place character randomly in one of the Dungeon levels, remove player_list and just use player, add Dungeon.levelList property function, add in generated level loading

This commit is contained in:
Xevion
2020-04-20 04:46:50 -05:00
parent 5cf2f5e7f7
commit 6f1161ab75
2 changed files with 38 additions and 32 deletions

View File

@@ -3,6 +3,7 @@ main.py
The main class used to load the game.
Holds the main game window, as well as manages basic functions for organizing the game.
"""
import random
import arcade
@@ -25,9 +26,6 @@ class Game(arcade.Window):
self.wall_list = None
self.floor_list = None
self.enemy_list = None
self.player_list = None
# Separate variable that holds the player sprite
self.player = None
self.dungeon = None
@@ -48,23 +46,21 @@ 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.enemy_list = arcade.SpriteList()
# 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
self.dungeon = Dungeon()
self.player.center_x, self.player.center_y = random.choice(self.dungeon.levelList).center()
# Create monsters
# 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())
# self.enemy_list.append(Enemy("resources/images/monsters/ghost/ghost1.png", 200, 200, 4))
# self.enemy_list.append(Enemy("resources/images/monsters/frog/frog1.png", 200, 1000, 4))
# Create the 'physics engine'
self.physics_engine = arcade.PhysicsEngineSimple(self.player, self.dungeon.getWalls())
@@ -80,7 +76,7 @@ class Game(arcade.Window):
# Draw our sprites
self.dungeon.render()
self.player_list.draw()
self.player.draw()
self.enemy_list.draw()
self.wall_list.draw()
@@ -88,16 +84,16 @@ class Game(arcade.Window):
"""Called whenever a key is pressed. """
if key == arcade.key.UP or key == arcade.key.W:
self.player_list.change_y = Config.PLAYER_MOVEMENT_SPEED
self.player.change_y = Config.PLAYER_MOVEMENT_SPEED
self.prev_keypress.append(key)
elif key == arcade.key.DOWN or key == arcade.key.S:
self.player_list.change_y = -Config.PLAYER_MOVEMENT_SPEED
self.player.change_y = -Config.PLAYER_MOVEMENT_SPEED
self.prev_keypress.append(key)
elif key == arcade.key.LEFT or key == arcade.key.A:
self.player_list.change_x = -Config.PLAYER_MOVEMENT_SPEED
self.player.change_x = -Config.PLAYER_MOVEMENT_SPEED
self.prev_keypress.append(key)
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.player_list.change_x = Config.PLAYER_MOVEMENT_SPEED
self.player.change_x = Config.PLAYER_MOVEMENT_SPEED
self.prev_keypress.append(key)
elif key == 65307:
self.close()
@@ -106,16 +102,16 @@ class Game(arcade.Window):
"""Called when the user releases a key. """
if key == arcade.key.UP or key == arcade.key.W:
self.player_list.change_y = 0
self.player.change_y = 0
self.prev_keypress.remove(key)
elif key == arcade.key.DOWN or key == arcade.key.S:
self.player_list.change_y = 0
self.player.change_y = 0
self.prev_keypress.remove(key)
elif key == arcade.key.LEFT or key == arcade.key.A:
self.player_list.change_x = 0
self.player.change_x = 0
self.prev_keypress.remove(key)
elif key == arcade.key.RIGHT or key == arcade.key.D:
self.player_list.change_x = 0
self.player.change_x = 0
self.prev_keypress.remove(key)
if self.prev_keypress:
self.on_key_press(self.prev_keypress.pop(0), 0)
@@ -126,29 +122,29 @@ class Game(arcade.Window):
# Move the player with the physics engine
self.physics_engine.update()
self.player_list.update_animation()
self.player.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_list.left < left_boundary:
self.view_left -= left_boundary - self.player_list.left
if self.player.left < left_boundary:
self.view_left -= left_boundary - self.player.left
changed = True
# Scroll right
right_boundary = self.view_left + Config.SCREEN_WIDTH - Config.RIGHT_VIEWPORT_MARGIN
if self.player_list.right > right_boundary:
self.view_left += self.player_list.right - right_boundary
if self.player.right > right_boundary:
self.view_left += self.player.right - right_boundary
changed = True
# Scroll up
top_boundary = self.view_bottom + Config.SCREEN_HEIGHT - Config.TOP_VIEWPORT_MARGIN
if self.player_list.top > top_boundary:
self.view_bottom += self.player_list.top - top_boundary
if self.player.top > top_boundary:
self.view_bottom += self.player.top - top_boundary
changed = True
# Scroll down
bottom_boundary = self.view_bottom + Config.BOTTOM_VIEWPORT_MARGIN
if self.player_list.bottom < bottom_boundary:
self.view_bottom -= bottom_boundary - self.player_list.bottom
if self.player.bottom < bottom_boundary:
self.view_bottom -= bottom_boundary - self.player.bottom
changed = True
if changed:

View File

@@ -35,13 +35,12 @@ class Dungeon(object):
self.floor_list = arcade.SpriteList()
self.wall_list = arcade.SpriteList()
center = Level.load_file(1, 1, 'resources/levels/map1/center.json')
side = Level.load_file(2, 1, 'resources/levels/map1/room.json')
# center = Level.load_file(1, 1, 'resources/levels/map1/center.json')
# side = Level.load_file(2, 1, 'resources/levels/map1/room.json')
center = "resources/levels/map1/center.json"
self.levels = [
[None, None, None],
[center, side, None],
[None, None, None]
[Level.load_file(x, y, center) for y in range(size)] for x in range(size)
]
def getWalls(self):
@@ -65,6 +64,17 @@ class Dungeon(object):
level.floorSprites.draw()
level.wallSprites.draw()
@property
def levelList(self) -> list:
"""
Retrieves all Level objects from Dungeon intance.
:return: A list containing all Level objects.
"""
return list(filter(
lambda level: level is not None, chain.from_iterable(self.levels)
))
class Level:
"""