basic player idle animation.

This commit is contained in:
Cameron Smart
2020-04-19 19:14:04 -07:00
parent 6146ee0fa2
commit 154a959e8a
42 changed files with 234 additions and 40 deletions

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@@ -15,6 +15,7 @@ class Config(object):
SCREEN_HEIGHT = 1000 SCREEN_HEIGHT = 1000
SCREEN_TITLE = "Triple Dungeon" SCREEN_TITLE = "Triple Dungeon"
TILE_WIDTH = 63 TILE_WIDTH = 63
UPDATES_PER_FRAME = 20
# Constants used to scale our sprites from their original size # Constants used to scale our sprites from their original size
CHARACTER_SCALING = 1 CHARACTER_SCALING = 1

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@@ -29,7 +29,51 @@ class Game(arcade.Window):
self.player_list = None self.player_list = None
# Separate variable that holds the player sprite # 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 # Our physics engine
self.physics_engine = None self.physics_engine = None
@@ -47,12 +91,18 @@ class Game(arcade.Window):
""" Set up the game here. Call this function to restart the game. """ """ Set up the game here. Call this function to restart the game. """
# Create the Sprite lists # Create the Sprite lists
self.player_list = arcade.SpriteList()
self.wall_list = arcade.SpriteList() self.wall_list = arcade.SpriteList()
self.floor_list = arcade.SpriteList() self.floor_list = arcade.SpriteList()
self.enemy_list = arcade.SpriteList() self.enemy_list = arcade.SpriteList()
# Set up the player, specifically placing it at these coordinates. # Set up the player, specifically placing it at these coordinates.
Player.setup(self) 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 # Create the dungeon
dungeon = Dungeon() dungeon = Dungeon()
@@ -60,11 +110,11 @@ class Game(arcade.Window):
# Create monsters # 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/ghost/ghost1.png", 200, 200, 4).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/frog/frog1.png", 200, 1000, 4).get_enemy())
# Create the 'physics engine' # 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): def on_draw(self):
""" Render the screen. """ """ Render the screen. """
@@ -74,7 +124,7 @@ class Game(arcade.Window):
# Draw our sprites # Draw our sprites
self.floor_list.draw() self.floor_list.draw()
self.player_sprite.draw() self.player_list.draw()
self.enemy_list.draw() self.enemy_list.draw()
self.wall_list.draw() self.wall_list.draw()
@@ -82,34 +132,35 @@ class Game(arcade.Window):
"""Called whenever a key is pressed. """ """Called whenever a key is pressed. """
if key == arcade.key.UP or key == arcade.key.W: 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) self.prev_keypress.append(key)
elif key == arcade.key.DOWN or key == arcade.key.S: 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) self.prev_keypress.append(key)
elif key == arcade.key.LEFT or key == arcade.key.A: 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) self.prev_keypress.append(key)
elif key == arcade.key.RIGHT or key == arcade.key.D: 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) self.prev_keypress.append(key)
elif key == 65307:
self.close()
def on_key_release(self, key, modifiers): def on_key_release(self, key, modifiers):
"""Called when the user releases a key. """ """Called when the user releases a key. """
if key == arcade.key.UP or key == arcade.key.W: 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) self.prev_keypress.remove(key)
elif key == arcade.key.DOWN or key == arcade.key.S: 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) self.prev_keypress.remove(key)
elif key == arcade.key.LEFT or key == arcade.key.A: 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) self.prev_keypress.remove(key)
elif key == arcade.key.RIGHT or key == arcade.key.D: 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) self.prev_keypress.remove(key)
if self.prev_keypress: if self.prev_keypress:
self.on_key_press(self.prev_keypress.pop(0), 0) 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 # Move the player with the physics engine
self.physics_engine.update() self.physics_engine.update()
self.player_list.update_animation()
changed = False # Track if we need to change the viewport changed = False # Track if we need to change the viewport
# Below manages all scrolling mechanics # Below manages all scrolling mechanics
# Scroll left # Scroll left
left_boundary = self.view_left + Config.LEFT_VIEWPORT_MARGIN left_boundary = self.view_left + Config.LEFT_VIEWPORT_MARGIN
if self.player_sprite.left < left_boundary: if self.player_list.left < left_boundary:
self.view_left -= left_boundary - self.player_sprite.left self.view_left -= left_boundary - self.player_list.left
changed = True changed = True
# Scroll right # Scroll right
right_boundary = self.view_left + Config.SCREEN_WIDTH - Config.RIGHT_VIEWPORT_MARGIN right_boundary = self.view_left + Config.SCREEN_WIDTH - Config.RIGHT_VIEWPORT_MARGIN
if self.player_sprite.right > right_boundary: if self.player_list.right > right_boundary:
self.view_left += self.player_sprite.right - right_boundary self.view_left += self.player_list.right - right_boundary
changed = True changed = True
# Scroll up # Scroll up
top_boundary = self.view_bottom + Config.SCREEN_HEIGHT - Config.TOP_VIEWPORT_MARGIN top_boundary = self.view_bottom + Config.SCREEN_HEIGHT - Config.TOP_VIEWPORT_MARGIN
if self.player_sprite.top > top_boundary: if self.player_list.top > top_boundary:
self.view_bottom += self.player_sprite.top - top_boundary self.view_bottom += self.player_list.top - top_boundary
changed = True changed = True
# Scroll down # Scroll down
bottom_boundary = self.view_bottom + Config.BOTTOM_VIEWPORT_MARGIN bottom_boundary = self.view_bottom + Config.BOTTOM_VIEWPORT_MARGIN
if self.player_sprite.bottom < bottom_boundary: if self.player_list.bottom < bottom_boundary:
self.view_bottom -= bottom_boundary - self.player_sprite.bottom 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 changed = True
if changed: if changed:

