diff --git a/triple-dungeon/config.py b/triple-dungeon/config.py index 313b102..8f933e9 100644 --- a/triple-dungeon/config.py +++ b/triple-dungeon/config.py @@ -15,6 +15,7 @@ class Config(object): SCREEN_HEIGHT = 1000 SCREEN_TITLE = "Triple Dungeon" TILE_WIDTH = 63 + UPDATES_PER_FRAME = 20 # Constants used to scale our sprites from their original size CHARACTER_SCALING = 1 diff --git a/triple-dungeon/main.py b/triple-dungeon/main.py index ff0841c..8b3b8f6 100644 --- a/triple-dungeon/main.py +++ b/triple-dungeon/main.py @@ -29,7 +29,51 @@ class Game(arcade.Window): self.player_list = None # Separate variable that holds the player sprite - self.player_sprite = None + self.player = None + + # Our physics engine + self.physics_engine = None + + # list to keep track of keypresses + self.prev_keypress = [] + + # Used to keep track of our scrolling + self.view_bottom = 0 + self.view_left = 0 + + arcade.set_background_color(arcade.csscolor.BLACK) +""" +main.py +The main class used to load the game. +Holds the main game window, as well as manages basic functions for organizing the game. +""" + +import arcade + +from config import Config +from map import Dungeon +from mobs import Player +from mobs import Enemy + + +class Game(arcade.Window): + """ + Main application class. + """ + + def __init__(self): + # Call the parent class and set up the window + super().__init__(Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT, Config.SCREEN_TITLE) + + # These are 'lists' that keep track of our sprites. Each sprite should + # go into a list. + self.wall_list = None + self.floor_list = None + self.enemy_list = None + self.player_list = None + + # Separate variable that holds the player sprite + self.player = None # Our physics engine self.physics_engine = None @@ -47,12 +91,18 @@ class Game(arcade.Window): """ Set up the game here. Call this function to restart the game. """ # Create the Sprite lists + self.player_list = arcade.SpriteList() self.wall_list = arcade.SpriteList() self.floor_list = arcade.SpriteList() self.enemy_list = arcade.SpriteList() - # Set up the player, specifically placing it at these coordinates. - Player.setup(self) + # Set up the player, specifically placing it at these coordinates. + self.player = Player() + self.player.scale = 1 + self.player.center_x = Config.SCREEN_WIDTH / 2 + self.player.center_y = Config.SCREEN_HEIGHT / 2 + self.player_list = self.player + # Create the dungeon dungeon = Dungeon() @@ -60,11 +110,11 @@ class Game(arcade.Window): # Create monsters - self.enemy_list.append(Enemy("resources/images/monsters/ghost/ghost1.png", 200, 200).get_enemy()) - self.enemy_list.append(Enemy("resources/images/monsters/frog/frog1.png", 200, 1000).get_enemy()) + #self.enemy_list.append(Enemy("resources/images/monsters/ghost/ghost1.png", 200, 200, 4).get_enemy()) + #self.enemy_list.append(Enemy("resources/images/monsters/frog/frog1.png", 200, 1000, 4).get_enemy()) # Create the 'physics engine' - self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list) + self.physics_engine = arcade.PhysicsEngineSimple(self.player, self.wall_list) def on_draw(self): """ Render the screen. """ @@ -74,7 +124,7 @@ class Game(arcade.Window): # Draw our sprites self.floor_list.draw() - self.player_sprite.draw() + self.player_list.draw() self.enemy_list.draw() self.wall_list.draw() @@ -82,34 +132,35 @@ class Game(arcade.Window): """Called whenever a key is pressed. """ if key == arcade.key.UP or key == arcade.key.W: - self.player_sprite.change_y = Config.PLAYER_MOVEMENT_SPEED + self.player_list.change_y = Config.PLAYER_MOVEMENT_SPEED self.prev_keypress.append(key) elif key == arcade.key.DOWN or key == arcade.key.S: - self.player_sprite.change_y = -Config.PLAYER_MOVEMENT_SPEED + self.player_list.change_y = -Config.PLAYER_MOVEMENT_SPEED self.prev_keypress.append(key) elif key == arcade.key.LEFT or key == arcade.key.A: - self.player_sprite.change_x = -Config.PLAYER_MOVEMENT_SPEED + self.player_list.change_x = -Config.PLAYER_MOVEMENT_SPEED self.prev_keypress.append(key) elif key == arcade.key.RIGHT or key == arcade.key.D: - self.player_sprite.change_x = Config.PLAYER_MOVEMENT_SPEED + self.player_list.change_x = Config.PLAYER_MOVEMENT_SPEED self.prev_keypress.append(key) + elif key == 65307: + self.close() def on_key_release(self, key, modifiers): """Called when the user releases a key. """ if key == arcade.key.UP or key == arcade.key.W: - self.player_sprite.change_y = 0 + self.player_list.change_y = 0 self.prev_keypress.remove(key) elif key == arcade.key.DOWN