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Level_builderv2.py
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Level_builderv2.py
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import turtle
import keyboard
from time import sleep
# This is the builder for building those levels
screen = turtle.Screen()
screen.screensize(800,800)
builder = turtle.Turtle()
builder.penup()
builder.shape("square")
builder.speed(0)
builder.left(90)
ws = turtle.Screen()
collition = 1
damage = 1
type = "Chest"
lock_difficulty = 0
obj_list = []
color_list = []
collition_list = []
big_del = []
damage_list = []
type_list = []
lock_difficulty_list = []
item_list = []
chest_list = []
sign_text_list = []
sc = turtle.Screen()
# All of this is addign custom skins into the game, i will have to make them tho
shape_list = ['basic_sign.gif','Level_switch.gif','Spawn.gif','Mossy_brick.gif','Door_lrt.gif','Door_udt.gif','null.gif','base_chest.gif','bottom_pick.gif','pins.gif','stats_line.gif','heart.gif','Inventory Frame.gif','Lock Pick.gif','Selected Inventory Frame.gif']
edit_shape_list = []
base_names_list = []
for kjh in range(len(shape_list)):
hehe = shape_list[kjh]
ddd = hehe.replace(".gif","")
base_names_list.append(ddd)
hehe = './sprits/' + hehe
edit_shape_list.append(hehe)
sc.register_shape(hehe)
skin = 0
# Defines all of the skins here, sadly i can't really auto mate this
base_sign_skin = edit_shape_list[skin]
skin = skin + 1
level_switch_skin = edit_shape_list[skin]
skin = skin + 1
spawn_skin = edit_shape_list[skin]
skin = skin + 1
mossy_wall_skin = edit_shape_list[skin]
skin = skin + 1
base_lr_door_skin = edit_shape_list[skin]
skin = skin + 1
base_door_skin = edit_shape_list[skin]
skin = skin + 1
null_skin = edit_shape_list[skin]
skin = skin + 1
base_chest_skin = edit_shape_list[skin]
skin = skin + 1
bottem_lock_pick = edit_shape_list[skin]
skin = skin + 1
pins_skin = edit_shape_list[skin]
skin = skin + 1
stat_line_skin = edit_shape_list[skin]
skin = skin + 1
heart_skin = edit_shape_list[skin]
skin = skin + 1
inventory_frame_skin = edit_shape_list[skin]
skin = skin + 1
lcok_pick_item_skin = edit_shape_list[skin]
skin = skin + 1
selected_inventory_frame_skin = edit_shape_list[skin]
skin = skin + 1
# Draws the statline
def statline2(how_obj,stop,statcolor,statyline,buildspeed):
for he in range(-500,500,20):
with open('obj.txt','r') as b:
line = b.readlines()
print(line[how_obj])
line[how_obj] = turtle.Turtle()
line[how_obj].speed(buildspeed)
object("square",statcolor,builder, line[how_obj],he,statyline,stop)
how_obj = how_obj + 1
coloricon = turtle.Turtle()
coloricon.shape("square")
coloricon.goto(-300,-300)
# Object creator
def object(shape,coler,colition,name,x,y, stop):
name.penup()
name.shape(str(shape))
name.color(str(coler))
name.goto(x,y)
if colition == "0" or colition == 0 or colition == "0\n":
return "No"
else:
x = name.xcor()
y = name.ycor()
return x,y
# Places the blocks... like minecraft... hee hee hee ha
def blockplace(x, y,curcolor,collition,damage,type,lock_difficulty):
# If these keys are pressed when click then all blocks will be saved for the game
if keyboard.is_pressed("b"):
print(obj_list)
print("Overiting save list")
while True:
# Gonna have to add more levels by adding to this if statment :)
# Also every new level that is added you will need to add it to the main and this code bitttch
if keyboard.is_pressed("s"):
print("Exiting without saving")
exit()
if keyboard.is_pressed("0"):
level = 0
cords = './level_0/cords.txt'
colli = './level_0/colli.txt'
coller = './level_0/color.txt'
dam = './level_0/damage.txt'
ty = './level_0/type.txt'
lik = './level_0/lock.txt'
give = './level_0/chest_give.txt'
sign_write = './level_0/sign_texts.txt'
break
if keyboard.is_pressed("1"):
level = 1
cords = './level_' + str(level) + '/cords.txt'
colli = './level_' + str(level) + '/colli.txt'
coller = './level_' + str(level) + '/color.txt'
dam = './level_' + str(level) + '/damage.txt'
ty = './level_' + str(level) + '/type.txt'
lik = './level_' + str(level) + '/lock.txt'
give = './level_' + str(level) + '/chest_give.txt'
sign_write = './level_' + str(level) + '/sign_texts.txt'
break
# Writes the cords for the objects
with open(cords, 'w') as ba:
for i in range(len(obj_list)):
print(obj_list[i])
cl = obj_list[i]
cl = int(cl)
cl = str(cl)
cl = cl + '\n'
ba.write(cl)
# Writes the colors for the objects
with open(coller,'w') as c:
for j in range(len(color_list)):
print(color_list[j])
k = color_list[j]
k = str(k)
k = k + '\n'
c.write(k)
# Writes the colitions
with open(colli,'w') as co:
for b in range(len(collition_list)):
print(collition_list)
yo = collition_list[b]
yo = str(yo)
yo = yo + '\n'
co.write(yo)
# Writes the damage values
with open(dam, 'w') as da:
for c in range(len(damage_list)):
print(damage_list)
dd = damage_list[c]
dd = str(dd)
dd = dd + '\n'
da.write(dd)
# Writes the type values
with open(ty, 'w') as ltt:
for lit in range(len(type_list)):
print(type_list)
ttt = type_list[lit]
ttt = str(ttt)
ttt = ttt + '\n'
ltt.write(ttt)
# Writes the lock difficulty values
with open(lik, 'w') as differ:
for ah in range(len(lock_difficulty_list)):
print(lock_difficulty_list)
lll = lock_difficulty_list[ah]
lll = str(lll)
lll = lll + '\n'
differ.write(lll)
# Wriets inventory values and shit
with open(give,'w') as gi:
for jojo in range(len(chest_list)):
jotor = chest_list[jojo]
jotor = str(jotor) + '\n'
gi.write(jotor)
# Writes the signs messages and stuff
with open(sign_write, 'w') as signs:
for deez in range(len(sign_text_list)):
bob = sign_text_list[deez]
bob = str(bob) + '\n'
signs.write(bob)
sleep(3)
exit()
else:
builder.goto(x, y)
# AHHHHHHHHHHHHHH
with open('builder_list.txt','r') as d:
which = d.read()
which = int(which)
# Create the object from the list and shit
with open('obj.txt', 'r') as f:
line = f.readlines()
b = line[which]
name = line[which]
b = turtle.Turtle()
if type == "Spawn":
b.color("Gold")
collition = 0
damage = 0
else:
b.color(curcolor)
b.shape(edit_shape_list[value])
b.speed(0)
b.penup()
b.goto(x,y)
hehe = [name]
big_del.append(hehe)
which = which + 1
# Adds the different values to a list
if type == "Door":
type = type + "_" + door_open
if type == "Sign":
sign_text_list.append("Sign")
else:
sign_text_list.append("0")
obj_list.append(x)
obj_list.append(y)
color_list.append(curcolor)
collition_list.append(collition)
damage_list.append(damage)
type_list.append(type)
lock_difficulty_list.append(lock_difficulty)
chest_list.append(cur_item)
