Merge branch 'master' into refactor
@@ -19,6 +19,8 @@ class Config(object):
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SCREEN_HEIGHT = 1000
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SCREEN_TITLE = "Triple Dungeon"
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TILE_WIDTH = 63
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IDLE_UPDATES_PER_FRAME = 20
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RUN_UPDATES_PER_FRAME = 10
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# Constants used to scale our sprites from their original size
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CHARACTER_SCALING = 1
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@@ -28,14 +28,14 @@ class Game(arcade.Window):
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self.player_list = None
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# Separate variable that holds the player sprite
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self.player_sprite = None
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self.player = None
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# list to keep track of keypresses
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self.prev_keypress = []
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# Our physics engine
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self.physics_engine = None
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# list to keep track of key presses
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self.prev_keypress = []
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# Used to keep track of our scrolling
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self.view_bottom = 0
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self.view_left = 0
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@@ -46,25 +46,32 @@ class Game(arcade.Window):
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""" Set up the game here. Call this function to restart the game. """
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# Create the Sprite lists
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self.player_list = arcade.SpriteList()
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self.wall_list = arcade.SpriteList()
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self.floor_list = arcade.SpriteList()
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self.enemy_list = arcade.SpriteList()
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# Set up the player, specifically placing it at these coordinates.
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Player.setup(self)
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# Set up the player, specifically placing it at these coordinates.
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self.player = Player()
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self.player.scale = 1
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self.player.center_x = Config.SCREEN_WIDTH / 2
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self.player.center_y = Config.SCREEN_HEIGHT / 2
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self.player_list = self.player
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# Create the dungeon
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dungeon = Dungeon()
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self.floor_list, self.wall_list = dungeon.floor_list, dungeon.wall_list
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self.floor_list = dungeon.floor_list
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self.wall_list = dungeon.wall_list
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# Create monsters
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self.enemy_list.extend([
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Enemy(Sprites.GHOST, 200, 200).sprite,
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Enemy(Sprites.FROG, 200, 1000).sprite
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])
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# This needs to be updated to comply with the new mobs.py code
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#self.enemy_list.append(Enemy("resources/images/monsters/ghost/ghost1.png", 200, 200, 4).get_enemy())
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#self.enemy_list.append(Enemy("resources/images/monsters/frog/frog1.png", 200, 1000, 4).get_enemy())
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# Create the 'physics engine'
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self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
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self.physics_engine = arcade.PhysicsEngineSimple(self.player, self.wall_list)
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def on_draw(self):
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""" Render the screen. """
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@@ -74,7 +81,7 @@ class Game(arcade.Window):
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# Draw our sprites
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self.floor_list.draw()
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self.player_sprite.draw()
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self.player_list.draw()
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self.enemy_list.draw()
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self.wall_list.draw()
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@@ -82,34 +89,35 @@ class Game(arcade.Window):
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"""Called whenever a key is pressed. """
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if key == arcade.key.UP or key == arcade.key.W:
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self.player_sprite.change_y = Config.PLAYER_MOVEMENT_SPEED
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self.player_list.change_y = Config.PLAYER_MOVEMENT_SPEED
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self.prev_keypress.append(key)
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elif key == arcade.key.DOWN or key == arcade.key.S:
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self.player_sprite.change_y = -Config.PLAYER_MOVEMENT_SPEED
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self.player_list.change_y = -Config.PLAYER_MOVEMENT_SPEED
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self.prev_keypress.append(key)
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elif key == arcade.key.LEFT or key == arcade.key.A:
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self.player_sprite.change_x = -Config.PLAYER_MOVEMENT_SPEED
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self.player_list.change_x = -Config.PLAYER_MOVEMENT_SPEED
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self.prev_keypress.append(key)
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elif key == arcade.key.RIGHT or key == arcade.key.D:
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self.player_sprite.change_x = Config.PLAYER_MOVEMENT_SPEED
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self.player_list.change_x = Config.PLAYER_MOVEMENT_SPEED
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self.prev_keypress.append(key)
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elif key == 65307:
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self.close()
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def on_key_release(self, key, modifiers):
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"""Called when the user releases a key. """
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if key == arcade.key.UP or key == arcade.key.W:
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self.player_sprite.change_y = 0
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self.player_list.change_y = 0
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self.prev_keypress.remove(key)
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elif key == arcade.key.DOWN or key == arcade.key.S:
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self.player_sprite.change_y = 0
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self.player_list.change_y = 0
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self.prev_keypress.remove(key)
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elif key == arcade.key.LEFT or key == arcade.key.A:
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self.player_sprite.change_x = 0
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self.player_list.change_x = 0
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self.prev_keypress.remove(key)
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elif key == arcade.key.RIGHT or key == arcade.key.D:
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self.player_sprite.change_x = 0
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self.player_list.change_x = 0
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self.prev_keypress.remove(key)
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if self.prev_keypress:
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self.on_key_press(self.prev_keypress.pop(0), 0)
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@@ -118,28 +126,30 @@ class Game(arcade.Window):
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# Move the player with the physics engine
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self.physics_engine.update()
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self.player_list.update_animation()
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changed = False # Track if we need to change the viewport
