basic player idle animation.
@@ -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
|
||||
|
||||
@@ -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)
|
||||
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:
|
||||
|
||||
@@ -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()
|
||||
@@ -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:
|
||||
"""
|
||||
|
||||
|
After Width: | Height: | Size: 597 B |
|
After Width: | Height: | Size: 597 B |
|
After Width: | Height: | Size: 621 B |
|
After Width: | Height: | Size: 621 B |
|
After Width: | Height: | Size: 547 B |
|
After Width: | Height: | Size: 566 B |
|
After Width: | Height: | Size: 545 B |
|
After Width: | Height: | Size: 570 B |
|
After Width: | Height: | Size: 583 B |
|
After Width: | Height: | Size: 438 B |
|
After Width: | Height: | Size: 498 B |
|
After Width: | Height: | Size: 508 B |
|
After Width: | Height: | Size: 444 B |
|
After Width: | Height: | Size: 476 B |
|
After Width: | Height: | Size: 488 B |
|
After Width: | Height: | Size: 441 B |
|
After Width: | Height: | Size: 499 B |
|
After Width: | Height: | Size: 509 B |
|
After Width: | Height: | Size: 451 B |
|
After Width: | Height: | Size: 480 B |
|
After Width: | Height: | Size: 498 B |
|
After Width: | Height: | Size: 409 B |
|
After Width: | Height: | Size: 429 B |
|
After Width: | Height: | Size: 435 B |
|
After Width: | Height: | Size: 449 B |
|
After Width: | Height: | Size: 498 B |
|
After Width: | Height: | Size: 547 B |
|
After Width: | Height: | Size: 552 B |
|
After Width: | Height: | Size: 767 B |
|
After Width: | Height: | Size: 441 B |
|
After Width: | Height: | Size: 569 B |
|
After Width: | Height: | Size: 481 B |
|
After Width: | Height: | Size: 438 B |
|
After Width: | Height: | Size: 563 B |
|
After Width: | Height: | Size: 486 B |
|
After Width: | Height: | Size: 383 B |
|
After Width: | Height: | Size: 396 B |
|
After Width: | Height: | Size: 633 B |