print(collition_list)
# Movement function dumbass
def movement(speed):
if keyboard.is_pressed("W"):
builder.forward(speed)
if keyboard.is_pressed("S"):
builder.forward(-(speed))
if keyboard.is_pressed("A"):
x = builder.xcor()
y = builder.ycor()
nx = x - speed
builder.goto(nx,y)
if keyboard.is_pressed("D"):
x = builder.xcor()
y = builder.ycor()
nx = x + speed
builder.goto(nx,y)
# Just switches colors whenever it is called upon
def colorswitcher():
cc = builder.color()
print(cc)
if cc[0] == "black":
# coloricon.color("red")
builder.color("red")
sleep(.1)
return"red"
if cc[0] == "red":
# coloricon.color("blue")
builder.color("blue")
sleep(.1)
return"blue"
if cc[0] == "blue":
# coloricon.color("yellow")
builder.color("yellow")
sleep(.1)
return"yellow"
if cc[0] == "yellow":
# coloricon.color("green")
builder.color("green")
sleep(.1)
return"green"
if cc[0] == "green":
# coloricon.color("brown")
builder.color("brown")
sleep(.1)
return"brown"
if cc[0] == "brown":
# coloricon.color("black")
builder.color("black")
sleep(.1)
return"black"
# Switches the colition from on to off
def colitionswitch(collition):
if collition == 1:
collition = 0
colitionicon.clear()
colitionicon.write("Colitions are off")
sleep(.2)
return collition
elif collition == 0:
collition = 1
colitionicon.clear()
colitionicon.write("Colitions are on")
sleep(.2)
return collition
# Switches the damage on and off
def damageswitch(damage):
if damage == 1:
damage = 0
damageicon.clear()
damageicon.write("Damage is off")
sleep(.2)
return damage
elif damage == 0:
damage = 1
damageicon.clear()
damageicon.write("Damage is on")
sleep(.2)
return damage
# Switches the type of interactibel it is or something
def typeswitch(type,cur_item):
if type == "Chest":
type = "Wall"
cur_item = "Wall"
elif type == "Wall":
type = "Door"
cur_item = "Door"
elif type == "Door":
type = "Spawn"
cur_item = "Spawn"
elif type == "Spawn":
type = "Sign"
cur_item = "Sign"
elif type == "Sign":
type = "Level_switch_"
cur_item = "Level_switch_"
elif type == "Level_switch_":
type = "Chest"
cur_item = "Chest"
typeicon.clear()
typeicon.write("Type is " + type)
itemicon.clear()
itemicon.write("Item_class is " + cur_item)
return type,cur_item
# Changes the difficulty of lock it is
def lockswitch(lock_difficulty):
if lock_difficulty == 0:
lock_stat = "Pins = 1"
lock_difficulty = 1
elif lock_difficulty == 1:
lock_stat = "Pins = 2"
lock_difficulty = 2
elif lock_difficulty == 2:
lock_stat = "Pins = 3"
lock_difficulty = 3
elif lock_difficulty == 3:
lock_stat = "Pins = 4"
lock_difficulty = 4
elif lock_difficulty == 4:
lock_stat = "Pins = 5"
lock_difficulty = 5
elif lock_difficulty == 5:
lock_stat = "Pins = 6"
lock_difficulty = 6
elif lock_difficulty == 6:
lock_stat = "Pins = 7"
lock_difficulty = 7
elif lock_difficulty == 7:
lock_stat = "Pins = 8"
lock_difficulty = 8
elif lock_difficulty == 8:
lock_stat = "Pins = 9"
lock_difficulty = 9
elif lock_difficulty == 9:
lock_stat = "Pins = 0"
lock_difficulty = 0
chest.clear()
chest.write(lock_stat)
return lock_difficulty
# Displays which way the door should open
def door_switch(door_open):
if door_open == "lrt":
door_open = "udt"
elif door_open == "udt":
door_open = "lrt"
dooricon.clear()
dooricon.write("Door status is " + door_open)
