if reset_transition:
self.transition = None
def update_cursor_selection(self, just_pressed=False, touch_pos=None):
if self.in_game and self.selection.menu == 0: return
prev = None if self.selection.idx is None else self.selection.idx[:]
self.selection.idx = None
x, y = self.get_cursor_pos(touch_pos)
for button in self.ui_objects:
if isinstance(button, ui.Button) and len(button.indexes) > 0 and \
button.rect.inflate(button.hit_inflate).collidepoint(x, y):
self.selection.set(button.indexes[0])
if isinstance(button, ui.Slider) and self.selection.mouse_pressed:
button.set_percent((x-button.rect.left-12)/(button.rect.width-24))
break
if prev != self.selection.idx and self.selection.idx != None:
self.play_sound("hover")
def update_objects(self, objs):
i = 0
while i < len(objs):
objs[i].update()
if objs[i].self_destruct: objs.pop(i)
else: i += 1
def update_scrolling_menu(self):
if self.selection.menu == MENU_MAP:
self.selection.x = min(max(self.selection.x, 100*-3), 100*15)
self.selection.y = min(max(self.selection.y, 60*-6), 60*3)
for obj in self.ui_objects:
if not obj.fixed:
obj.xofs = self.selection.x
obj.yofs = self.selection.y
def update(self):
if self.should_toggle_in_game and (self.transition is None or self.transition.halfway):
if not self.in_game:
if self.transition is not None and self.transition.halfway:
self.should_toggle_in_game = False
self.init_level()
else:
self.show_transition(num=2)
else:
self.should_toggle_in_game = False
self.in_game = False
self.level = None
self.set_menu(self.selection.menu)
self.prev_xscroll = self.xscroll
Input.update(pygame.key.get_pressed())
perf = time.perf_counter()
if Input.any_button or Input.any_direction:
if self.selection.idx is None and not self.selection.scrollable:
self.selection.set((0, 0))
if not (Input.escape or Input.start or Input.select or Input.secondary):
self.selection.button_pressed = True
self.selection.direction_time_x, self.selection.direction_time_y = perf, perf
self.selection.direction_delay = 0.2
self.play_sound("hover")
self.selection.disable_mouse()
if self.in_game and self.selection.menu == MENU_IN_GAME:
self.update_objects(self.glitch_zones)
self.update_objects(self.player_attacks)
if self.npc_dialogue.hidden:
self.player.update_physics()
self.player.update_animations()
if not Settings.low_detail and self.glitch_chance >= 0 and random.randint(0, self.glitch_chance//40) == 0:
if random.randint(0, len(self.get_block_objects())) == 0:
self.background.generate_glitch_image()
else:
block = random.choice(self.get_block_objects())
if isinstance(block, objects.Block): block.generate_glitch_image()
if self.ambience_timer is None or self.ambience_timer == 0:
if self.ambience_timer == 0 and self.level.level_pos[0] > 0:
self.play_sound(f"ambience_{random.randint(1, 6)}", 0.8)
self.ambience_timer = random.randint(10*60, 30*60)
else:
self.ambience_timer -= 1
if not Settings.reduce_motion:
self.background.update()
self.update_objects(self.objects_collide)
self.update_objects(self.background_deco)
self.update_objects(self.foreground_deco)
self.update_objects(self.particles)
if self.xscroll != self.xscroll_target:
if self.frame == 0: self.xscroll = self.xscroll_target
else: self.xscroll = self.ease_to(self.xscroll, self.xscroll_target, 8)
if not self.selection.button_pressed:
if Input.escape or Input.start:
self.enable_pause()
elif (Input.primary or Input.secondary) and self.npc_dialogue.shown:
if self.npc_dialogue.change_frame > 0 and self.npc_dialogue.current.crystals == 0:
self.npc_dialogue.advance()
if self.npc_dialogue.hidden:
self.play_sound("unpause")
self.player.attack_pressed = True
else:
self.play_sound("pause")
elif Input.select and self.player.abilities.map and self.player.teleporter_warp is None:
self.enable_pause(MENU_MAP)
if self.npc_dialogue.hidden:
self.player.update_attacks()
self.npc_dialogue.update()
self.selection.button_pressed = any([
Input.escape, Input.start, Input.select, Input.secondary, Input.primary and self.npc_dialogue.shown
])
else:
Input.update_hardware()
if not Settings.reduce_motion and not self.in_game:
self.background.update()
for obj in self.ui_objects:
obj.update()
if self.selection.menu == MENU_CREDITS:
self.selection.y -= 4 if Input.primary else 2
if self.selection.y < -740-26*self.assets.ui.get("credits").count("\n"):
self.in_game = False
self.level = None
self.set_menu(MENU_MAIN)
else:
self.update_scrolling_menu()
elif self.selection.menu == MENU_MAP:
if Input.select or Input.start:
if not self.selection.button_pressed:
self.disable_pause()
elif Input.stick_amount > Input.joystick_deadzone:
amount = (8 if Input.primary else 5)/Input.joystick_radius
self.selection.x -= amount*math.cos(math.radians(Input.stick_angle))
self.selection.y += amount*math.sin(math.radians(Input.stick_angle))
self.update_scrolling_menu()
if not self.selection.button_pressed:
if Input.escape or Input.secondary:
if self.in_game:
if self.selection.menu in (MENU_PAUSED, MENU_MAP):
self.disable_pause()
else:
self.set_menu(self.selection.prev_menu)
self.play_sound("return")
else:
if self.selection.menu == MENU_MAIN:
if Input.escape:
self.running = False