mirror of
https://github.com/n0remac/game-jam-2020.git
synced 2025-12-10 10:05:22 -06:00
remove useless functions, basic reformat command, add dumb docstring
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@@ -64,10 +64,6 @@ class Dungeon(object):
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self.floor_list.extend(room_floor)
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self.wall_list.extend(room_wall)
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def add_level(self, sprit_list):
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for x in sprit_list:
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self.levels.append(x)
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def render(self) -> None:
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"""
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Calls render on all level
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@@ -145,9 +141,6 @@ class Level:
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x = 0
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y += 1
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def get_lists(self):
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return self.floor_list, self.wall_list
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def rotate_level(self, times_rotated):
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"""
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Rotates the
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@@ -5,7 +5,7 @@ Organizes all classes related to Mobs, Entities, Enemies, Players and Items.
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import arcade
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from config import Config, Sprites
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from config import Config
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# Constants used to track if the player is facing left or right
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RIGHT_FACING = 0
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@@ -14,10 +14,12 @@ FRONT_FACING = 2
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UP_FACING = 3
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DOWN_FACING = 4
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class Mob(arcade.Sprite):
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"""
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Represents a Mob. No defined behaviour, it has no intelligence.
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"""
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def __init__(self, max_health=100, max_armor=0, *args, **kwargs) -> None:
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# Set up parent class
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super().__init__()
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@@ -42,6 +44,7 @@ class Player(Mob):
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Represents a Player.
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While this is a instance, there should only be one in the world at any given time.
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"""
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def __init__(self, *args, **kwargs) -> None:
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super(Player, self).__init__(*args, **kwargs)
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@@ -57,8 +60,10 @@ class Player(Mob):
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# Load textures for running horizontally
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for i in range(6):
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self.walking_textures.append([arcade.load_texture(f"{main_path}knight iso char_run left_{i}.png"),arcade.load_texture(f"{main_path}knight iso char_run left_{i}.png", mirrored=True)])
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self.walking_textures.append([arcade.load_texture(f"{main_path}knight iso char_run left_{i}.png"),
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arcade.load_texture(f"{main_path}knight iso char_run left_{i}.png",
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mirrored=True)])
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# Load textures for running down
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for i in range(5):
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self.down_textures.append(arcade.load_texture(f"{main_path}knight iso char_run down_{i}.png"))
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@@ -66,8 +71,13 @@ class Player(Mob):
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# Load textures for running up
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for i in range(5):
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self.up_textures.append(arcade.load_texture(f"{main_path}knight iso char_run up_{i}.png"))
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def update_animation(self, delta_time: float = 1/60):
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def update_animation(self, delta_time: float = 1 / 60) -> None:
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"""
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Updates animations for the Player.
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:param delta_time: No idea.
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"""
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# Figure out if we need to flip face left, right, up, or down
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if self.change_x > 0:
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self.character_face_direction = LEFT_FACING
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@@ -76,7 +86,6 @@ class Player(Mob):
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elif self.change_x == 0 and self.change_y == 0:
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self.character_face_direction = FRONT_FACING
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# idle animation
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if self.change_x == 0 and self.change_y == 0:
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self.cur_texture += 1
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@@ -85,7 +94,7 @@ class Player(Mob):
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self.texture = self.idle_textures[self.cur_texture // Config.IDLE_UPDATES_PER_FRAME]
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return
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#walk up animation
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# walk up animation
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if self.change_y > 0:
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self.cur_texture += 1
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if self.cur_texture > 4 * Config.RUN_UPDATES_PER_FRAME:
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@@ -93,7 +102,7 @@ class Player(Mob):
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self.texture = self.up_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME]
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return
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#walk down animation
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# walk down animation
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if self.change_y < 0:
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self.cur_texture += 1
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if self.cur_texture > 4 * Config.RUN_UPDATES_PER_FRAME:
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@@ -105,7 +114,8 @@ class Player(Mob):
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self.cur_texture += 1
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if self.cur_texture > 5 * Config.RUN_UPDATES_PER_FRAME:
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self.cur_texture = 0
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self.texture = self.walking_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME][self.character_face_direction]
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self.texture = self.walking_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME][
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self.character_face_direction]
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def tick(self):
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"""
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@@ -120,12 +130,10 @@ class Enemy(Mob):
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Represents an Enemy Mob.
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Will take basic offensive actions against Player objects.
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"""
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def __init__(self, *args, **kwargs) -> None:
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super(Enemy, self).__init__(*args, **kwargs)
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def get_enemy(self):
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return self
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def tick(self) -> None:
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"""
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A on_update function, the Enemy Mob should scan for the player, decide how to path to it, and
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