return door_open
# start function.....
def start(speed,curcolor,collition,damage,type,lock_difficulty):
movement(speed)
# Places the block
if keyboard.is_pressed("space"):
blockplace(builder.xcor(),builder.ycor(),curcolor,collition,damage,type,lock_difficulty)
# Lets you load a level to add to it
def load_level(level):
if level == 0:
cords = './level_0/cords.txt'
colli = './level_0/colli.txt'
coller = './level_0/color.txt'
dam = './level_0/damage.txt'
ty = './level_0/type.txt'
lik = './level_0/lock.txt'
give = './level_0/chest_give.txt'
sign_text = './level_0/sign_texts.txt'
else:
cords = './level_' + str(level) + '/cords.txt'
colli = './level_' + str(level) + '/colli.txt'
coller = './level_' + str(level) + '/color.txt'
dam = './level_' + str(level) + '/damage.txt'
ty = './level_' + str(level) + '/type.txt'
lik = './level_' + str(level) + '/lock.txt'
give = './level_' + str(level) + '/chest_give.txt'
sign_text = './level_' + str(level) + '/sign_texts.txt'
# Draws them on screen
with open(cords,'r') as k:
with open(coller, 'r') as f:
val = k.readlines()
pcollar = f.readlines()
va = len(val)
va = va - 1
cj = 0
for obj in range(0,va,2):
bb = obj + 1
pcurcollor = pcollar[cj]
pcurcollor = pcurcollor.replace("\n","")
t = turtle.Turtle()
t.shape("square")
t.penup()
t.speed(0)
t.color(pcurcollor)
xx = val[obj]
yy = val[bb]
xx = xx.replace("\n","")
yy = yy.replace("\n","")
xx = int(xx)
yy = int(yy)
t.goto(xx,yy)
cj = cj + 1
k.close()
f.close()
# Adds the values to the list
with open(cords, 'r') as cok:
rd = cok.readlines()
ra = len(rd)
ra = ra - 1
mid = len(rd)
mid = mid / 2
mid = int(mid)
for i in range(0,ra,2):
b = i + 1
x = rd[i]
y = rd[b]
y = y.replace("\n", "")
x = x.replace("\n", "")
print(x,y)
obj_list.append(x)
obj_list.append(y)
cok.close()
with open(colli, 'r') as coli:
c = coli.readlines()
d = len(c)
for j in range(0,mid,1):
col = c[j]
print(col)
col = col.replace("\n","")
collition_list.append(col)
print(coli)
coli.close()
with open(coller, 'r') as cc:
ccc = cc.readlines()
for h in range(0,mid,1):
l = ccc[h]
l = l.replace("\n","")
print(l)
color_list.append(l)
cc.close()
with open(dam, 'r') as da:
daa = da.readlines()
ddd = len(daa)
for kj in range(0,mid,1):
cho = daa[kj]
cho = cho.replace("\n","")
damage_list.append(cho)
print(cho)
da.close()
with open(ty, 'r') as types:
red = types.readlines()
for er in range(0,mid,1):
choo = red[er]
choo = choo.replace("\n","")
print(choo)
type_list.append(choo)
types.close()
with open(lik, 'r') as lock:
ll = lock.readlines()
for gh in range(0,mid,1):
hi = ll[gh]
hi = int(hi)
print(hi)
lock_difficulty_list.append(hi)
lock.close()
with open(give,'r') as gg:
yo = gg.readlines()
for balls in range(0,mid,1):
g = yo[balls]
g = g.replace("\n","")
chest_list.append(g)
gg.close()
with open(sign_text, 'r') as ahh:
hh = ahh.readlines()
for help in range(0,mid,1):
ggg = hh[help]
ggg = ggg.replace("\n","")
sign_text_list.append(ggg)
ahh.close()
print(obj_list)
print(collition_list)
print(color_list)
print(damage_list)
print(type_list)
print(lock_difficulty_list)
print(chest_list)
# Lets you switch your texture
def texture_switch(ud,texture,value):
stop = len(base_names_list) - 1
if ud == "t" and value != stop:
value = value + 1
texture = base_names_list[value]
elif ud == "g" and value !=0:
value = value -1
texture = base_names_list[value]
elif value == 0 and ud == "g":
value = stop
texture = base_names_list[value]
elif value == stop and ud == "t":
value = 0
texture = base_names_list[value]
return texture,value
# statline2(1,0,"black",-300,10)
# Colition icon Turtle
colitionicon = turtle.Turtle()
colitionicon.speed(0)
colitionicon.penup()
colitionicon.goto(-300,-200)
colitionicon.write("Collition is on")
colitionicon.hideturtle()
# Color Icon turtle
coloricon = turtle.Turtle()
coloricon.speed(0)
coloricon.penup()
coloricon.hideturtle()
coloricon.goto(-300,-225)
coloricon.write("Coler is: Black")
# Erease status turtle
eraseicon = turtle.Turtle()
eraseicon.penup()
eraseicon.speed(0)
eraseicon.hideturtle()
eraseicon.goto(-300,-250)
eraseicon.write("E = Erase all")
# Damage status turtle
damageicon = turtle.Turtle()
damageicon.speed(0)
damageicon.penup()
damageicon.hideturtle()
damageicon.goto(-200,-200)
damageicon.write("Damage is on")
# Type Status turtle
typeicon = turtle.Turtle()
typeicon.speed(0)
typeicon.penup()
typeicon.hideturtle()
typeicon.goto(-200,-225)
typeicon.write("Type is Chest")
new_type = "Null"
# Chest attribute icon
chest = turtle.Turtle()
chest.speed(0)
chest.penup()
chest.hideturtle()
chest.goto(-200,-250)
# Adds the prefixes for the items in the chests and doors, bc im lazy and using the same list
itemicon = turtle.Turtle()
itemicon.speed(0)
itemicon.penup()
itemicon.hideturtle()
itemicon.goto(-100,-200)
itemicon.write("Item = Null")
cur_item = "Null"
curcolor = "black"
# up or left door
dooricon = turtle.Turtle()
dooricon.speed(0)
dooricon.penup()
dooricon.hideturtle()
dooricon.goto(-100,-225)
dooricon.write("")
door_open = "lrt"
# Texture icon
textureicon = turtle.Turtle()
textureicon.speed(0)
textureicon.penup()
textureicon.hideturtle()
textureicon.goto(-100,-250)
textureicon.write("Texture = null")
texture = "null"
value = 0
# Main loop
while True:
if type != "Door":
dooricon.clear()
# Prevents objects that have no collition from having damage
if collition == 0 and damage == 1:
damage == 0
damage = damageswitch(damage)
print(damage)
sleep(.2)
# Turns damage on and off
if keyboard.is_pressed("x"):
damage = damageswitch(damage)
print(damage)
# Switches the color
if keyboard.is_pressed("tab"):
curcolor = colorswitcher()
coloricon.clear()
coloricon.write("Color is: " + str(curcolor))
# Swithces the colition of the objects
if keyboard.is_pressed("c"):
collition = colitionswitch(collition)
if keyboard.is_pressed("l") and keyboard.is_pressed("space"):
while True:
if keyboard.is_pressed("0"):
load_level(0)
break
if keyboard.is_pressed("1"):
load_level(1)
break
# Door pos switch
if keyboard.is_pressed("v") and type == "Door":
door_open = door_switch(door_open)
# Switches the texture
if keyboard.is_pressed("t"):
texture,value = texture_switch("t",texture,value)
builder.shape(edit_shape_list[value])
sleep(.2)
elif keyboard.is_pressed("g"):
texture,value = texture_switch("g",texture,value)
builder.shape(edit_shape_list[value])
sleep(.2)
# Enables erease mode
if keyboard.is_pressed("e"):
era_list = []
print("TBA")
if keyboard.is_pressed("r") and keyboard.is_pressed("shift") and type == "Chest" or keyboard.is_pressed("r") and keyboard.is_pressed("shift") and type == "Door":
lock_difficulty = lockswitch(lock_difficulty)
# Switches the type of object
elif keyboard.is_pressed("r"):
type,cur_item = typeswitch(type,cur_item)
chest.clear()
print(type)
sleep(.2)
else:
speed = 20
start(speed,curcolor,collition,damage,new_type,lock_difficulty)
sleep(.05)
if type == "Spawn":
print("Spq")
new_type = type
elif type == "Sign":
print("Sign")
new_type = type
else:
new_type = type + "_" + str(texture)
print(new_type,texture)