Tower_Sentry/tower_sentry.py
2026-10-05 22:59:06 +02:00

567 lines
24 KiB
Python
Executable File

#!/usr/bin/env python3
import math
import random
import pygame
# -----------------------------------------------------------------------------
# CONFIGURACIÓN Y CONSTANTES
# -----------------------------------------------------------------------------
WIDTH, HEIGHT = 1024, 768
GRID_SIZE = 36 # Base amplia
TILE_SIZE = 22.0 # Proporción para encajar todo el mapa
# Reglas de alcance y línea de visión
MAX_REACH_DISTANCE = 12.0 # Distancia máxima en casillas para interactuar
pygame.init()
pygame.font.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Tower Sentry - Sistema de Niveles Infinitos")
clock = pygame.time.Clock()
# Paleta de Colores
COLOR_SKY = (125, 165, 205)
COLOR_WATER = (45, 85, 125)
COLOR_SAND = (195, 180, 140)
COLOR_GRASS_LOW = (80, 140, 65)
COLOR_GRASS_HIGH = (110, 155, 75)
COLOR_ROCK = (125, 120, 110)
COLOR_SNOW = (240, 245, 250)
COLOR_TARGET = (255, 220, 80)
COLOR_TARGET_INVALID = (220, 80, 80)
COLOR_BLOCK_TOP = (205, 175, 130)
COLOR_BLOCK_SIDE = (130, 105, 75)
COLOR_CLONE_MAUVE = (175, 140, 195)
COLOR_CLONE_DARK = (130, 100, 150)
# Costes y Valores de Energía
COST_BLOCK = 2
COST_CLONE = 3
VAL_TREE = 1
VAL_SENTINEL = 10
# Estado de pantalla: "MENU" o "GAME"
game_state = "MENU"
# -----------------------------------------------------------------------------
# GENERACIÓN DE TERRENO Y LÓGICA DE NIVELES
# -----------------------------------------------------------------------------
def noise(x, y):
xi, yi = int(x), int(y)
xf, yf = x - xi, y - yi
u = xf * xf * (3 - 2 * xf)
v = yf * yf * (3 - 2 * yf)
def hash_pt(px, py):
n = px * 157 + py * 113
return math.sin(n) * 43758.5453123 - math.floor(math.sin(n) * 43758.5453123)
g00 = hash_pt(xi, yi)
g10 = hash_pt(xi + 1, yi)
g01 = hash_pt(xi, yi + 1)
g11 = hash_pt(xi + 1, yi + 1)
x1 = g00 + u * (g10 - g00)
x2 = g01 + u * (g11 - g01)
return x1 + v * (x2 - x1)
def generate_realistic_heightmap(size):
grid = [[0.0 for _ in range(size)] for _ in range(size)]
seed_x, seed_y = random.uniform(10, 100), random.uniform(10, 100)
for x in range(size):
for y in range(size):
nx, ny = (x + seed_x) * 0.07, (y + seed_y) * 0.07
h_base = noise(nx, ny) * 6.0
h_detail = noise(nx * 2.0, ny * 2.0) * 2.0
total_h = h_base + h_detail
total_h = math.pow(max(0.0, total_h) / 5.0, 1.3) * 10.0
if 3.5 < total_h < 5.0:
total_h = 3.5
elif 5.0 <= total_h < 6.5:
total_h = 6.5
grid[x][y] = round(total_h, 1)
return grid
# Variables Globales de Estado del Juego
current_level = 1
player_energy = 10
base_grid = []
has_block_grid = []
sentinels_pos = set()
main_sentinel_pos = (0, 0)
player_start_pos = (0, 0)
player_x, player_y = (0, 0)
trees = set()
clones = set()
map_angle = 0.0
def load_level(level):
global base_grid, has_block_grid, sentinels_pos, main_sentinel_pos
global player_start_pos, player_x, player_y, trees, clones, map_angle
base_grid = generate_realistic_heightmap(GRID_SIZE)
has_block_grid = [[0 for _ in range(GRID_SIZE)] for _ in range(GRID_SIZE)]
clones = set()
trees = set()
map_angle = 0.0
# Ordenar casillas por altura
height_list = []
for x in range(GRID_SIZE):
for y in range(GRID_SIZE):
