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https://github.com/n0remac/game-jam-2020.git
synced 2025-12-06 05:13:15 -06:00
Monsters on screen move randomly when not active.
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@@ -37,6 +37,8 @@ class Config(object):
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# Movement speed of player, in pixels per frame
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PLAYER_MOVEMENT_SPEED = 14
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MONSTER_MOVEMENT_SPEED = 11
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# How many pixels to keep as a minimum margin between the characters and the edge of the screen.
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LEFT_VIEWPORT_MARGIN = 700
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RIGHT_VIEWPORT_MARGIN = 700
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@@ -47,7 +49,7 @@ class Config(object):
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DEBUG = False
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# Monster Count to be spawned
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MONSTER_COUNT = 6
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MONSTER_COUNT = 8
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class Enums(Enum):
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@@ -57,7 +57,6 @@ class Game(arcade.Window):
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# Used to keep track of our scrolling
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self.view_bottom = self.view_left = 0
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self.Recipe = []
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self.enemies_in_range = []
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arcade.set_background_color(arcade.color.BLACK)
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@@ -80,12 +79,11 @@ class Game(arcade.Window):
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level = random.choice(self.dungeon.levelList)
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self.player.center_x, self.player.center_y = level.center()
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self.player.cur_recipe = self.Recipe.active
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self.player.monster_collisions = arcade.PhysicsEngineSimple(self.player, self.dungeon.getWalls())
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self.player.collisions = arcade.PhysicsEngineSimple(self.player, self.dungeon.getWalls())
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# Set up monsters
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self.Mobs = MobHandler()
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self.enemy_list = self.Mobs.setup(Config.MONSTER_COUNT, Config.MONSTER_COUNT, self.player, self.dungeon)
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self.active_enemies = self.Mobs.active_enemies
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# Setup viewport
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self.view_bottom = self.player.center_x - (0.5 * Config.SCREEN_WIDTH) + 300
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@@ -103,9 +101,8 @@ class Game(arcade.Window):
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# Draw our sprites
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self.dungeon.render()
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self.player.draw()
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self.Mobs.render()
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self.active_enemies.draw()
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#self.active_enemies.draw()
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self.bullet_list.draw()
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self.Recipe.render()
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@@ -237,7 +234,7 @@ class Game(arcade.Window):
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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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enemy_hit_list = arcade.check_for_collision_with_list(bullet, self.active_enemies)
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enemy_hit_list = arcade.check_for_collision_with_list(bullet, self.enemy_list)
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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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@@ -10,7 +10,7 @@ import json
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from pprint import pprint
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import arcade
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import numpy as np
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import random
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from itertools import chain
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from config import Config
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@@ -177,13 +177,10 @@ class Level:
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"""
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return int((self.x + 0.5) * Config.LEVEL_SIZE), int((self.y + 0.5) * Config.LEVEL_SIZE)
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def rotate_level(self, times_rotated):
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def random(self) -> tuple:
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"""
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Rotates the
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:param times_rotated:
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:return:
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Returns a random spot in the level.