or key == arcade.key.S: - self.player_sprite.change_y = 0 + self.player_list.change_y = 0 self.prev_keypress.remove(key) elif key == arcade.key.LEFT or key == arcade.key.A: - self.player_sprite.change_x = 0 + self.player_list.change_x = 0 self.prev_keypress.remove(key) elif key == arcade.key.RIGHT or key == arcade.key.D: - self.player_sprite.change_x = 0 + self.player_list.change_x = 0 self.prev_keypress.remove(key) - if self.prev_keypress: self.on_key_press(self.prev_keypress.pop(0), 0) @@ -118,28 +169,164 @@ class Game(arcade.Window): # Move the player with the physics engine self.physics_engine.update() + + self.player_list.update_animation() changed = False # Track if we need to change the viewport # Below manages all scrolling mechanics # Scroll left left_boundary = self.view_left + Config.LEFT_VIEWPORT_MARGIN - if self.player_sprite.left < left_boundary: - self.view_left -= left_boundary - self.player_sprite.left + if self.player_list.left < left_boundary: + self.view_left -= left_boundary - self.player_list.left changed = True # Scroll right right_boundary = self.view_left + Config.SCREEN_WIDTH - Config.RIGHT_VIEWPORT_MARGIN - if self.player_sprite.right > right_boundary: - self.view_left += self.player_sprite.right - right_boundary + if self.player_list.right > right_boundary: + self.view_left += self.player_list.right - right_boundary changed = True # Scroll up top_boundary = self.view_bottom + Config.SCREEN_HEIGHT - Config.TOP_VIEWPORT_MARGIN - if self.player_sprite.top > top_boundary: - self.view_bottom += self.player_sprite.top - top_boundary + if self.player_list.top > top_boundary: + self.view_bottom += self.player_list.top - top_boundary changed = True # Scroll down bottom_boundary = self.view_bottom + Config.BOTTOM_VIEWPORT_MARGIN - if self.player_sprite.bottom < bottom_boundary: - self.view_bottom -= bottom_boundary - self.player_sprite.bottom + if self.player_list.bottom < bottom_boundary: + self.view_bottom -= bottom_boundary - self.player_list.bottom + changed = True + + if changed: + # Only scroll to integers. Otherwise we end up with pixels that + # don't line up on the screen + self.view_bottom = int(self.view_bottom) + self.view_left = int(self.view_left) + + # Do the scrolling + arcade.set_viewport(self.view_left, + Config.SCREEN_WIDTH + self.view_left, + self.view_bottom, + Config.SCREEN_HEIGHT + self.view_bottom) + + +def main() -> None: + """ + Setups up window classes and runs the game. + """ + + window = Game() + window.setup() + arcade.run() + + +if __name__ == "__main__": + main() + + def setup(self): + """ Set up the game here. Call this function to restart the game. """ + # Create the Sprite lists + + self.player_list = arcade.SpriteList() + self.wall_list = arcade.SpriteList() + self.floor_list = arcade.SpriteList() + self.enemy_list = arcade.SpriteList() + + # Set up the player, specifically placing it at these coordinates. + self.player = Player() + self.player.scale = 4 + self.player.center_x = Config.SCREEN_WIDTH / 2 + self.player.center_y = Config.SCREEN_HEIGHT / 2 + self.player_list.append(self.player) + + + # Create the dungeon + dungeon = Dungeon() + self.floor_list, self.wall_list = dungeon.get_lists() + + + # Create monsters + self.enemy_list.append(Enemy("resources/images/monsters/ghost/ghost1.png", 200, 200, 4).get_enemy()) + self.enemy_list.append(Enemy("resources/images/monsters/frog/frog1.png", 200, 1000, 4).get_enemy()) + + # Create the 'physics engine' + self.physics_engine = arcade.PhysicsEngineSimple(self.player_list, self.wall_list) + + def on_draw(self): + """ Render the screen. """ + + # Clear the screen to the background color + arcade.start_render() + + # Draw our sprites + self.floor_list.draw() + self.player_list.draw() + self.enemy_list.draw() + self.wall_list.draw() + + def on_key_press(self, key, modifiers): + """Called whenever a key is pressed. """ + + if key == arcade.key.UP or key == arcade.key.W: + self.player_list.change_y = Config.PLAYER_MOVEMENT_SPEED + self.prev_keypress.append(key) + elif key == arcade.key.DOWN or key == arcade.key.S: + self.player_list.change_y = -Config.PLAYER_MOVEMENT_SPEED + self.prev_keypress.append(key) + elif key == arcade.key.LEFT or key == arcade.key.A: + self.player_list.change_x = -Config.PLAYER_MOVEMENT_SPEED + self.prev_keypress.append(key) + elif key == arcade.key.RIGHT or key == arcade.key.D: + self.player_list.change_x = Config.PLAYER_MOVEMENT_SPEED + self.prev_keypress.append(key) + elif key == 65307: + self.close() + + def