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

@@ -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: