main.py busy edit, works but simplistic

This commit is contained in:
Lief9100
2020-04-20 01:27:26 -07:00
committed by Cameron Smart
parent cc83bab11c
commit 3034d96ab7

View File

@@ -6,6 +6,7 @@ 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
@@ -26,6 +27,7 @@ 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 +49,7 @@ 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()
@@ -76,6 +79,7 @@ class Game(arcade.Window):
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)
@@ -116,13 +120,48 @@ 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 NEED SPRITE, currently wielding frog slingshot
bullet = arcade.Sprite("resources/images/monsters/frog/frog1.png", Config.BULLET_SCALING)
# Position the bullet at the player's current location
start_x = self.player_list.center_x
start_y = self.player_list.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) * Config.BULLET_SPEED
bullet.change_y = math.sin(angle) * Config.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 +198,20 @@ 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.wall_list)
# 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.
if bullet.bottom > self.width or bullet.top < 0 or bullet.right < 0 or bullet.left > self.width:
bullet.remove_from_sprite_lists()
def main() -> None:
"""