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create_level.py
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"""
This code creates the layout of level one.
"""
import pymunk
import arcade
import random
import sys
import logging
from random import randint, uniform
logging.basicConfig(format='%(levelname)s: %(message)s', level=logging.INFO)
from physics_utility import (
PymunkSprite,
)
# from constants import *
import constants
from k8s_kill_pod import count_pods
def create_floor(space, sprite_list):
""" Create a bunch of blocks for the floor. """
# Layer of grass
for x in range(-constants.MAP_SIZE, constants.MAP_SIZE, constants.SPRITE_SIZE):
sprite = arcade.Sprite("./images/tiles/grassMid.png", constants.SPRITE_SCALING)
sprite.center_y = 0
sprite.center_x = x
sprite_list.append(sprite)
# print(sprite.center_y)
# Create one big rectangle as the floor physic body, instead of one per tile
xpos = constants.SCREEN_WIDTH / 2
ypos = 0
body = pymunk.Body(body_type=pymunk.Body.STATIC)
body.position = pymunk.Vec2d(xpos, ypos)
shape = pymunk.Poly.create_box(body, (constants.MAP_SIZE * 2, constants.SPRITE_SIZE))
shape.friction = constants.DEFAULT_FRICTION
space.add(body, shape)
# First layer of dirt
for x in range(-constants.MAP_SIZE, constants.MAP_SIZE, constants.SPRITE_SIZE):
y = -constants.SPRITE_SIZE + 1
# y = constants.SPRITE_SIZE - (constants.SPRITE_SIZE * 2)
sprite = PymunkSprite("./images/tiles/grassCenter.png", x, y, scale=constants.SPRITE_SCALING, body_type=pymunk.Body.STATIC)
sprite_list.append(sprite)
# Extra layer of dirt
for x in range(-constants.MAP_SIZE, constants.MAP_SIZE, constants.SPRITE_SIZE):
y = -constants.SPRITE_SIZE - constants.SPRITE_SIZE +1
# y = constants.SPRITE_SIZE - (constants.SPRITE_SIZE * 3)
sprite = PymunkSprite("./images/tiles/grassCenter.png", x, y, scale=constants.SPRITE_SCALING, body_type=pymunk.Body.STATIC)
sprite_list.append(sprite)
def create_walls(space, sprite_list):
""" Create side walls """
# Left wall
for y in range(96, 2000, constants.SPRITE_SIZE): # was 96 - constants.SPRITE_SIZE
# x = constants.SPRITE_SIZE / 4
x = -1200 - constants.SPRITE_SIZE
sprite = PymunkSprite("./images/tiles/brickBrown.png", x, y, scale=0.5, body_type=pymunk.Body.STATIC)
sprite_list.append(sprite)
space.add(sprite.body, sprite.shape)
# Right wall
for y in range(96, 2000, constants.SPRITE_SIZE):
# x = constants.SPRITE_SIZE / 4
x = 2200 - constants.SPRITE_SIZE
sprite = PymunkSprite("./images/tiles/brickBrown.png", x, y, scale=0.5, body_type=pymunk.Body.STATIC)
sprite_list.append(sprite)
space.add(sprite.body, sprite.shape)
def create_platform(space, sprite_list, start_x, y, count):
""" Create a platform """
for x in range(start_x, start_x + count * constants.SPRITE_SIZE + 1, constants.SPRITE_SIZE):
sprite = PymunkSprite("./images/tiles/grassMid.png", x, y, scale=0.5, body_type=pymunk.Body.STATIC)
sprite_list.append(sprite)
space.add(sprite.body, sprite.shape)
def create_hill(space, sprite_list, start_x, y, count):
""" Create a hill """
# Left edge
sprite = PymunkSprite("./images/tiles/grassHill_right.png", start_x - constants.SPRITE_SIZE, y, scale=constants.SPRITE_SCALING, body_type=pymunk.Body.STATIC)
t = pymunk.Transform(tx=-60, ty=-96)
sprite.shape = pymunk.Poly(sprite.body, [(80, 120), (80, 60), (20, 60)], transform=t)
sprite.shape.friction = constants.DEFAULT_FRICTION / 4
sprite_list.append(sprite)
space.add(sprite.body, sprite.shape)
# Add dirt under
dirt_y = 0
sprite = PymunkSprite("./images/tiles/grassCorner_right.png", start_x - constants.SPRITE_SIZE, dirt_y, scale=constants.SPRITE_SCALING, body_type=pymunk.Body.STATIC)
sprite_list.append(sprite)
# Middle
for x in range(start_x, start_x + count * constants.SPRITE_SIZE + 1, constants.SPRITE_SIZE):
sprite = PymunkSprite("./images/tiles/grassMid.png", x, y, scale=constants.SPRITE_SCALING, body_type=pymunk.Body.STATIC)
sprite_list.append(sprite)
space.add(sprite.body, sprite.shape)
# Add dirt under
dirt_y = 0
sprite = PymunkSprite("./images/tiles/grassCenter.png", x, dirt_y, scale=constants.SPRITE_SCALING, body_type=pymunk.Body.STATIC)
sprite_list.append(sprite)
# Right edge
sprite = PymunkSprite("./images/tiles/grassHill_left.png", start_x + constants.SPRITE_SIZE * count + constants.SPRITE_SIZE, y, scale=constants.SPRITE_SCALING, body_type=pymunk.Body.STATIC)
sprite.shape.friction = constants.DEFAULT_FRICTION / 4
t = pymunk.Transform(tx=-60, ty=-96)
sprite.shape = pymunk.Poly(sprite.body, [(20, 120), (20, 60), (80, 60)], transform=t)
sprite_list.append(sprite)
space.add(sprite.body, sprite.shape)
# Add dirt under
dirt_y = 0
sprite = PymunkSprite("./images/tiles/grassCorner_left.png", start_x + constants.SPRITE_SIZE * count + constants.SPRITE_SIZE, dirt_y, scale=constants.SPRITE_SCALING, body_type=pymunk.Body.STATIC)
sprite_list.append(sprite)
def decorate_cactus(sprite_list, start_x, y, count):
""" Create a cactus """
for x in range(0, count):
# print(x)
X_POSITION = randint(-3000, 3000) # Initial random position
POSITION_OK = False
while POSITION_OK == False:
if any(X_POSITION in range(s.center_x - 40, s.center_x + 40) for s in sprite_list):
# print(X_POSITION, s)
X_POSITION = randint(-3000, 3000)
else:
