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wad.py
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270 lines (204 loc) · 7.4 KB
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# WAD HANDLER
import math
class map:
def __init__(self, number, name, desc, trck, data):
self.number = number
self.name = name
self.data = data
self.trck = trck
# text description of the map
self.desc = desc
# size = [x_size, y_size]
self.size = [len(data[0]), len(data)]
# separate these into two distinct
# size variables, just for convenience
self.x_size = self.size[0]
self.y_size = self.size[1]
def get_BGM(self):
return self.trck
def get_player_start(self):
# make these 0 initially so we will default to (0, 0) coordinates
# if playerstart is not defined
playerstart_x = 0
playerstart_y = 0
for y in range(len(self.data)):
for x in range(len(self.data[0])):
if self.data[y][x].playerstart:
playerstart_x = x
playerstart_y = y
return [playerstart_x, playerstart_y]
def get_sector(self, x, y):
# sectors are centered at integer coordinates
# their boundaries are at (integer + 0.5)
if (x - int(x)) >= 0.5:
x = int(x) + 1
elif (x - int(x)) <= -0.5:
x = int(x) - 1
else:
x = int(x)
if (y - int(y)) >= 0.5:
y = int(y) + 1
elif (y - int(y)) <= -0.5:
y = int(y) - 1
else:
y = int(y)
return self.data[y][x]
def get_size(self):
return self.size
def get_data(self):
return self.data
def get_number(self):
return self.number
def get_name(self):
return self.name
def get_desc(self):
return self.desc
class sector:
def __init__(self, x, y, wall=False, threat=False, key1=False, key2=False, key3=False, door1=False, door2=False, door3=False, end=False, playerstart=False, secret=False):
# where the sector is located on the map
self.x = int(x)
self.y = int(y)
# is this a wall? (non-traversable)
self.wall = bool(wall)
# is this a threat? (kills player)
self.threat = bool(threat)
# is this a key? (can be picked up)
self.key1 = bool(key1)
self.key2 = bool(key2)
self.key3 = bool(key3)
# is this a door? (can only be traversed with a key)
self.door1 = bool(door1)
self.door2 = bool(door2)
self.door3 = bool(door3)
# is this the level ending? (finishes map)
self.end = end
# is this the starting position for player?
self.playerstart = playerstart
# should this NOT be shown on the map?
self.secret = secret
def take_key1(self):
self.key1 = False
def take_key2(self):
self.key2 = False
def take_key3(self):
self.key3 = False
def get_pos(self):
return [self.x, self.y]
def get_flags(self):
return [self.wall, self.threat, self.key1, self.key2, self.key3, self.door1, self.door2, self.door3, self.end, self.playerstart, self.secret]
def has_flags(self):
return bool(self.wall or self.threat or self.key1 or self.key2 or self.key3 or self.door1 or self.door2 or self.door3 or self.end or self.playerstart or self.secret)
class player:
def __init__(self, x, y):
self.x = x
self.y = y
self.orient = [[1,0],
[0,1]]
self.angle = 0
self.key1 = False
self.key2 = False
self.key3 = False
self.alive = True
self.lin_speed = 3
self.rot_speed = 20
def get_pos(self):
return [self.x, self.y]
def get_orient(self):
return self.orient
def is_alive(self):
return self.alive
def kill(self):
self.alive = False
def rotate(self, rotation):
# rotations is in angles
self.angle += rotation * self.rot_speed
rad1 = math.radians(self.angle)
rad2 = math.radians(self.angle + 90)
self.orient = [[math.cos(rad1), math.sin(rad1)],
[math.cos(rad2), math.sin(rad2)]]
def move(self, movement):
# this is just matrix calculations
# Q: Why not use numpy? A: WhY NoT UsE nuMpY!?!?11
self.x += movement[0] * self.orient[0][0] * self.lin_speed
self.x += movement[1] * self.orient[1][0] * self.lin_speed
self.y += movement[0] * self.orient[0][1] * self.lin_speed
self.y += movement[1] * self.orient[1][1] * self.lin_speed
def give_key1(self):
self.key1 = True
def give_key2(self):
self.key2 = True
def give_key3(self):
self.key3 = True
def has_key1(self):
return self.key1
def has_key2(self):
return self.key2
def has_key3(self):
return self.key3
# we read maps from .wad files
# they are actually just .txt files with a fancy extension
def read_map(map_filename):
if not map_filename.endswith(".wad"):
map_filename += ".wad"
map_file = open(map_filename, "r")
map_lines = map_file.readlines()
# read metadata
for line in map_lines:
if line.startswith("name = "):
map_name = line[7:-1]
elif line.startswith("desc = "):
map_desc = line[7:-1]
elif line.startswith("numr = "):
map_numr = int(line[7:-1])
elif line.startswith("trck = "):
map_trck = line[7:-1]
map_data = []
y = 0
# read sectors
for line in map_lines:
if line.startswith("D|"):
map_data.append([])
line = line[2:-1]
x = 0
for char in line:
# mapping of flags: (x, y, wall, threat, key1, key2, key3, door1, door2, door3, end, playerstart)
# regular traversable sector
if char == ".":
new_sector = sector(x, y)
# secret traversable sector
elif char == "_":
new_sector = sector(x, y, secret=True)
# wall
elif char == "#":
new_sector = sector(x, y, wall=True)
# secret wall
elif char == "!":
new_sector = sector(x, y, wall=True, secret=True)
# end
elif char == "E":
new_sector = sector(x, y, end=True)
# threat
elif char == "X":
new_sector = sector(x, y, threat=True)
# keys
elif char == "a":
new_sector = sector(x, y, key1=True)
elif char == "b":
new_sector = sector(x, y, key2=True)
elif char == "c":
new_sector = sector(x, y, key3=True)
# doors
elif char == "A":
new_sector = sector(x, y, door1=True)
elif char == "B":
new_sector = sector(x, y, door2=True)
elif char == "C":
new_sector = sector(x, y, door3=True)
# playerstart
elif char == "P":
new_sector = sector(x, y, playerstart=True)
map_data[y].append(new_sector)
x += 1
y += 1
new_map = map(map_numr, map_name, map_desc, map_trck, map_data)
return new_map