height_list.append((base_grid[x][y], (x, y)))
height_list.sort(key=lambda item: item[0], reverse=True)
# El Centinela Principal es la cima más alta
main_sentinel_pos = height_list[0][1]
# Número de centinelas según el nivel actual
num_sentinels = level
sentinels_pos = set()
sentinels_pos.add(main_sentinel_pos)
# Añadir centinelas adicionales en las siguientes cimas elevadas
idx = 1
while len(sentinels_pos) < num_sentinels and idx < len(height_list):
pos = height_list[idx][1]
if base_grid[pos[0]][pos[1]] > 3.0:
sentinels_pos.add(pos)
idx += 1
# El Jugador empieza en la zona más baja
player_start_pos = height_list[-1][1]
player_x, player_y = player_start_pos
# Generación de Árboles
while len(trees) < 32:
tx, ty = random.randint(0, GRID_SIZE - 1), random.randint(0, GRID_SIZE - 1)
if (tx, ty) not in sentinels_pos and (tx, ty) != player_start_pos and base_grid[tx][ty] > 1.8:
trees.add((tx, ty))
load_level(current_level)
def get_effective_height(gx, gy):
if 0 <= gx < GRID_SIZE and 0 <= gy < GRID_SIZE:
return base_grid[gx][gy] + (1.2 if has_block_grid[gx][gy] == 1 else 0.0)
return 0.0
# -----------------------------------------------------------------------------
# COMPROBACIÓN DE DISTANCIA Y LÍNEA DE VISIÓN
# -----------------------------------------------------------------------------
def is_in_range_and_visible(px, py, tx, ty):
dist = math.hypot(tx - px, ty - py)
if dist > MAX_REACH_DISTANCE:
return False, "Fuera de alcance (demasiado lejos)"
steps = int(max(abs(tx - px), abs(ty - py)))
if steps > 1:
p_height = get_effective_height(px, py) + 1.5
t_height = get_effective_height(tx, ty)
for i in range(1, steps):
cx = px + (tx - px) * (i / steps)
cy = py + (ty - py) * (i / steps)
los_h = p_height + (t_height - p_height) * (i / steps)
terrain_h = get_effective_height(int(cx), int(cy))
if terrain_h > los_h:
return False, "Sin línea de visión (terreno bloquea la vista)"
return True, "En alcance"
# -----------------------------------------------------------------------------
# PROYECCIÓN
# -----------------------------------------------------------------------------
CENTER_GRID = GRID_SIZE / 2.0
def project(gx, gy, gz, angle):
rx = gx - CENTER_GRID
ry = gy - CENTER_GRID
rot_x = rx * math.cos(angle) - ry * math.sin(angle)
rot_y = rx * math.sin(angle) + ry * math.cos(angle)
screen_x = (rot_x - rot_y) * (TILE_SIZE / 2.0) + (WIDTH / 2.0)
screen_y = (rot_x + rot_y) * (TILE_SIZE / 4.0) - (gz * 6.5) + (HEIGHT / 2.0) + 30
return int(screen_x), int(screen_y), rot_y
def get_realistic_color(height, normal_shade=1.0):
if height < 1.8:
c = COLOR_WATER
elif height < 3.0:
c = COLOR_SAND
elif height < 6.5:
t = (height - 3.0) / 3.5
c = (
int(COLOR_GRASS_LOW[0] * (1 - t) + COLOR_GRASS_HIGH[0] * t),
int(COLOR_GRASS_LOW[1] * (1 - t) + COLOR_GRASS_HIGH[1] * t),
int(COLOR_GRASS_LOW[2] * (1 - t) + COLOR_GRASS_HIGH[2] * t),
)
elif height < 9.0:
c = COLOR_ROCK
else:
c = COLOR_SNOW
r = max(0, min(255, int(c[0] * normal_shade)))
g = max(0, min(255, int(c[1] * normal_shade)))
b = max(0, min(255, int(c[2] * normal_shade)))
return (r, g, b)
# -----------------------------------------------------------------------------
# DIBUJO DE ENTIDADES
# -----------------------------------------------------------------------------
def draw_humanoid(surface, cx, cy, color_main, color_shadow, is_player=False):
pygame.draw.ellipse(surface, (40, 50, 40, 100), (cx - 6, cy - 2, 12, 4))
pygame.draw.line(surface, color_shadow, (cx - 2, cy - 2), (cx - 1, cy - 7), 2)
pygame.draw.line(surface, color_shadow, (cx + 2, cy - 2), (cx + 1, cy - 7), 2)
pygame.draw.polygon(surface, color_main, [
(cx - 4, cy - 7), (cx + 4, cy - 7),
(cx + 3, cy - 15), (cx - 3, cy - 15)
])
pygame.draw.line(surface, color_shadow, (cx - 3, cy - 14), (cx - 5, cy - 8), 2)
pygame.draw.line(surface, color_shadow, (cx + 3, cy - 14), (cx + 5, cy - 8), 2)
pygame.draw.circle(surface, color_main, (cx, cy - 18), 3)
if is_player:
pygame.draw.circle(surface, (100, 255, 200), (cx + 1, cy - 18), 2)
def draw_sentinel(surface, cx, cy, time_ticks, is_main=True):
pygame.draw.ellipse(surface, (60, 60, 70), (cx - 8, cy - 2, 16, 5))
pygame.draw.polygon(surface, (40, 45, 55), [(cx - 6, cy - 3), (cx + 6, cy - 3), (cx + 4, cy - 22), (cx - 4, cy - 22)])
pygame.draw.polygon(surface, (70, 75, 90), [(cx - 3, cy - 3), (cx + 3, cy - 3), (cx + 2, cy - 22), (cx - 2, cy - 22)])
pygame.draw.rect(surface, (30, 35, 45), (cx - 5, cy - 27, 10, 6))
eye_offset = int(math.sin(time_ticks * 0.05) * 2)
eye_color = (255, 40, 40) if is_main else (255, 140, 0)
pygame.draw.circle(surface, eye_color, (cx + eye_offset, cy - 24), 2)
def draw_realistic_tree(surface, cx, cy):
pygame.draw.ellipse(surface, (30, 40, 30), (cx - 5, cy - 1, 10, 3))
pygame.draw.polygon(surface, (65, 45, 25), [(cx - 1, cy - 1), (cx + 1, cy - 1), (cx + 1, cy - 6), (cx - 1, cy - 6)])
pygame.draw.polygon(surface, (35, 85, 45), [(cx, cy - 18), (cx - 5, cy - 9), (cx + 5, cy - 9)])
pygame.draw.polygon(surface, (45, 105, 55), [(cx, cy - 14), (cx - 4, cy - 5), (cx + 4, cy - 5)])
# -----------------------------------------------------------------------------
# DIBUJO DE LA PANTALLA INICIAL (MENÚ)
# -----------------------------------------------------------------------------
font_title = pygame.font.SysFont("Courier", 32, bold=True)
font_subtitle = pygame.font.SysFont("Courier", 16, bold=True)
font_text = pygame.font.SysFont("Courier", 13, bold=True)
def draw_menu_screen(surface, time_ticks):
surface.fill((25, 30, 42))
# Título Principal
txt_title = font_title.render("TOWER SENTRY", True, (255, 215, 0))
txt_sub = font_subtitle.render("Estrategia y Dominio Vertical Iso-3D", True, (180, 200, 220))
surface.blit(txt_title, (WIDTH // 2 - txt_title.get_width() // 2, 45))
surface.blit(txt_sub, (WIDTH // 2 - txt_sub.get_width() // 2, 85))
# Panel de Objetivos
panel_obj = pygame.Rect(50, 125, WIDTH - 100, 110)
pygame.draw.rect(surface, (35, 42, 58), panel_obj, border_radius=8)
pygame.draw.rect(surface, (70, 85, 110), panel_obj, 2, border_radius=8)
txt_obj_title = font_subtitle.render("OBJETIVO DEL JUEGO", True, (255, 230, 120))
surface.blit(txt_obj_title, (70, 135))
objs = [
"1. Escala el terreno absorbiendo recursos y creando bloques y clones.",
"2. Elimina a los Centinelas absorbiéndolos (debes estar a su misma altura o superior).",
"3. Una vez eliminados, alcanza la Cima Principal y ocupa su peana para superar el nivel."
