diff --git a/triple-dungeon/config.py b/triple-dungeon/config.py index edc98e8..1bae98e 100644 --- a/triple-dungeon/config.py +++ b/triple-dungeon/config.py @@ -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 diff --git a/triple-dungeon/main.py b/triple-dungeon/main.py index 9abb7e7..f25021f 100644 --- a/triple-dungeon/main.py +++ b/triple-dungeon/main.py @@ -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: diff --git a/triple-dungeon/map.py b/triple-dungeon/map.py index 87b4c76..11f3a3c 100644 --- a/triple-dungeon/map.py +++ b/triple-dungeon/map.py @@ -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() diff --git a/triple-dungeon/mobs.py b/triple-dungeon/mobs.py index a833dcc..5457745 100644 --- a/triple-dungeon/mobs.py +++ b/triple-dungeon/mobs.py @@ -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 diff --git a/triple-dungeon/resources/images/character/knight/knight iso char_idle_0.png b/triple-dungeon/resources/images/character/knight/knight iso char_idle_0.png new file mode 100644 index 0000000..fa72f3e Binary files /dev/null and b/triple-dungeon/resources/images/character/knight/knight iso char_idle_0.png differ diff --git a/triple-dungeon/resources/images/character/knight/knight 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