Added kill list and recipes. Checks every three kills.

This commit is contained in:
Cameron Smart
2020-04-22 20:18:00 -07:00
parent 11ffacef01
commit 68f572124a
3 changed files with 107 additions and 100 deletions

View File

@@ -38,16 +38,16 @@ class Config(object):
PLAYER_MOVEMENT_SPEED = 14
# How many pixels to keep as a minimum margin between the characters and the edge of the screen.
LEFT_VIEWPORT_MARGIN = 500
RIGHT_VIEWPORT_MARGIN = 500
BOTTOM_VIEWPORT_MARGIN = 250
TOP_VIEWPORT_MARGIN = 200
LEFT_VIEWPORT_MARGIN = 700
RIGHT_VIEWPORT_MARGIN = 700
BOTTOM_VIEWPORT_MARGIN = 300
TOP_VIEWPORT_MARGIN = 350
# All debug statements and renderings should use this
DEBUG = True
DEBUG = False
#Monster Count to be spawned
MONSTER_COUNT = 4
MONSTER_COUNT = 20
class Enums(Enum):

View File

@@ -13,7 +13,7 @@ from typing import Tuple, List
import arcade
from config import Config
from map import Dungeon
from mobs import Player, Mob
from mobs import Player, Enemy
from projectiles import Temp
@@ -80,10 +80,11 @@ class Game(arcade.Window):
#Set up monsters
for count in range(Config.MONSTER_COUNT):
mob = Mob(filename="resources/images/monsters/ghost/ghost1.png", dungeon=self.dungeon)
mob = Enemy(filename="resources/images/monsters/ghost/ghost1.png", dungeon=self.dungeon)
mob.center_x, mob.center_y = random.choice(self.dungeon.levelList).center()
mob.target = self.player
mob.scale = 4
mob.monster_type = 'ghost'
self.enemy_list.append(mob)
'''
mob = Mob(filename="resources/images/monsters/ghost/ghost1.png", dungeon=self.dungeon)
@@ -140,10 +141,10 @@ class Game(arcade.Window):
arcade.draw_rectangle_outline(round(x / Config.TILE_SIZE) * Config.TILE_SIZE,
round(y / Config.TILE_SIZE) * Config.TILE_SIZE,
Config.TILE_SIZE, Config.TILE_SIZE, arcade.color.RED)
self.player.draw_hit_box()
arcade.draw_text(str((x, y)), x - 40, y + 50, arcade.color.WHITE, 15, font_name='Arial')
arcade.draw_text(f"FPS: {self.fps.get_fps():3.0f}", self.view_left + 50, self.view_bottom + 30,
arcade.color.WHITE, 16, font_name='Arial')
#self.player.draw_hit_box()
#arcade.draw_text(str((x, y)), x - 40, y + 50, arcade.color.WHITE, 15, font_name='Arial')
#arcade.draw_text(f"FPS: {self.fps.get_fps():3.0f}", self.view_left + 50, self.view_bottom + 30,
# arcade.color.WHITE, 16, font_name='Arial')
# Draw paths for all mobs
for mob in self.active_enemies:
@@ -152,7 +153,7 @@ class Game(arcade.Window):
path = mob.get_path()
t2 = time.time()
#print(f'Path acquired in {round(t2 - t1, 4)}s')
self.draw_path(path)
#self.draw_path(path)
mob.tick(path)
self.fps.tick()
@@ -288,7 +289,6 @@ class Game(arcade.Window):
Config.SCREEN_WIDTH + self.view_left,
self.view_bottom,
Config.SCREEN_HEIGHT + self.view_bottom)
#Enemy activation and update
for enemy in reversed(self.enemy_list):
if (
@@ -300,9 +300,14 @@ class Game(arcade.Window):
if Config.DEBUG: print("Activate Enemy")
self.active_enemies.append(enemy)
self.enemy_list.remove(enemy)
try:
for enemy in self.active_enemies:
enemy.update()
path = enemy.get_path()
enemy.tick(path)
except Exception:
import traceback
traceback.print_exc()
# Projectile updates
self.bullet_list.update()
for bullet in self.bullet_list:
@@ -314,6 +319,7 @@ class Game(arcade.Window):
if len(hit_list) > 0:
bullet.remove_from_sprite_lists()
if len(enemy_hit_list):
self.player.add_kill(enemy_hit_list[0].monster_type)
enemy_hit_list[0].remove_from_sprite_lists()

View File

@@ -31,6 +31,90 @@ class Mob(arcade.Sprite):
self.dungeon = dungeon
self.target = None
class Player(Mob):
"""
Represents a Player.
While this is a instance, there should only be one in the world at any given time.
"""
def __init__(self, *args, **kwargs) -> None:
super(Player, self).__init__(*args, **kwargs)
self.animations = PlayerAnimations(SpritePaths.KNIGHT)
# Used for mapping directions to animations
self.map = {
Enums.IDLE: self.animations.idles,
Enums.UP: self.animations.up,
Enums.DOWN: self.animations.down,
Enums.RIGHT: self.animations.right,
Enums.LEFT: self.animations.left
}
self.refreshIndex = 0
self.prev = Enums.IDLE
self.texture = next(self.map[self.prev])
self.kill_list = []
self.cur_recipe = ['ghost', 'ghost', 'ghost']
def add_kill(self, creature):
# Adds a kill to kill_list. If 3 or more check the recipe then give a power up if it matches.
self.kill_list.append(creature)
if self.cur_recipe == self.kill_list:
print("+++++++++++++++++++++++++++++++++++++++++++++++++++++++")
self.kill_list = []
def update_animation(self, delta_time: float = 1 / 60) -> None:
"""
Updates animations for the Player.
:param delta_time: No idea.
"""
# Increase the refresh index according
self.refreshIndex = (self.refreshIndex + 1) % Config.RUN_UPDATES_PER_FRAME
# Logic to determine what direction we're in.
if self.change_x == 0 and self.change_y == 0:
cur = Enums.IDLE
elif self.change_y > 0: # Up
cur = Enums.UP
elif self.change_y < 0: # Down
cur = Enums.DOWN
elif self.change_x > 0: # Left
cur = Enums.RIGHT
elif self.change_x < 0: # Right
cur = Enums.LEFT
else: # Idle
cur = Enums.IDLE
# If we're in a new direction or the refresh index has reset
if self.prev is not cur or self.refreshIndex == 0:
self.texture = next(self.map[cur])
self.prev = cur
def tick(self):
"""
While Player objects do not have any AI (they are controlled by the user),
the tick function can keep track of statistics that progress over time, like
regenerating health/armor or status effects like poison.
"""
class Enemy(Mob):
"""
Represents an Enemy Mob.
Will take basic offensive actions against Player objects.
"""
def __init__(self, *args, **kwargs) -> None:
super(Enemy, self).__init__(*args, **kwargs)
self.monster_type = ''
def nearestPosition(self) -> Tuple[int, int]:
"""
Returns the nearest absolute dungeon tile the Mob is placed on.
@@ -78,86 +162,3 @@ class Mob(arcade.Sprite):
self.dungeon.grid.cleanup()
return paths
class Player(Mob):
"""
Represents a Player.
While this is a instance, there should only be one in the world at any given time.
"""
def __init__(self, *args, **kwargs) -> None:
super(Player, self).__init__(*args, **kwargs)
self.animations = PlayerAnimations(SpritePaths.KNIGHT)
# Used for mapping directions to animations
self.map = {
Enums.IDLE: self.animations.idles,
Enums.UP: self.animations.up,
Enums.DOWN: self.animations.down,
Enums.RIGHT: self.animations.right,
Enums.LEFT: self.animations.left
}
self.refreshIndex = 0
self.prev = Enums.IDLE
self.texture = next(self.map[self.prev])
def update_animation(self, delta_time: float = 1 / 60) -> None:
"""
Updates animations for the Player.
:param delta_time: No idea.
"""
# Increase the refresh index according
self.refreshIndex = (self.refreshIndex + 1) % Config.RUN_UPDATES_PER_FRAME
# Logic to determine what direction we're in.
if self.change_x == 0 and self.change_y == 0:
cur = Enums.IDLE
elif self.change_y > 0: # Up
cur = Enums.UP
elif self.change_y < 0: # Down
cur = Enums.DOWN
elif self.change_x > 0: # Left
cur = Enums.RIGHT
elif self.change_x < 0: # Right
cur = Enums.LEFT
else: # Idle
cur = Enums.IDLE
# If we're in a new direction or the refresh index has reset
if self.prev is not cur or self.refreshIndex == 0:
self.texture = next(self.map[cur])
self.prev = cur
def tick(self):
"""
While Player objects do not have any AI (they are controlled by the user),
the tick function can keep track of statistics that progress over time, like
regenerating health/armor or status effects like poison.
"""
class Enemy(Mob):
"""
Represents an Enemy Mob.
Will take basic offensive actions against Player objects.
"""
def __init__(self, *args, **kwargs) -> None:
super(Enemy, self).__init__(*args, **kwargs)
def tick(self) -> None:
"""
A on_update function, the Enemy Mob should scan for the player, decide how to path to it, and
decide how to take offensive action.
"""
pass
def path(self) -> None:
"""
Not yet decided how this function should work.
Basically, most pathfinding decisions should be kept within this function.
"""
pass