# print("Outside of if any, cactus position good!")
POSITION_OK = True
sprite = arcade.Sprite("./images/tiles/cactus.png", 0.5)
sprite.center_y = y
sprite.center_x = X_POSITION # Randomly place cacti
sprite_list.append(sprite)
# print(len(sprite_list))
def decorate_cactus_large(sprite_list, start_x, y, count):
""" Create a cactus """
for x in range(0, count):
# print(x)
X_POSITION = randint(-3000, 3000) # Initial random position
POSITION_OK = False
while POSITION_OK == False:
if any(X_POSITION in range(s.center_x - 100, s.center_x + 100) for s in sprite_list):
# print(X_POSITION, s)
X_POSITION = randint(-3000, 3000)
else:
# print("Outside of if any, cactus position good!")
POSITION_OK = True
sprite = arcade.Sprite("./images/tiles/cactus.png", 1)
sprite.center_y = y
sprite.center_x = X_POSITION # Randomly place cacti
sprite_list.append(sprite)
def decorate_cactus_tiny(sprite_list, start_x, y, count):
""" Create a distant cactus """
for x in range(0, count):
# print(x)
X_POSITION = randint(-3000, 3000) # Initial random position
POSITION_OK = False
while POSITION_OK == False:
if any(X_POSITION in range(s.center_x - 200, s.center_x + 200) for s in sprite_list):
# print(X_POSITION, s)
X_POSITION = randint(-3000, 3000)
else:
# print("Outside of if any, cactus position good!")
POSITION_OK = True
sprite = arcade.Sprite("./images/tiles/cactus2.png", 0.2)
sprite.center_y = y
sprite.center_x = X_POSITION # Randomly place cacti
sprite_list.append(sprite)
def decorate_grass(sprite_list, start_x, y, count):
""" Create some grass """
for x in range(0, count):
X_POSITION = randint(-3000, 3000) # Initial random position
POSITION_OK = False
while POSITION_OK == False:
if any(X_POSITION in range(s.center_x - 20, s.center_x + 20) for s in sprite_list):
# print(X_POSITION, s)
X_POSITION = randint(-3000, 3000)
else:
# print("Outside of if any, grass position good!")
POSITION_OK = True
sprite = arcade.Sprite("./images/tiles/grass_sprout.png", 0.5)
sprite.center_y = y
sprite.center_x = X_POSITION # Randomly place grass
sprite_list.append(sprite)
def decorate_rock(sprite_list, start_x, y, count):
""" Create some rocks """
for x in range(0, count):
X_POSITION = randint(-3000, 3000) # Initial random position
POSITION_OK = False
while POSITION_OK == False:
if any(X_POSITION in range(s.center_x - 10, s.center_x + 10) for s in sprite_list):
# print(X_POSITION, s)
X_POSITION = randint(-1000, 2000)
else:
# print("Outside of if any, rock position good!")
POSITION_OK = True
sprite = arcade.Sprite("./images/tiles/rock.png", 0.5)
sprite.center_y = y
sprite.center_x = X_POSITION # Randomly place rock
sprite_list.append(sprite)
def decorate_rock_small(sprite_list, start_x, y, count):
""" Create some rocks """
for x in range(0, count):
X_POSITION = randint(-3000, 3000) # Initial random position
POSITION_OK = False
while POSITION_OK == False:
if any(X_POSITION in range(s.center_x - 10, s.center_x + 10) for s in sprite_list):
# print(X_POSITION, s)
X_POSITION = randint(-3000, 3000)
else:
# print("Outside of if any, rock position good!")
POSITION_OK = True
sprite = arcade.Sprite("./images/tiles/rock.png", 0.2)
sprite.center_y = y
sprite.center_x = X_POSITION # Randomly place rock
sprite_list.append(sprite)
def decorate_clouds(sprite_list, count):
""" Create some clouds """
for x in range(0, count):
# sprite = arcade.Sprite("./images/misc/cloud" + str(randint(1, 5)) + ".png", random.uniform(0.3,1))
sprite = arcade.Sprite("./images/misc/mbcloud" + str(randint(1, 2)) + ".png", random.uniform(0.2,1))
sprite.center_y = randint(700, 3000)
sprite.center_x = randint(-2500, 2500)
# print(sprite.center_x)
sprite_list.append(sprite)
def create_level_1(space, static_sprite_list, dynamic_sprite_list, bg_sprite_list, fg_sprite_list):
""" Create level one. """
create_floor(space, static_sprite_list)
# Add hills
create_hill(space, static_sprite_list, -constants.SPRITE_SIZE * 40, constants.SPRITE_SIZE, 3)
create_hill(space, static_sprite_list, constants.SPRITE_SIZE * 34, constants.SPRITE_SIZE, 4)
# create_walls(space, static_sprite_list)
create_platform(space, static_sprite_list, 200, constants.SPRITE_SIZE * 3, 3)
create_platform(space, static_sprite_list, 500, constants.SPRITE_SIZE * 6, 3)
create_platform(space, static_sprite_list, 200, constants.SPRITE_SIZE * 9, 3)
create_platform(space, static_sprite_list, -300, constants.SPRITE_SIZE * 3, 3)
create_platform(space, static_sprite_list, -600, constants.SPRITE_SIZE * 6, 2)
# Far left platforms
create_platform(space, static_sprite_list, -900, constants.SPRITE_SIZE * 9, 3)
create_platform(space, static_sprite_list, -1200, constants.SPRITE_SIZE * 3, 1)
create_platform(space, static_sprite_list, -1600, constants.SPRITE_SIZE * 6, 2)
create_platform(space, static_sprite_list, -1800, constants.SPRITE_SIZE * 13, 4)
create_platform(space, static_sprite_list, -2100, constants.SPRITE_SIZE * 9, 3)
create_platform(space, static_sprite_list, -840, constants.SPRITE_SIZE * 13, 1)
create_platform(space, static_sprite_list, 0, constants.SPRITE_SIZE * 13, 3)
# Add some more to the right
create_platform(space, static_sprite_list, 1040, constants.SPRITE_SIZE * 4, 3)
create_platform(space, static_sprite_list, 1440, constants.SPRITE_SIZE * 6, 2)
create_platform(space, static_sprite_list, 1840, constants.SPRITE_SIZE * 8, 1)
create_platform(space, static_sprite_list, 800, constants.SPRITE_SIZE * 8, 1)
create_platform(space, static_sprite_list, 2300, constants.SPRITE_SIZE * 10, 1)
# Add decorations
decorate_cactus(bg_sprite_list, 0, constants.SPRITE_SIZE, 12) # Cacti along ground
decorate_cactus_large(bg_sprite_list, 0, constants.SPRITE_SIZE + 30 , 4)
decorate_cactus_tiny(bg_sprite_list, 0, constants.SPRITE_SIZE - 20, 4)
decorate_grass(bg_sprite_list, 0, constants.SPRITE_SIZE, 20)
decorate_rock(fg_sprite_list, 0, constants.SPRITE_SIZE, 3)
decorate_rock_small(bg_sprite_list, 0, constants.SPRITE_SIZE - 20, 10)
decorate_clouds(bg_sprite_list, 20)
# Create the stacks of boxes based on number of running pods or create random ones if offline mode
# print(constants.OFFLINE_MODE)
if constants.OFFLINE_MODE == True:
CRATE_COUNT = constants.OFFLINE_CRATE_COUNT
else:
logging.info("Attempting to connect to Kubernetes API host..")
try:
CRATE_COUNT = count_pods()
except:
logging.error("Unable to connect to Kubernetes API host")
logging.error("Check your Kubernetes environement/kubeconfig")
logging.error("Or feel free to start with --offline yes set")
sys.exit(1)
logging.info("Creating %s crates", int(CRATE_COUNT * constants.CONTAINER_FACTOR))
# Create crates in random locations, based on number of pods * CONTAINER_FACTOR
i = 0
while i < int(CRATE_COUNT * constants.CONTAINER_FACTOR):
x = random.randrange(-2000, 2200)
y = random.randrange(200, 7000) # Drop crates in from random heights
# print(x)
# print(y)
sprite = PymunkSprite("./images/tiles/boxCrate_double.png", x, y, scale=constants.SPRITE_SCALING, friction=0.6)
dynamic_sprite_list.append(sprite)
space.add(sprite.body, sprite.shape)
# fall_sound = arcade.load_sound("./sounds/wooddrop.wav")
# arcade.play_sound(fall_sound)
i += 1
# logging.info("Number of crates created: %s", len(dynamic_sprite_list))