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https://github.com/n0remac/game-jam-2020.git
synced 2025-12-06 05:13:15 -06:00
make level rendering and dungeon rendering independent, remove complicated spritelist passing
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@@ -30,6 +30,8 @@ class Game(arcade.Window):
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# Separate variable that holds the player sprite
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self.player = None
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self.dungeon = None
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# list to keep track of keypresses
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self.prev_keypress = []
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@@ -47,8 +49,6 @@ class Game(arcade.Window):
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# Create the Sprite lists
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self.player_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.enemy_list = arcade.SpriteList()
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# Set up the player, specifically placing it at these coordinates.
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@@ -59,10 +59,7 @@ class Game(arcade.Window):
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self.player_list = self.player
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# Create the dungeon
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dungeon = Dungeon()
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self.floor_list = dungeon.floor_list
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self.wall_list = dungeon.wall_list
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self.dungeon = Dungeon()
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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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@@ -70,7 +67,7 @@ class Game(arcade.Window):
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# self.enemy_list.append(Enemy("resources/images/monsters/frog/frog1.png", 200, 1000, 4).get_enemy())
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# Create the 'physics engine'
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self.physics_engine = arcade.PhysicsEngineSimple(self.player, self.wall_list)
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self.physics_engine = arcade.PhysicsEngineSimple(self.player, *(dungeon.getWalls()))
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def on_draw(self):
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""" Render the screen. """
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@@ -79,8 +76,7 @@ class Game(arcade.Window):
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arcade.start_render()
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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.dungeon.render()
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self.enemy_list.draw()
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self.wall_list.draw()
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@@ -32,40 +32,15 @@ class Dungeon(object):
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self.floor_list = arcade.SpriteList()
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self.wall_list = arcade.SpriteList()
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level_size = 10 * Config.TILE_SCALING * Config.TILE_WIDTH
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# get center level
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center = Level.load_file(1, 1, 'resources/levels/map1/center.json')
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room_floor.move(level_size, 0)
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room_wall.move(level_size, 0)
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side = Level.load_file(2, 1, 'resources/levels/map1/room.json')
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room_floor.move(level_size, 0)
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room_wall.move(level_size, 0)
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center = Level()
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center.load_file('resources/levels/map1.center.json')
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self.floor_list.extend(center.floor_list)
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self.wall_list.extend(center.wall_list)
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# get a side room
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room = Level()
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room.load_file('resources/levels/map1/room.json')
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room.rotate_level(2)
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room.render()
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room_floor, room_wall = room.floor_list, room.wall_list
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self.floor_list.extend(room_floor)
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self.wall_list.extend(room_wall)
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# get a side room
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room = Level()
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room.load_file('resources/levels/map1/room.json')
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room.render()
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room_floor, room_wall = room.floor_list, room.wall_list
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room_floor.move(-level_size, 0)
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room_wall.move(-level_size, 0)
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self.floor_list.extend(room_floor)
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self.wall_list.extend(room_wall)
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self.levels = [
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[None, None, None],
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[center, side, None],
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[None, None, None]
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]
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def render(self) -> None:
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"""
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@@ -75,7 +50,9 @@ class Dungeon(object):
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for column in self.levels:
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for level in column:
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if level is not None:
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level.render()
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print('Rendering Level')
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level.floorSprites.draw()
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level.wallSprites.draw()
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class Level:
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@@ -108,7 +85,7 @@ class Level:
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# self.entrances = []
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@staticmethod
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def load_file(level_x: int, level_y:int, path: str) -> Level:
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def load_file(level_x: int, level_y: int, path: str) -> Level:
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"""
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Builds a Level from a given file path.
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@@ -128,7 +105,7 @@ class Level:
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# Places all of the tiles & sprites
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for x in range(0, 10):
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for y in range(0, 11):
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for y in range(0, 10):
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tilePath = level.sprites[level.structure[x][y]]
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sprite = arcade.Sprite(tilePath, Config.TILE_SCALING)
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sprite.center_x, sprite.center_y = x * tile_scale, y * tile_scale
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@@ -139,6 +116,7 @@ class Level:
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level.wallSprites.append(sprite)
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else:
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print(f'Could not handle Tile: {tilePath}')
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# Move everything into correct positions
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level.floorSprites.move(level_scale * level_x, level_scale * level_y)
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level.wallSprites.move(level_scale * level_x, level_scale * level_y)
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