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@@ -154,7 +154,6 @@ class Level:
def rotate_level(self, times_rotated): def rotate_level(self, times_rotated):
m = np.array(self.level) m = np.array(self.level)
print(m)
for i in range(0, times_rotated): for i in range(0, times_rotated):
m = np.rot90(m) m = np.rot90(m)
self.level = m.tolist() self.level = m.tolist()

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@@ -7,19 +7,18 @@ import arcade
from config import Config from config import Config
class Mob(arcade.Sprite):
class Mob(object):
""" """
Represents a Mob. No defined behaviour, it has no intelligence. Represents a Mob. No defined behaviour, it has no intelligence.
""" """
def __init__(self, sprite, x, y, max_health=100, max_armor=0) -> None: def __init__(self, max_health=100, max_armor=0, *args, **kwargs) -> None:
self.sprite_path = sprite # Set up parent class
self.sprite = arcade.Sprite(self.sprite_path, Config.CHARACTER_SCALING) super().__init__()
self.max_health, self.max_armor = max_health, max_armor self.max_health, self.max_armor = max_health, max_armor
self.health, self.armor = max_health, max_armor self.health, self.armor = max_health, max_armor
self.sprite.scale = 4 self.idle_textures = []
self.sprite.center_x = x self.cur_texture = 0
self.sprite.center_y = y
def tick(self) -> None: def tick(self) -> None:
""" """
@@ -36,12 +35,20 @@ class Player(Mob):
def __init__(self, *args, **kwargs) -> None: def __init__(self, *args, **kwargs) -> None:
super(Player, self).__init__(*args, **kwargs) super(Player, self).__init__(*args, **kwargs)
def setup(self): main_path = "resources/images/character/knight/"
image_source = "resources/images/monsters/skeleton.png"
self.player_sprite = arcade.Sprite(image_source, Config.CHARACTER_SCALING) # Load textures for idle standing
self.player_sprite.center_x = Config.SCREEN_WIDTH / 2 for i in range(4):
self.player_sprite.center_y = Config.SCREEN_HEIGHT / 2 texture = arcade.load_texture(f"{main_path}knight iso char_idle_{i}.png")
self.player_sprite.scale = 4 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): def tick(self):
""" """
@@ -60,7 +67,7 @@ class Enemy(Mob):
super(Enemy, self).__init__(*args, **kwargs) super(Enemy, self).__init__(*args, **kwargs)
def get_enemy(self): def get_enemy(self):
return self.sprite return self
def tick(self) -> None: def tick(self) -> None:
""" """

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