]
for i, line in enumerate(objs):
t = font_text.render(line, True, (220, 225, 235))
surface.blit(t, (70, 165 + i * 22))
# Panel de Elementos y Entidades
panel_entities = pygame.Rect(50, 250, WIDTH - 100, 230)
pygame.draw.rect(surface, (35, 42, 58), panel_entities, border_radius=8)
pygame.draw.rect(surface, (70, 85, 110), panel_entities, 2, border_radius=8)
txt_ent_title = font_subtitle.render("ELEMENTOS DEL JUEGO", True, (255, 230, 120))
surface.blit(txt_ent_title, (70, 260))
# Entidad: Jugador
draw_humanoid(surface, 90, 320, (60, 140, 210), (30, 70, 120), is_player=True)
t_player = font_text.render("JUGADOR: Tu proyección física en el mapa. Desplázate mediante clones o bloques.", True, (220, 225, 235))
surface.blit(t_player, (120, 305))
# Entidad: Árbol
draw_realistic_tree(surface, 90, 365)
t_tree = font_text.render("ÁRBOLES: Fuente de energía básica. Absorberlos otorga +1 de energía.", True, (220, 225, 235))
surface.blit(t_tree, (120, 350))
# Entidad: Clon
draw_humanoid(surface, 90, 410, COLOR_CLONE_MAUVE, COLOR_CLONE_DARK, is_player=False)
t_clone = font_text.render("CLON: Cuerpo sintético. Cuesta 3 de energía. Permite el teletransporte a su casilla.", True, (220, 225, 235))
surface.blit(t_clone, (120, 395))
# Entidad: Centinela
draw_sentinel(surface, 90, 455, time_ticks, is_main=True)
t_sentry = font_text.render("CENTINELA: Guarda de las cimas. Debes absorberlos (+10 energía) para despejar la cima.", True, (220, 225, 235))
surface.blit(t_sentry, (120, 440))
# Panel de Controles / Teclas
panel_controls = pygame.Rect(50, 495, WIDTH - 100, 180)
pygame.draw.rect(surface, (35, 42, 58), panel_controls, border_radius=8)
pygame.draw.rect(surface, (70, 85, 110), panel_controls, 2, border_radius=8)
txt_ctrl_title = font_subtitle.render("TECLAS Y CONTROLES", True, (255, 230, 120))
surface.blit(txt_ctrl_title, (70, 505))
controls = [
"FLECHAS IZQ / DER : Rotar la cámara alrededor del mapa.",
"RATÓN : Apuntar e inspeccionar casillas en rango de visión.",
"TECLA 'A' : ABSORBER objetivo seleccionado (Árbol +1 | Centinela +10 | Clon +3 | Bloque +2).",
"TECLA 'B' : CREAR BLOQUE de elevación en la casilla seleccionada (Coste: 2 energía).",
"TECLA 'C' : CREAR CLON en la casilla seleccionada (Coste: 3 energía).",
"TECLA ESPACIO : TELETRANSPORTARSE al clon seleccionado o subir a un bloque."
]
for i, line in enumerate(controls):
t = font_text.render(line, True, (200, 230, 255))
surface.blit(t, (70, 532 + i * 22))
# Prompt de Inicio Parpadeante
if (time_ticks // 500) % 2 == 0:
txt_start = font_subtitle.render(">> PULSA CUALQUIER TECLA O ESPACIO PARA COMENZAR <<", True, (50, 255, 150))
surface.blit(txt_start, (WIDTH // 2 - txt_start.get_width() // 2, 695))
# -----------------------------------------------------------------------------
# BUCLE PRINCIPAL
# -----------------------------------------------------------------------------
font = pygame.font.SysFont("Courier", 13, bold=True)
selected_tile = None
level_transition_timer = 0
running = True
while running:
clock.tick(60)
time_ticks = pygame.time.get_ticks()
if game_state == "MENU":
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
game_state = "GAME"
draw_menu_screen(screen, time_ticks)
pygame.display.flip()
elif game_state == "GAME":
screen.fill(COLOR_SKY)
