Merge pull request #42 from BreizhHardware/dev_felix

Dev felix
This commit is contained in:
Félix MARQUET
2025-04-10 15:16:37 +02:00
committed by GitHub
3 changed files with 96 additions and 50 deletions

3
.gitignore vendored
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@@ -15,4 +15,5 @@ map/infinite/*
temp_audio.mp3
output.prof
**/*.pyc
**/*.pyc
__pycache__/

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@@ -5,8 +5,8 @@ from PIL import Image, ImageSequence
class Cinematic:
"""Class to handle cinematics in the game"""
# Class variable to track if level 1 cinematic has been played (shared across all instances)
has_played_level1 = False
# Class variable to track if cinematics have been played (shared across all instances)
played_cinematics = {"Level 1": False, "Level 2": False, "Level 3": False}
def __init__(self):
"""Initialize cinematic resources"""
@@ -28,14 +28,84 @@ class Cinematic:
self.player_image = pygame.transform.scale(self.player_image, (200, 200))
self.princess_image = pygame.transform.scale(self.princess_image, (200, 200))
def _create_gradient_background(
self, screen, start_color=(0, 0, 128), end_color=(0, 0, 0)
):
"""Create a gradient background for the cinematic"""
width, height = screen.get_size()
background = pygame.Surface((width, height))
for y in range(height):
ratio = y / height
r = int(start_color[0] * (1 - ratio) + end_color[0] * ratio)
g = int(start_color[1] * (1 - ratio) + end_color[1] * ratio)
b = int(start_color[2] * (1 - ratio) + end_color[2] * ratio)
pygame.draw.line(background, (r, g, b), (0, y), (width, y))
return background
def _display_cinematic_text(self, screen, lore_text, level_name):
"""Helper function to display cinematic text with animations"""
font = pygame.font.Font(None, 36)
pygame.mixer.init()
cinematic_voice = pygame.mixer.Sound("assets/sound/cinematic_voice.mp3")
gradient_bg = self._create_gradient_background(screen)
screen.blit(gradient_bg, (0, 0))
for i, line in enumerate(lore_text):
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
return False # Skip the cinematic if any key is pressed
# Play the voice audio
cinematic_voice.play()
# Display character images based on text content
if "Sanic" in line:
screen.blit(self.player_image, (100, 400))
if "Zeldo" in line:
screen.blit(self.princess_image, (700, 400))
if "Wheatly" in line or "Wheatley" in line:
for _ in range(46):
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
return False # Skip the cinematic if any key is pressed
boss_frame = self.boss_frames[self.boss_frame_index]
boss_frame = boss_frame.convert("RGBA")
boss_frame = pygame.image.fromstring(
boss_frame.tobytes(), boss_frame.size, boss_frame.mode
)
boss_frame = pygame.transform.scale(boss_frame, (200, 200))
screen.blit(boss_frame, (400, 400))
pygame.display.flip()
pygame.time.wait(100)
self.boss_frame_index = (self.boss_frame_index + 1) % len(
self.boss_frames
)
text_surface = font.render(line, True, (255, 255, 255))
screen.blit(text_surface, (50, 50 + i * 40))
pygame.display.flip()
pygame.time.wait(2000)
cinematic_voice.stop()
# Mark this cinematic as played
Cinematic.played_cinematics[level_name] = True
return True
def play_cinematic(self, game_resources, level_name):
"""Play the cinematic for levels"""
if Cinematic.has_played_level1:
# Check if this cinematic has already been played
if Cinematic.played_cinematics.get(level_name, False):
return
screen = game_resources.displaysurface
if level_name == "Level 1":
screen = game_resources.displaysurface
font = pygame.font.Font(None, 36)
lore_text = [
"Once upon a time in a land far away...",
"A brave hero named Sanic...",
@@ -44,46 +114,23 @@ class Cinematic:
"Wheatly !!!",
"Sanic must rescue Zeldo...",
]
self._display_cinematic_text(screen, lore_text, level_name)
# Initialize the mixer
pygame.mixer.init()
cinematic_voice = pygame.mixer.Sound("assets/sound/cinematic_voice.mp3")
elif level_name == "Level 2":
lore_text = [
"When Sanic arrives at Zeldo's position...",
"He realizes that it's a trap...",
"Zeldo is actually a fake...",
"And the real Zeldo is in another castle...",
]
self._display_cinematic_text(screen, lore_text, level_name)
screen.fill((0, 0, 0))
for i, line in enumerate(lore_text):
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
return # Skip the cinematic if any key is pressed
# Play the voice audio
cinematic_voice.play()
if "Sanic" in line:
screen.blit(self.player_image, (100, 400))
if "Zeldo" in line:
screen.blit(self.princess_image, (700, 400))
if "Wheatly" in line:
for _ in range(46):
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
return # Skip the cinematic if any key is pressed
boss_frame = self.boss_frames[self.boss_frame_index]
boss_frame = boss_frame.convert("RGBA")
boss_frame = pygame.image.fromstring(
boss_frame.tobytes(), boss_frame.size, boss_frame.mode
)
boss_frame = pygame.transform.scale(boss_frame, (200, 200))
screen.blit(boss_frame, (400, 400))
pygame.display.flip()
pygame.time.wait(100)
self.boss_frame_index = (self.boss_frame_index + 1) % len(
self.boss_frames
)
text_surface = font.render(line, True, (255, 255, 255))
screen.blit(text_surface, (50, 50 + i * 40))
pygame.display.flip()
pygame.time.wait(2000)
cinematic_voice.stop()
Cinematic.has_played_level1 = True
elif level_name == "Level 3":
lore_text = [
"Sanic must face the evil boss Wheatley...",
"To rescue the real princess Zeldo...",
"Will Sanic succeed?",
]
self._display_cinematic_text(screen, lore_text, level_name)
else:
print(f"No cinematic available for {level_name}.")

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@@ -36,7 +36,6 @@ class MapParser:
"assets/map/exit/Zeldo.png"
).convert_alpha()
self.cinematic = Cinematic()
self.cinematic_played = False
def load_map(self, map_file):
"""Load and parse a map from JSON file"""
@@ -45,9 +44,8 @@ class MapParser:
map_data = json.load(file)
# If it's level 1, play the cinematic
if map_data.get("name") == "Level 1" and not self.cinematic_played:
if map_data.get("name"):
self.cinematic.play_cinematic(self.game_resources, map_data.get("name"))
self.cinematic_played = True
# Create all game objects from map data
self.create_map_objects(map_data, map_file)