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https://github.com/n0remac/game-jam-2020.git
synced 2025-12-09 16:05:21 -06:00
Added floor, character sprite, and made scalable
This commit is contained in:
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triple-dungeon/images/monsters/skeleton.png
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triple-dungeon/images/monsters/skeleton.png
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triple-dungeon/images/tiles/floor_tile.png
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triple-dungeon/images/tiles/floor_tile.png
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@@ -10,25 +10,33 @@ SCREEN_TITLE = "Triple Dungeon!!!"
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# Constants used to scale our sprites from their original size
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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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CHARACTER_SCALING = 1
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TILE_SCALING = 0.5
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TILE_SCALING = 2
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# Movement speed of player, in pixels per frame
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# Movement speed of player, in pixels per frame
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PLAYER_MOVEMENT_SPEED = 5
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PLAYER_MOVEMENT_SPEED = 5
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# How many pixels to keep as a minimum margin between the character
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# and the edge of the screen.
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LEFT_VIEWPORT_MARGIN = 250
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RIGHT_VIEWPORT_MARGIN = 250
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BOTTOM_VIEWPORT_MARGIN = 50
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TOP_VIEWPORT_MARGIN = 100
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class MyGame(arcade.Window):
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class MyGame(arcade.Window):
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"""
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"""
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Main application class.
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Main application class.
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"""
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"""
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def __init__(self):
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def __init__(self):
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# Call the parent class and set up the window
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# Call the parent class and set up the window
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super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
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super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
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# These are 'lists' that keep track of our sprites. Each sprite should
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# These are 'lists' that keep track of our sprites. Each sprite should
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# go into a list.
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# go into a list.
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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.player_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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# Separate variable that holds the player sprite
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@@ -40,22 +48,36 @@ class MyGame(arcade.Window):
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#list to keep track of keypresses
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#list to keep track of keypresses
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self.prev_keypress = []
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self.prev_keypress = []
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arcade.set_background_color(arcade.csscolor.CORNFLOWER_BLUE)
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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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arcade.set_background_color(arcade.csscolor.BLACK)
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def setup(self):
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def setup(self):
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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.wall_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.player_list = arcade.SpriteList()
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self.player_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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image_source = "../Python Arcade logo.png"
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image_source = "images/monsters/skeleton.png"
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self.player_sprite = arcade.Sprite(image_source, CHARACTER_SCALING)
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self.player_sprite = arcade.Sprite(image_source, CHARACTER_SCALING)
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self.player_sprite.center_x = 64
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self.player_sprite.center_x = SCREEN_WIDTH / 2
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self.player_sprite.center_y = 128
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self.player_sprite.center_y = SCREEN_HEIGHT / 2
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self.player_sprite.scale = 4
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self.player_list.append(self.player_sprite)
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self.player_list.append(self.player_sprite)
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# Create the floor
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# This shows using a loop to place multiple sprites horizontally and vertically
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for y in range(0, 1250, 63 * TILE_SCALING):
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for x in range(0, 1250, 63 * TILE_SCALING):
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floor = arcade.Sprite("images/tiles/floor_tile.png", TILE_SCALING)
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floor.center_x = x
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floor.center_y = y
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self.floor_list.append(floor)
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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_sprite, self.wall_list)
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self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
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@@ -66,6 +88,7 @@ class MyGame(arcade.Window):
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arcade.start_render()
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arcade.start_render()
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# Draw our sprites
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# Draw our sprites
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self.floor_list.draw()
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self.player_list.draw()
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self.player_list.draw()
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def on_key_press(self, key, modifiers):
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def on_key_press(self, key, modifiers):
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@@ -103,15 +126,53 @@ class MyGame(arcade.Window):
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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), '')
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self.on_key_press(self.prev_keypress.pop(0), '')
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def on_update(self, delta_time):
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def on_update(self, delta_time):
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""" Movement and game logic """
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""" Movement and game logic """
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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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# --- Manage Scrolling ---
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# Track if we need to change the viewport
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changed = False
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# Scroll left
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left_boundary = self.view_left + 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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changed = True
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# Scroll right
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right_boundary = self.view_left + SCREEN_WIDTH - 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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changed = True
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# Scroll up
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top_boundary = self.view_bottom + SCREEN_HEIGHT - 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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changed = True
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# Scroll down
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bottom_boundary = self.view_bottom + 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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changed = True
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if changed:
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# Only scroll to integers. Otherwise we end up with pixels that
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# don't line up on the screen
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self.view_bottom = int(self.view_bottom)
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self.view_left = int(self.view_left)
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# Do the scrolling
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arcade.set_viewport(self.view_left,
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SCREEN_WIDTH + self.view_left,
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self.view_bottom,
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SCREEN_HEIGHT + self.view_bottom)
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def main():
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def main():
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