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https://github.com/n0remac/game-jam-2020.git
synced 2025-12-08 12:05:14 -06:00
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:
@@ -3,6 +3,7 @@ main.py
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The main class used to load the game.
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The main class used to load the game.
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Holds the main game window, as well as manages basic functions for organizing the game.
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Holds the main game window, as well as manages basic functions for organizing the game.
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"""
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"""
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import random
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import arcade
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import arcade
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@@ -25,9 +26,6 @@ class Game(arcade.Window):
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self.wall_list = None
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self.wall_list = None
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self.floor_list = None
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self.floor_list = None
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self.enemy_list = None
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self.enemy_list = None
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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 = None
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self.player = None
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self.dungeon = None
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self.dungeon = None
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@@ -48,23 +46,21 @@ class Game(arcade.Window):
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""" Set up the game here. Call this function to restart the game. """
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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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# Create the Sprite lists
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self.player_list = arcade.SpriteList()
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self.enemy_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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# Set up the player, specifically placing it at these coordinates.
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self.player = Player()
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self.player = Player()
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self.player.scale = 1
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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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# Create the dungeon
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self.dungeon = Dungeon()
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self.dungeon = Dungeon()
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self.player.center_x, self.player.center_y = random.choice(self.dungeon.levelList).center()
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# Create monsters
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# Create monsters
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# This needs to be updated to comply with the new mobs.py code
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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/ghost/ghost1.png", 200, 200, 4))
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# self.enemy_list.append(Enemy("resources/images/monsters/frog/frog1.png", 200, 1000, 4).get_enemy())
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# self.enemy_list.append(Enemy("resources/images/monsters/frog/frog1.png", 200, 1000, 4))
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# Create the 'physics engine'
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# Create the 'physics engine'
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self.physics_engine = arcade.PhysicsEngineSimple(self.player, self.dungeon.getWalls())
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self.physics_engine = arcade.PhysicsEngineSimple(self.player, self.dungeon.getWalls())
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@@ -80,7 +76,7 @@ class Game(arcade.Window):
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# Draw our sprites
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# Draw our sprites
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self.dungeon.render()
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self.dungeon.render()
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self.player_list.draw()
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self.player.draw()
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self.enemy_list.draw()
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self.enemy_list.draw()
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self.wall_list.draw()
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self.wall_list.draw()
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@@ -88,16 +84,16 @@ class Game(arcade.Window):
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"""Called whenever a key is pressed. """
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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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if key == arcade.key.UP or key == arcade.key.W:
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self.player_list.change_y = Config.PLAYER_MOVEMENT_SPEED
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self.player.change_y = Config.PLAYER_MOVEMENT_SPEED
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self.prev_keypress.append(key)
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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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elif key == arcade.key.DOWN or key == arcade.key.S:
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self.player_list.change_y = -Config.PLAYER_MOVEMENT_SPEED
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self.player.change_y = -Config.PLAYER_MOVEMENT_SPEED
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self.prev_keypress.append(key)
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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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elif key == arcade.key.LEFT or key == arcade.key.A:
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self.player_list.change_x = -Config.PLAYER_MOVEMENT_SPEED
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self.player.change_x = -Config.PLAYER_MOVEMENT_SPEED
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self.prev_keypress.append(key)
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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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elif key == arcade.key.RIGHT or key == arcade.key.D:
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self.player_list.change_x = Config.PLAYER_MOVEMENT_SPEED
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self.player.change_x = Config.PLAYER_MOVEMENT_SPEED
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self.prev_keypress.append(key)
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self.prev_keypress.append(key)
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elif key == 65307:
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elif key == 65307:
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self.close()
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self.close()
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@@ -106,16 +102,16 @@ class Game(arcade.Window):
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"""Called when the user releases a key. """
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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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if key == arcade.key.UP or key == arcade.key.W:
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self.player_list.change_y = 0
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self.player.change_y = 0
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self.prev_keypress.remove(key)
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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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elif key == arcade.key.DOWN or key == arcade.key.S:
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self.player_list.change_y = 0
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self.player.change_y = 0
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self.prev_keypress.remove(key)
