add and implement active monster list

This commit is contained in:
Lief9100
2020-04-22 13:38:35 -07:00
parent 7e213e7c59
commit 11ffacef01
2 changed files with 34 additions and 9 deletions

View File

@@ -45,6 +45,9 @@ class Config(object):
# All debug statements and renderings should use this
DEBUG = True
#Monster Count to be spawned
MONSTER_COUNT = 4
class Enums(Enum):

View File

@@ -47,6 +47,7 @@ class Game(arcade.Window):
# Sprite Lists
self.enemy_list = None
self.active_enemies = []
self.bullet_list = None
self.player = None
# Game Objects
@@ -63,6 +64,7 @@ class Game(arcade.Window):
# Create the Sprite lists
self.enemy_list = arcade.SpriteList()
self.active_enemies = arcade.SpriteList()
self.fps = FPSCounter()
self.bullet_list = arcade.SpriteList()
@@ -76,6 +78,14 @@ class Game(arcade.Window):
self.player.center_x, self.player.center_y = level.center()
# x, y = level.center()
#Set up monsters
for count in range(Config.MONSTER_COUNT):
mob = Mob(filename="resources/images/monsters/ghost/ghost1.png", dungeon=self.dungeon)
mob.center_x, mob.center_y = random.choice(self.dungeon.levelList).center()
mob.target = self.player
mob.scale = 4
self.enemy_list.append(mob)
'''
mob = Mob(filename="resources/images/monsters/ghost/ghost1.png", dungeon=self.dungeon)
mob.center_x, mob.center_y = random.choice(self.dungeon.levelList).center()
mob.target = self.player
@@ -96,7 +106,7 @@ class Game(arcade.Window):
mob.target = self.player
mob.scale = 4
self.enemy_list.append(mob)
'''
# Setup viewport
self.view_bottom = self.player.center_x - (0.5 * Config.SCREEN_WIDTH) + 300
self.view_left = self.player.center_x - (0.5 * Config.SCREEN_WIDTH)
@@ -122,6 +132,7 @@ class Game(arcade.Window):
self.dungeon.render()
self.player.draw()
self.enemy_list.draw()
self.active_enemies.draw()
self.bullet_list.draw()
if Config.DEBUG:
@@ -130,12 +141,12 @@ class Game(arcade.Window):
round(y / Config.TILE_SIZE) * Config.TILE_SIZE,
Config.TILE_SIZE, Config.TILE_SIZE, arcade.color.RED)
self.player.draw_hit_box()
#arcade.draw_text(str((x, y)), x - 40, y + 50, arcade.color.WHITE, 15, font_name='Arial')
#arcade.draw_text(f"FPS: {self.fps.get_fps():3.0f}", self.view_left + 50, self.view_bottom + 30,
# arcade.color.WHITE, 16, font_name='Arial')
arcade.draw_text(str((x, y)), x - 40, y + 50, arcade.color.WHITE, 15, font_name='Arial')
arcade.draw_text(f"FPS: {self.fps.get_fps():3.0f}", self.view_left + 50, self.view_bottom + 30,
arcade.color.WHITE, 16, font_name='Arial')
# Draw paths for all mobs
for mob in self.enemy_list:
for mob in self.active_enemies:
if mob.target is not None:
t1 = time.time()
path = mob.get_path()
@@ -277,9 +288,20 @@ class Game(arcade.Window):
Config.SCREEN_WIDTH + self.view_left,
self.view_bottom,
Config.SCREEN_HEIGHT + self.view_bottom)
self.enemy_list.update()
#Enemy activation and update
for enemy in reversed(self.enemy_list):
if (
enemy.bottom > self.view_bottom and
enemy.top < self.view_bottom + Config.SCREEN_HEIGHT and
enemy.right < self.view_left + Config.SCREEN_WIDTH and
enemy.left > self.view_left
):
if Config.DEBUG: print("Activate Enemy")
self.active_enemies.append(enemy)
self.enemy_list.remove(enemy)
for enemy in self.active_enemies:
enemy.update()
# Projectile updates
self.bullet_list.update()
@@ -287,7 +309,7 @@ class Game(arcade.Window):
# Collision Checks
hit_list = arcade.check_for_collision_with_list(bullet, self.dungeon.getWalls())
enemy_hit_list = arcade.check_for_collision_with_list(bullet, self.enemy_list)
enemy_hit_list = arcade.check_for_collision_with_list(bullet, self.active_enemies)
# If it did, get rid of the bullet
if len(hit_list) > 0:
bullet.remove_from_sprite_lists()