mirror of
https://github.com/n0remac/game-jam-2020.git
synced 2025-12-10 08:05:22 -06:00
@@ -6,10 +6,13 @@ Holds the main game window, as well as manages basic functions for organizing th
|
||||
import random
|
||||
|
||||
import arcade
|
||||
import math
|
||||
|
||||
from config import Config
|
||||
from map import Dungeon
|
||||
from mobs import Player
|
||||
from mobs import Player, Enemy
|
||||
from config import Config
|
||||
from projectiles import Temp
|
||||
|
||||
|
||||
class Game(arcade.Window):
|
||||
@@ -26,6 +29,7 @@ class Game(arcade.Window):
|
||||
self.wall_list = None
|
||||
self.floor_list = None
|
||||
self.enemy_list = None
|
||||
self.bullet_list = None
|
||||
self.player = None
|
||||
|
||||
self.dungeon = None
|
||||
@@ -47,6 +51,7 @@ class Game(arcade.Window):
|
||||
# Create the Sprite lists
|
||||
|
||||
self.enemy_list = arcade.SpriteList()
|
||||
self.bullet_list = arcade.SpriteList()
|
||||
|
||||
# Set up the player, specifically placing it at these coordinates.
|
||||
self.player = Player()
|
||||
@@ -75,10 +80,10 @@ class Game(arcade.Window):
|
||||
self.dungeon.render()
|
||||
self.player.draw()
|
||||
self.enemy_list.draw()
|
||||
self.wall_list.draw()
|
||||
self.bullet_list.draw()
|
||||
|
||||
x, y = self.player.center_x, self.player.center_y + 100
|
||||
arcade.draw_text(f"({x}, {y})", x, y, arcade.color.WHITE, 15)
|
||||
# arcade.draw_text(f"({x}, {y})", x, y, arcade.color.WHITE, 15)
|
||||
|
||||
def on_key_press(self, key, modifiers):
|
||||
"""Called whenever a key is pressed. """
|
||||
@@ -116,13 +121,47 @@ class Game(arcade.Window):
|
||||
if self.prev_keypress:
|
||||
self.on_key_press(self.prev_keypress.pop(0), 0)
|
||||
|
||||
def on_mouse_press(self, x, y, button, modifiers):
|
||||
"""
|
||||
Called whenever the mouse is clicked.
|
||||
"""
|
||||
# Create a bullet TEMP SPRITE, currently wielding frog slingshot
|
||||
bullet = Temp()
|
||||
# Position the bullet at the player's current location
|
||||
start_x = self.player.center_x
|
||||
start_y = self.player.center_y
|
||||
bullet.center_x = start_x
|
||||
bullet.center_y = start_y
|
||||
|
||||
# Get from the mouse the destination location for the bullet
|
||||
dest_x = x+self.view_left
|
||||
dest_y = y+self.view_bottom
|
||||
|
||||
# Do math to calculate how to get the bullet to the destination.
|
||||
# Calculation the angle in radians between the start points
|
||||
# and end points. This is the angle the bullet will travel.
|
||||
x_diff = dest_x - start_x
|
||||
y_diff = dest_y - start_y
|
||||
angle = math.atan2(y_diff, x_diff)
|
||||
|
||||
# Angle the bullet sprite so it doesn't look like it is flying sideways.
|
||||
bullet.angle = math.degrees(angle)
|
||||
|
||||
# Taking into account the angle, calculate our change_x
|
||||
# and change_y. Velocity is how fast the bullet travels.
|
||||
bullet.change_x = math.cos(angle) * bullet.speed
|
||||
bullet.change_y = math.sin(angle) * bullet.speed
|
||||
|
||||
# Add the bullet to the appropriate lists
|
||||
self.bullet_list.append(bullet)
|
||||
|
||||
def on_update(self, delta_time):
|
||||
""" Movement and game logic """
|
||||
|
||||
# Move the player with the physics engine
|
||||
self.physics_engine.update()
|
||||
|
||||
self.player.update_animation()
|
||||
|
||||
changed = False # Track if we need to change the viewport
|
||||
|
||||
# Below manages all scrolling mechanics
|
||||
@@ -159,6 +198,25 @@ class Game(arcade.Window):
|
||||
self.view_bottom,
|
||||
Config.SCREEN_HEIGHT + self.view_bottom)
|
||||
|
||||
# Projectile updates
|
||||
self.bullet_list.update()
|
||||
for bullet in self.bullet_list:
|
||||
# Collision Checks
|
||||
hit_list = arcade.check_for_collision_with_list(bullet, self.dungeon.getWalls())
|
||||
|
||||
# If it did, get rid of the bullet
|
||||
if len(hit_list) > 0:
|
||||
bullet.remove_from_sprite_lists()
|
||||
|
||||
# If the bullet flies off-screen, remove it. TEMP change to range calc
|
||||
if (
|
||||
bullet.bottom < self.view_bottom or
|
||||
bullet.top > self.view_bottom+Config.SCREEN_HEIGHT or
|
||||
bullet.right > self.view_left+Config.SCREEN_WIDTH or
|
||||
bullet.left < self.view_left
|
||||
):
|
||||
bullet.remove_from_sprite_lists()
|
||||
|
||||
|
||||
def main() -> None:
|
||||
"""
|
||||
|
||||
35
triple-dungeon/projectiles.py
Normal file
35
triple-dungeon/projectiles.py
Normal file
@@ -0,0 +1,35 @@
|
||||
"""
|
||||
projectiles.py
|
||||
Organizes classes related to projectiles
|
||||
"""
|
||||
|
||||
import arcade
|
||||
|
||||
|
||||
class Projectile(arcade.Sprite):
|
||||
"""
|
||||
Represents a Projectile. Damage, sprite, speed, range, collision list?
|
||||
"""
|
||||
def __init__(self, speed=7, damage=0, range=100, *args, **kwargs) -> None:
|
||||
# Set up parent class
|
||||
super().__init__()
|
||||
|
||||
self.speed = speed
|
||||
self.damage = damage # unimplemented
|
||||
self.texture = None
|
||||
self.range = range # unimplemented
|
||||
self.collision_list = []
|
||||
|
||||
|
||||
class Temp(Projectile):
|
||||
"""
|
||||
Temporary extension of projectile to demonstrate usage
|
||||
"""
|
||||
def __init__(self, *args, **kwargs) -> None:
|
||||
super(Temp, self).__init__(*args, **kwargs)
|
||||
self.texture = arcade.load_texture("resources/images/monsters/frog/frog1.png")
|
||||
self.speed = 20
|
||||
self.scale = 1
|
||||
# collision list for who/what to collide with: wall, player, enemy
|
||||
|
||||
# Can place function for starting on player or enemy
|
||||
Reference in New Issue
Block a user