mouse_x, mouse_y = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN and level_transition_timer == 0:
if selected_tile:
gx, gy = selected_tile
can_reach, _ = is_in_range_and_visible(player_x, player_y, gx, gy)
if can_reach:
# Absorber ('A')
if event.key == pygame.K_a:
if (gx, gy) in trees:
trees.remove((gx, gy))
player_energy += VAL_TREE
elif (gx, gy) in sentinels_pos:
if get_effective_height(player_x, player_y) >= get_effective_height(gx, gy):
sentinels_pos.remove((gx, gy))
player_energy += VAL_SENTINEL
elif (gx, gy) in clones and (gx, gy) != (player_x, player_y):
clones.remove((gx, gy))
player_energy += COST_CLONE
elif has_block_grid[gx][gy] == 1 and (gx, gy) != (player_x, player_y):
has_block_grid[gx][gy] = 0
player_energy += COST_BLOCK
# Crear Bloque ('B')
elif event.key == pygame.K_b:
if player_energy >= COST_BLOCK and has_block_grid[gx][gy] == 0:
if (gx, gy) != (player_x, player_y) and (gx, gy) not in trees and (gx, gy) not in sentinels_pos:
has_block_grid[gx][gy] = 1
player_energy -= COST_BLOCK
# Crear Clon ('C')
elif event.key == pygame.K_c:
if player_energy >= COST_CLONE and (gx, gy) != (player_x, player_y):
if (gx, gy) not in trees and (gx, gy) not in sentinels_pos:
clones.add((gx, gy))
player_energy -= COST_CLONE
# Teletransporte (ESPACIO)
elif event.key == pygame.K_SPACE:
target_h = get_effective_height(gx, gy)
curr_h = get_effective_height(player_x, player_y)
if (gx, gy) in clones:
player_x, player_y = gx, gy
# Condición de Victoria: Estar en la peana del Centinela Principal y que todos los centinelas hayan sido eliminados
if (gx, gy) == main_sentinel_pos and len(sentinels_pos) == 0:
level_transition_timer = time_ticks
elif has_block_grid[gx][gy] == 1 and target_h <= curr_h:
player_x, player_y = gx, gy
# Transición al siguiente nivel
if level_transition_timer > 0 and time_ticks - level_transition_timer > 2000:
current_level += 1
load_level(current_level)
level_transition_timer = 0
# Rotación
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
map_angle -= 0.025
if keys[pygame.K_RIGHT]:
map_angle += 0.025
polygons_to_draw = []
closest_tile = None
min_dist = float('inf')
for gy in range(GRID_SIZE):
for gx in range(GRID_SIZE):
z0 = get_effective_height(gx, gy)
p0, y0 = project(gx, gy, z0, map_angle)[:2], project(gx, gy, z0, map_angle)[2]
p1 = project(gx + 1, gy, get_effective_height(min(gx + 1, GRID_SIZE - 1), gy), map_angle)[:2]
p2 = project(gx + 1, gy + 1, get_effective_height(min(gx + 1, GRID_SIZE - 1), min(gy + 1, GRID_SIZE - 1)), map_angle)[:2]
p3 = project(gx, gy + 1, get_effective_height(gx, min(gy + 1, GRID_SIZE - 1)), map_angle)[:2]
cx = (p0[0] + p1[0] + p2[0] + p3[0]) // 4
cy = (p0[1] + p1[1] + p2[1] + p3[1]) // 4
dist = math.hypot(mouse_x - cx, mouse_y - cy)
if dist < min_dist and dist < 18:
min_dist = dist
closest_tile = (gx, gy)
shade = max(0.8, min(1.1, 1.0 + (z0 - 5.0) * 0.03))
polygons_to_draw.append((y0, [p0, p1, p2, p3], z0, gx, gy, (cx, cy), shade))
polygons_to_draw.sort(key=lambda item: item[0])
selected_tile = closest_tile
# Renderizado
for depth, poly, avg_z, gx, gy, center_pt, shade in polygons_to_draw:
is_selected = (selected_tile == (gx, gy))
if is_selected:
can_reach, _ = is_in_range_and_visible(player_x, player_y, gx, gy)
base_col = COLOR_TARGET if can_reach else COLOR_TARGET_INVALID
else:
base_col = get_realistic_color(avg_z, shade)
pygame.draw.polygon(screen, base_col, poly)
pygame.draw.polygon(screen, (35, 45, 40), poly, 1)
cx, cy = center_pt
if has_block_grid[gx][gy] == 1:
top_b = [(cx - 9, cy - 4), (cx + 9, cy - 4), (cx + 9, cy - 1), (cx - 9, cy - 1)]
side_b = [(cx - 9, cy - 1), (cx + 9, cy - 1), (cx + 9, cy + 3), (cx - 9, cy + 3)]
pygame.draw.polygon(screen, COLOR_BLOCK_SIDE, side_b)
pygame.draw.polygon(screen, COLOR_BLOCK_TOP, top_b)
pygame.draw.polygon(screen, (40, 30, 20), top_b, 1)
if (gx, gy) in trees:
draw_realistic_tree(screen, cx, cy)
if (gx, gy) in clones and (gx, gy) != (player_x, player_y):
draw_humanoid(screen, cx, cy, COLOR_CLONE_MAUVE, COLOR_CLONE_DARK, is_player=False)
if (gx, gy) in sentinels_pos:
is_main = ((gx, gy) == main_sentinel_pos)
draw_sentinel(screen, cx, cy, time_ticks, is_main)
if (gx, gy) == (player_x, player_y):
draw_humanoid(screen, cx, cy, (60, 140, 210), (30, 70, 120), is_player=True)
# -----------------------------------------------------------------------------
# INTERFAZ HUD
# -----------------------------------------------------------------------------
pygame.draw.circle(screen, (255, 255, 255), (mouse_x, mouse_y), 3)
p_h = get_effective_height(player_x, player_y)
action_msg = "Apunta a una casilla"
msg_color = (20, 20, 20)
if selected_tile:
sgx, sgy = selected_tile
sh = get_effective_height(sgx, sgy)
can_reach, reach_reason = is_in_range_and_visible(player_x, player_y, sgx, sgy)
if not can_reach:
action_msg = f"CASILLA INALCANZABLE: {reach_reason}"
msg_color = (180, 40, 40)
else:
if (sgx, sgy) in sentinels_pos:
if p_h >= sh:
action_msg = "¡CENTINELA EN RANGO! Pulsa 'A' para absorberlo (+10 energía)"
msg_color = (0, 140, 0)
else:
action_msg = f"Centinela elevado ({sh:.1f}m > {p_h:.1f}m). Iguala su altura con bloques."
msg_color = (180, 30, 30)
elif (sgx, sgy) == main_sentinel_pos and (sgx, sgy) not in sentinels_pos:
if len(sentinels_pos) > 0:
action_msg = f"Cima Principal despejada. Elimina los {len(sentinels_pos)} centinelas restantes."
msg_color = (180, 110, 0)
else:
if (sgx, sgy) in clones:
action_msg = "¡PEANA LISTA! Pulsa ESPACIO para conquistar el nivel."
msg_color = (0, 150, 220)
else:
action_msg = "Cima lista. Crea un clon ('C') y desplázate a él para ganar."
msg_color = (0, 140, 0)
elif (sgx, sgy) in trees:
action_msg = "Árbol en alcance. Pulsa 'A' para absorber (+1 energía)"
msg_color = (0, 120, 0)
elif (sgx, sgy) in clones:
action_msg = "Clon en alcance. Pulsa ESPACIO para teletransportarte | 'A' para absorber"
msg_color = (110, 70, 150)
elif has_block_grid[sgx][sgy] == 1:
action_msg = "Bloque en alcance. Pulsa ESPACIO para subir | 'C' para Clon | 'A' absorber"
msg_color = (130, 90, 0)
pygame.draw.rect(screen, (235, 238, 242), (10, 10, WIDTH - 20, 45))
txt_hud = font.render(f"TOWER SENTRY | NIVEL: {current_level} | ENERGIA: {player_energy} | CENTINELAS: {len(sentinels_pos)}", True, (20, 20, 20))
txt_action = font.render(action_msg, True, msg_color)
screen.blit(txt_hud, (15, 14))
screen.blit(txt_action, (15, 32))
if level_transition_timer > 0:
pygame.draw.rect(screen, (15, 20, 30), (WIDTH // 2 - 250, HEIGHT // 2 - 30, 500, 60))
w_surf = font.render(f"¡NIVEL {current_level} SUPERADO! CARGANDO NIVEL {current_level + 1}...", True, (255, 215, 0))
screen.blit(w_surf, (WIDTH // 2 - 230, HEIGHT // 2 - 8))
pygame.display.flip()
pygame.quit()