on_key_release(self, key, modifiers): + """Called when the user releases a key. """ + + if key == arcade.key.UP or key == arcade.key.W: + self.player_list.change_y = 0 + self.prev_keypress.remove(key) + elif key == arcade.key.DOWN or key == arcade.key.S: + self.player_list.change_y = 0 + self.prev_keypress.remove(key) + elif key == arcade.key.LEFT or key == arcade.key.A: + self.player_list.change_x = 0 + self.prev_keypress.remove(key) + elif key == arcade.key.RIGHT or key == arcade.key.D: + self.player_list.change_x = 0 + self.prev_keypress.remove(key) + if self.prev_keypress: + self.on_key_press(self.prev_keypress.pop(0), 0) + + def on_update(self, delta_time): + """ Movement and game logic """ + + # Move the player with the physics engine + self.physics_engine.update() + + self.player_list.update_animation() + changed = False # Track if we need to change the viewport + + # Below manages all scrolling mechanics + # Scroll left + left_boundary = self.view_left + Config.LEFT_VIEWPORT_MARGIN + if self.player_list.left < left_boundary: + self.view_left -= left_boundary - self.player_list.left + changed = True + # Scroll right + right_boundary = self.view_left + Config.SCREEN_WIDTH - Config.RIGHT_VIEWPORT_MARGIN + if self.player_list.right > right_boundary: + self.view_left += self.player_list.right - right_boundary + changed = True + # Scroll up + top_boundary = self.view_bottom + Config.SCREEN_HEIGHT - Config.TOP_VIEWPORT_MARGIN + if self.player_list.top > top_boundary: + self.view_bottom += self.player_list.top - top_boundary + changed = True + # Scroll down + bottom_boundary = self.view_bottom + Config.BOTTOM_VIEWPORT_MARGIN + if self.player_list.bottom < bottom_boundary: + self.view_bottom -= bottom_boundary - self.player_list.bottom changed = True if changed: diff --git a/triple-dungeon/map.py b/triple-dungeon/map.py index c61304a..dbbdae3 100644 --- a/triple-dungeon/map.py +++ b/triple-dungeon/map.py @@ -154,7 +154,6 @@ class Level: def rotate_level(self, times_rotated): m = np.array(self.level) - print(m) for i in range(0, times_rotated): m = np.rot90(m) self.level = m.tolist() \ No newline at end of file diff --git a/triple-dungeon/mobs.py b/triple-dungeon/mobs.py index d6656ab..57037fb 100644 --- a/triple-dungeon/mobs.py +++ b/triple-dungeon/mobs.py @@ -7,19 +7,18 @@ import arcade from config import Config - -class Mob(object): +class Mob(arcade.Sprite): """ Represents a Mob. No defined behaviour, it has no intelligence. """ - def __init__(self, sprite, x, y, max_health=100, max_armor=0) -> None: - self.sprite_path = sprite - self.sprite = arcade.Sprite(self.sprite_path, Config.CHARACTER_SCALING) + def __init__(self, max_health=100, max_armor=0, *args, **kwargs) -> None: + # Set up parent class + super().__init__() + self.max_health, self.max_armor = max_health, max_armor self.health, self.armor = max_health, max_armor - self.sprite.scale = 4 - self.sprite.center_x = x - self.sprite.center_y = y + self.idle_textures = [] + self.cur_texture = 0 def tick(self) -> None: """ @@ -36,12 +35,20 @@ class Player(Mob): def __init__(self, *args, **kwargs) -> None: super(Player, self).__init__(*args, **kwargs) - def setup(self): - image_source = "resources/images/monsters/skeleton.png" - self.player_sprite = arcade.Sprite(image_source, Config.CHARACTER_SCALING) - self.player_sprite.center_x = Config.SCREEN_WIDTH / 2 - self.player_sprite.center_y = Config.SCREEN_HEIGHT / 2 - self.player_sprite.scale = 4 + main_path = "resources/images/character/knight/" + + # Load textures for idle standing + for i in range(4): + texture = arcade.load_texture(f"{main_path}knight iso char_idle_{i}.png") + self.idle_textures.append(texture) + + def update_animation(self, delta_time: float = 1/60): + # idle animation + self.cur_texture += 1 + if self.cur_texture > 3 * Config.UPDATES_PER_FRAME: + self.cur_texture = 0 + self.texture = self.idle_textures[self.cur_texture // Config.UPDATES_PER_FRAME] + print('test') def tick(self): """ @@ -60,7 +67,7 @@ class Enemy(Mob): super(Enemy, self).__init__(*args, **kwargs) def get_enemy(self): - return self.sprite + return self def tick(self) -> None: """ diff --git a/triple-dungeon/resources/images/character/knight/knight iso char_idle_0.png b/triple-dungeon/resources/images/character/knight/knight iso char_idle_0.png new file mode 100644 index 0000000..fa72f3e Binary files /dev/null and b/triple-dungeon/resources/images/character/knight/knight iso char_idle_0.png differ diff 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