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https://github.com/n0remac/game-jam-2020.git
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add new continuous integration file
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@@ -5,15 +5,15 @@ Holds the main game window, as well as manages basic functions for organizing th
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"""
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import collections
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import math
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import random
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import time
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import arcade
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import math
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from config import Config
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from map import Dungeon
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from mobs import Player, Enemy
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from config import Config
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from mobs import Player
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from projectiles import Temp
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@@ -106,7 +106,8 @@ class Game(arcade.Window):
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if Config.DEBUG:
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x, y = self.player.position
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tile = Config.TILE_WIDTH * Config.TILE_SCALING
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arcade.draw_rectangle_outline(round(x / tile) * tile, round(y / tile) * tile, tile, tile, arcade.color.RED)
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arcade.draw_rectangle_outline(round(x / tile) * tile, round(y / tile) * tile, tile, tile,
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arcade.color.RED)
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self.player.draw_hit_box()
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arcade.draw_text(str((x, y)), x - 40, y + 50, arcade.color.WHITE, 15, font_name='Arial')
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arcade.draw_text(f"FPS: {self.fps.get_fps():3.0f}", self.view_left + 50, self.view_bottom + 30,
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@@ -165,8 +166,8 @@ class Game(arcade.Window):
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bullet.center_y = start_y
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# Get from the mouse the destination location for the bullet
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dest_x = x+self.view_left
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dest_y = y+self.view_bottom
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dest_x = x + self.view_left
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dest_y = y + self.view_bottom
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# Do math to calculate how to get the bullet to the destination.
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# Calculation the angle in radians between the start points
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@@ -241,10 +242,10 @@ class Game(arcade.Window):
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# If the bullet flies off-screen, remove it. TEMP change to range calc
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if (
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bullet.bottom < self.view_bottom or
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bullet.top > self.view_bottom+Config.SCREEN_HEIGHT or
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bullet.right > self.view_left+Config.SCREEN_WIDTH or
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bullet.left < self.view_left
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bullet.bottom < self.view_bottom or
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bullet.top > self.view_bottom + Config.SCREEN_HEIGHT or
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bullet.right > self.view_left + Config.SCREEN_WIDTH or
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bullet.left < self.view_left
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):
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bullet.remove_from_sprite_lists()
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