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https://github.com/n0remac/game-jam-2020.git
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Merge branch 'master' into perf
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@@ -8,10 +8,13 @@ import random
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import time
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import arcade
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import math
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from config import Config
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from map import Dungeon
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from mobs import Player
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from mobs import Player, Enemy
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from config import Config
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from projectiles import Temp
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class FPSCounter:
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@@ -45,6 +48,7 @@ class Game(arcade.Window):
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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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self.enemy_list = None
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self.bullet_list = None
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self.player = None
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self.dungeon = None
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@@ -67,6 +71,7 @@ class Game(arcade.Window):
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self.enemy_list = arcade.SpriteList()
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self.fps = FPSCounter()
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self.bullet_list = arcade.SpriteList()
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# Create the dungeon
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self.dungeon = Dungeon(0, 5)
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@@ -103,6 +108,7 @@ class Game(arcade.Window):
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self.dungeon.render()
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self.player.draw()
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self.enemy_list.draw()
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self.bullet_list.draw()
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self.player.draw_hit_box()
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x, y = self.player.center_x, self.player.center_y
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@@ -150,13 +156,47 @@ class Game(arcade.Window):
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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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def on_mouse_press(self, x, y, button, modifiers):
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"""
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Called whenever the mouse is clicked.
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"""
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# Create a bullet TEMP SPRITE, currently wielding frog slingshot
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bullet = Temp()
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# Position the bullet at the player's current location
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start_x = self.player.center_x
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start_y = self.player.center_y
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bullet.center_x = start_x
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bullet.center_y = start_y
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# Get from the mouse the destination location for the bullet
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dest_x = x+self.view_left
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dest_y = y+self.view_bottom
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# Do math to calculate how to get the bullet to the destination.
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# Calculation the angle in radians between the start points
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# and end points. This is the angle the bullet will travel.
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x_diff = dest_x - start_x
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y_diff = dest_y - start_y
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angle = math.atan2(y_diff, x_diff)
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# Angle the bullet sprite so it doesn't look like it is flying sideways.
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bullet.angle = math.degrees(angle)
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# Taking into account the angle, calculate our change_x
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# and change_y. Velocity is how fast the bullet travels.
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bullet.change_x = math.cos(angle) * bullet.speed
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bullet.change_y = math.sin(angle) * bullet.speed
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# Add the bullet to the appropriate lists
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self.bullet_list.append(bullet)
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def on_update(self, delta_time):
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""" Movement and game logic """
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# Move the player with the physics engine
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self.physics_engine.update()
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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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# Below manages all scrolling mechanics
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@@ -193,6 +233,25 @@ class Game(arcade.Window):
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self.view_bottom,
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Config.SCREEN_HEIGHT + self.view_bottom)
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# Projectile updates
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self.bullet_list.update()
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for bullet in self.bullet_list:
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# Collision Checks
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hit_list = arcade.check_for_collision_with_list(bullet, self.dungeon.getWalls())
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# If it did, get rid of the bullet
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if len(hit_list) > 0:
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bullet.remove_from_sprite_lists()
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# If the bullet flies off-screen, remove it. TEMP change to range calc
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if (
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bullet.bottom < self.view_bottom or
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bullet.top > self.view_bottom+Config.SCREEN_HEIGHT or
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bullet.right > self.view_left+Config.SCREEN_WIDTH or
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bullet.left < self.view_left
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):
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bullet.remove_from_sprite_lists()
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def main() -> None:
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"""
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