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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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elif key == arcade.key.LEFT or key == arcade.key.A:
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self.player_list.change_x = 0
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self.player.change_x = 0
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self.prev_keypress.remove(key)
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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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elif key == arcade.key.RIGHT or key == arcade.key.D:
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self.player_list.change_x = 0
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self.player.change_x = 0
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self.prev_keypress.remove(key)
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self.prev_keypress.remove(key)
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if self.prev_keypress:
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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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self.on_key_press(self.prev_keypress.pop(0), 0)
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@@ -126,29 +122,29 @@ class Game(arcade.Window):
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# Move the player with the physics engine
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# Move the player with the physics engine
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self.physics_engine.update()
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self.physics_engine.update()
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self.player_list.update_animation()
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self.player.update_animation()
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changed = False # Track if we need to change the viewport
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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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# Below manages all scrolling mechanics
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# Scroll left
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# Scroll left
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left_boundary = self.view_left + Config.LEFT_VIEWPORT_MARGIN
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left_boundary = self.view_left + Config.LEFT_VIEWPORT_MARGIN
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if self.player_list.left < left_boundary:
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if self.player.left < left_boundary:
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self.view_left -= left_boundary - self.player_list.left
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self.view_left -= left_boundary - self.player.left
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changed = True
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changed = True
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# Scroll right
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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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right_boundary = self.view_left + Config.SCREEN_WIDTH - Config.RIGHT_VIEWPORT_MARGIN
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if self.player_list.right > right_boundary:
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if self.player.right > right_boundary:
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self.view_left += self.player_list.right - right_boundary
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self.view_left += self.player.right - right_boundary
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changed = True
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changed = True
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# Scroll up
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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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top_boundary = self.view_bottom + Config.SCREEN_HEIGHT - Config.TOP_VIEWPORT_MARGIN
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if self.player_list.top > top_boundary:
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if self.player.top > top_boundary:
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self.view_bottom += self.player_list.top - top_boundary
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self.view_bottom += self.player.top - top_boundary
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changed = True
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changed = True
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# Scroll down
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# Scroll down
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bottom_boundary = self.view_bottom + Config.BOTTOM_VIEWPORT_MARGIN
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bottom_boundary = self.view_bottom + Config.BOTTOM_VIEWPORT_MARGIN
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if self.player_list.bottom < bottom_boundary:
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if self.player.bottom < bottom_boundary:
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self.view_bottom -= bottom_boundary - self.player_list.bottom
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self.view_bottom -= bottom_boundary - self.player.bottom
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changed = True
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changed = True
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if changed:
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if changed:
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@@ -35,13 +35,12 @@ class Dungeon(object):
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self.floor_list = arcade.SpriteList()
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self.floor_list = arcade.SpriteList()
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self.wall_list = arcade.SpriteList()
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self.wall_list = arcade.SpriteList()
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center = Level.load_file(1, 1, 'resources/levels/map1/center.json')
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# center = Level.load_file(1, 1, 'resources/levels/map1/center.json')
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side = Level.load_file(2, 1, 'resources/levels/map1/room.json')
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# side = Level.load_file(2, 1, 'resources/levels/map1/room.json')
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center = "resources/levels/map1/center.json"
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self.levels = [
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self.levels = [
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[None, None, None],
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[Level.load_file(x, y, center) for y in range(size)] for x in range(size)
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[center, side, None],
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[None, None, None]
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]
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]
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def getWalls(self):
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def getWalls(self):
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@@ -65,6 +64,17 @@ class Dungeon(object):
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level.floorSprites.draw()
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level.floorSprites.draw()
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level.wallSprites.draw()
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level.wallSprites.draw()
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@property
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def levelList(self) -> list:
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"""
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Retrieves all Level objects from Dungeon intance.
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:return: A list containing all Level objects.
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"""
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return list(filter(
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lambda level: level is not None, chain.from_iterable(self.levels)
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))
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class Level:
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class Level:
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"""
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"""
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