Merge branch 'master' into refactor

This commit is contained in:
2020-04-20 00:54:20 -05:00
committed by GitHub
42 changed files with 128 additions and 48 deletions

View File

@@ -19,6 +19,8 @@ class Config(object):
SCREEN_HEIGHT = 1000
SCREEN_TITLE = "Triple Dungeon"
TILE_WIDTH = 63
IDLE_UPDATES_PER_FRAME = 20
RUN_UPDATES_PER_FRAME = 10
# Constants used to scale our sprites from their original size
CHARACTER_SCALING = 1

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@@ -28,14 +28,14 @@ class Game(arcade.Window):
self.player_list = None
# Separate variable that holds the player sprite
self.player_sprite = None
self.player = None
# list to keep track of keypresses
self.prev_keypress = []
# Our physics engine
self.physics_engine = None
# list to keep track of key presses
self.prev_keypress = []
# Used to keep track of our scrolling
self.view_bottom = 0
self.view_left = 0
@@ -46,25 +46,32 @@ 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)
# Set up the player, specifically placing it at these coordinates.
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()
self.floor_list, self.wall_list = dungeon.floor_list, dungeon.wall_list
self.floor_list = dungeon.floor_list
self.wall_list = dungeon.wall_list
# Create monsters
self.enemy_list.extend([
Enemy(Sprites.GHOST, 200, 200).sprite,
Enemy(Sprites.FROG, 200, 1000).sprite
])
# This needs to be updated to comply with the new mobs.py code
#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 +81,7 @@ 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 +89,35 @@ 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 +126,30 @@ 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:

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@@ -59,8 +59,9 @@ class Dungeon(object):
self.floor_list.extend(room_floor)
self.wall_list.extend(room_wall)
# self.level_count, self.size = level_count, size
# self.levels = [[None for y in range(size)] for x in range(size)] # array[x][y] style access
def add_level(self, sprit_list):
for x in sprit_list:
self.levels.append(x)
def render(self) -> None:
"""
@@ -146,7 +147,6 @@ class Level:
def rotate_level(self, times_rotated):
m = np.array(self.level)
print(m)
for _ in range(0, times_rotated % 4):
for i in range(0, times_rotated % 4):
m = np.rot90(m)
self.level = m.tolist()

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@@ -7,19 +7,28 @@ import arcade
from config import Config, Sprites
# Constants used to track if the player is facing left or right
RIGHT_FACING = 0
LEFT_FACING = 1
FRONT_FACING = 2
UP_FACING = 3
DOWN_FACING = 4
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.walking_textures = []
self.up_textures = []
self.down_textures = []
self.cur_texture = 0
def tick(self) -> None:
"""
@@ -36,11 +45,67 @@ class Player(Mob):
def __init__(self, *args, **kwargs) -> None:
super(Player, self).__init__(*args, **kwargs)
def setup(self):
self.player_sprite = arcade.Sprite(Sprites.SKELETON, 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/"
# Default to face-front
self.character_face_direction = FRONT_FACING
# 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)
# Load textures for running horizontally
for i in range(6):
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)])
# Load textures for running down
for i in range(5):
self.down_textures.append(arcade.load_texture(f"{main_path}knight iso char_run down_{i}.png"))
# Load textures for running up
for i in range(5):
self.up_textures.append(arcade.load_texture(f"{main_path}knight iso char_run up_{i}.png"))
def update_animation(self, delta_time: float = 1/60):
# Figure out if we need to flip face left, right, up, or down
if self.change_x > 0:
self.character_face_direction = LEFT_FACING
elif self.change_x < 0:
self.character_face_direction = RIGHT_FACING
elif self.change_x == 0 and self.change_y == 0:
self.character_face_direction = FRONT_FACING
# idle animation
if self.change_x == 0 and self.change_y == 0:
self.cur_texture += 1
if self.cur_texture > 3 * Config.IDLE_UPDATES_PER_FRAME:
self.cur_texture = 0
self.texture = self.idle_textures[self.cur_texture // Config.IDLE_UPDATES_PER_FRAME]
return
#walk up animation
if self.change_y > 0:
self.cur_texture += 1
if self.cur_texture > 4 * Config.RUN_UPDATES_PER_FRAME:
self.cur_texture = 0
self.texture = self.up_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME]
return
#walk down animation
if self.change_y < 0:
self.cur_texture += 1
if self.cur_texture > 4 * Config.RUN_UPDATES_PER_FRAME:
self.cur_texture = 0
self.texture = self.down_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME]
return
# Walking left/right animation
self.cur_texture += 1
if self.cur_texture > 5 * Config.RUN_UPDATES_PER_FRAME:
self.cur_texture = 0
self.texture = self.walking_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME][self.character_face_direction]
def tick(self):
"""
@@ -58,6 +123,9 @@ class Enemy(Mob):
def __init__(self, *args, **kwargs) -> None:
super(Enemy, self).__init__(*args, **kwargs)
def get_enemy(self):
return self
def tick(self) -> None:
"""
A on_update function, the Enemy Mob should scan for the player, decide how to path to it, and

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