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# Below manages all scrolling mechanics
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# Scroll left
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left_boundary = self.view_left + Config.LEFT_VIEWPORT_MARGIN
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if self.player_sprite.left < left_boundary:
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self.view_left -= left_boundary - self.player_sprite.left
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if self.player_list.left < left_boundary:
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self.view_left -= left_boundary - self.player_list.left
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changed = True
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# Scroll right
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right_boundary = self.view_left + Config.SCREEN_WIDTH - Config.RIGHT_VIEWPORT_MARGIN
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if self.player_sprite.right > right_boundary:
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self.view_left += self.player_sprite.right - right_boundary
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if self.player_list.right > right_boundary:
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self.view_left += self.player_list.right - right_boundary
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changed = True
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# Scroll up
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top_boundary = self.view_bottom + Config.SCREEN_HEIGHT - Config.TOP_VIEWPORT_MARGIN
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if self.player_sprite.top > top_boundary:
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self.view_bottom += self.player_sprite.top - top_boundary
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if self.player_list.top > top_boundary:
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self.view_bottom += self.player_list.top - top_boundary
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changed = True
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# Scroll down
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bottom_boundary = self.view_bottom + Config.BOTTOM_VIEWPORT_MARGIN
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if self.player_sprite.bottom < bottom_boundary:
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self.view_bottom -= bottom_boundary - self.player_sprite.bottom
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if self.player_list.bottom < bottom_boundary:
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self.view_bottom -= bottom_boundary - self.player_list.bottom
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changed = True
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if changed:
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@@ -59,8 +59,9 @@ 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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# self.level_count, self.size = level_count, size
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# self.levels = [[None for y in range(size)] for x in range(size)] # array[x][y] style access
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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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@@ -146,7 +147,6 @@ class Level:
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def rotate_level(self, times_rotated):
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m = np.array(self.level)
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print(m)
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for _ in range(0, times_rotated % 4):
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for i in range(0, times_rotated % 4):
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m = np.rot90(m)
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self.level = m.tolist()
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@@ -7,19 +7,28 @@ import arcade
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from config import Config, Sprites
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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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LEFT_FACING = 1
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FRONT_FACING = 2
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UP_FACING = 3
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DOWN_FACING = 4
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class Mob(object):
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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, sprite, x, y, max_health=100, max_armor=0) -> None:
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self.sprite_path = sprite
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self.sprite = arcade.Sprite(self.sprite_path, Config.CHARACTER_SCALING)
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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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self.max_health, self.max_armor = max_health, max_armor
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self.health, self.armor = max_health, max_armor
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self.sprite.scale = 4
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self.sprite.center_x = x
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self.sprite.center_y = y
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self.idle_textures = []
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self.walking_textures = []
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self.up_textures = []
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self.down_textures = []
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self.cur_texture = 0
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def tick(self) -> None:
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"""
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@@ -36,11 +45,67 @@ class Player(Mob):
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def __init__(self, *args, **kwargs) -> None:
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super(Player, self).__init__(*args, **kwargs)
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def setup(self):
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self.player_sprite = arcade.Sprite(Sprites.SKELETON, Config.CHARACTER_SCALING)
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self.player_sprite.center_x = Config.SCREEN_WIDTH / 2
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self.player_sprite.center_y = Config.SCREEN_HEIGHT / 2
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self.player_sprite.scale = 4
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main_path = "resources/images/character/knight/"
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# Default to face-front
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self.character_face_direction = FRONT_FACING
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# Load textures for idle standing
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for i in range(4):
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texture = arcade.load_texture(f"{main_path}knight iso char_idle_{i}.png")
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self.idle_textures.append(texture)
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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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# 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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# 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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# 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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elif self.change_x < 0:
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self.character_face_direction = RIGHT_FACING
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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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if self.cur_texture > 3 * Config.IDLE_UPDATES_PER_FRAME:
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self.cur_texture = 0
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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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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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self.cur_texture = 0
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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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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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self.cur_texture = 0
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self.texture = self.down_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME]
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return
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# Walking left/right animation
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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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def tick(self):
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"""
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@@ -58,6 +123,9 @@ class Enemy(Mob):
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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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