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:return: A tuple containing the X and Y coordinates
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"""
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m = np.array(self.level)
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for i in range(0, times_rotated % 4):
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m = np.rot90(m)
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self.level = m.tolist()
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return int((self.x + random.randint(1,9)/10) * Config.LEVEL_SIZE), int((self.y + random.randint(1,9)/10) * Config.LEVEL_SIZE)
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@@ -13,64 +13,89 @@ from config import Config, Enums, SpritePaths
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from map import Dungeon
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from sprites import PlayerAnimations
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class MobHandler(arcade.SpriteList):
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class MobHandler:
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def __init__(self):
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super().__init__()
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self.enemy_list = []
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self.active_enemies = []
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self.avoid_list = []
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self.dungeon = None
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self.player = None
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def setup(self, ghost, frogs, player, dungeon) -> list:
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self.enemy_list = arcade.SpriteList()
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self.active_enemies = arcade.SpriteList()
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self.dungeon = dungeon
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self.player = player
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self.avoid_list = arcade.SpriteList()
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self.avoid_list.append(self.player)
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for d in dungeon.getWalls():
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self.avoid_list.append(d)
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for count in range(ghost):
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mob = Enemy(filename="resources/images/monsters/ghost/ghost1.png", dungeon=self.dungeon)
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mob.center_x, mob.center_y = random.choice(self.dungeon.levelList).center()
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level = random.choice(self.dungeon.levelList)
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mob.center_x, mob.center_y = level.random()
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mob.target = self.player
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mob.scale = 4
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mob.monster_type = 'ghost'
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mob.monster_collisions = arcade.PhysicsEngineSimple(mob, self.active_enemies)
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mob.collisions = arcade.PhysicsEngineSimple(mob, self.avoid_list)
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mob.level = level
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self.enemy_list.append(mob)
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self.avoid_list.append(mob)
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for count in range(frogs):
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mob = Enemy(filename="resources/images/monsters/frog/frog1.png", dungeon=self.dungeon)
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mob.center_x, mob.center_y = random.choice(self.dungeon.levelList).center()
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level = random.choice(self.dungeon.levelList)
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mob.center_x, mob.center_y = level.random()
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mob.target = self.player
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mob.scale = 4
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mob.monster_type = 'frog'
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mob.monster_collisions = arcade.PhysicsEngineSimple(mob, self.active_enemies)
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mob.collisions = arcade.PhysicsEngineSimple(mob, self.avoid_list)
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mob.level = level
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self.enemy_list.append(mob)
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self.avoid_list.append(mob)
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return self.enemy_list
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def render(self) -> None:
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def render(self) -> None:
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self.player.draw()
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self.enemy_list.draw()
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def update(self) -> None:
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#update player
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self.player.monster_collisions.update()
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self.player.collisions.update()
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self.player.update_animation()
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# Enemy activation and update
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for enemy in reversed(self.enemy_list):
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# TODO replace with distance checking
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distance = self.get_distance(enemy)
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enemy.collisions.update()
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if (distance < 300):
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self.active_enemies.append(enemy)
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self.enemy_list.remove(enemy)
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enemy.active = True
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try:
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for enemy in self.active_enemies:
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enemy.monster_collisions.update()
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path = enemy.get_path()
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enemy.tick(path)
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except Exception:
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import traceback
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traceback.print_exc()
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enemy.speed = Config.MONSTER_MOVEMENT_SPEED
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try:
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path = enemy.get_path(enemy.target.position)
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enemy.tick(path)
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except Exception:
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import traceback
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traceback.print_exc()
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else:
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left, right, bottom, top = arcade.get_viewport()
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if (
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enemy.bottom > bottom and
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enemy.top < bottom + Config.SCREEN_HEIGHT and
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enemy.right < left + Config.SCREEN_WIDTH and
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enemy.left > left
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):
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enemy.speed = 5
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ran = random.randint(0,1000)
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if ran > 950:
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print(ran)
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try:
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path = enemy.get_path(enemy.level.random())
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enemy.tick(path)
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except Exception:
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import traceback
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traceback.print_exc()
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def get_distance(self, enemy) -> int:
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start_x = enemy.center_x
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@@ -80,6 +105,20 @@ class MobHandler(arcade.SpriteList):
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distance = math.sqrt(math.pow(start_x - end_x, 2) + math.pow(start_y - end_y, 2))
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return distance
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@staticmethod
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def draw_path(path: List[Tuple[int, int]]) -> None:
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"""
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Draws a line between positions in a list of tuple, also known as the path.
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:param path: A list of tuple positions defining a path that can be traversed.
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"""
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if len(path) > 2:
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path = map(lambda point: ((point[0]) * Config.TILE_SIZE, (point[1]) * Config.TILE_SIZE), path)
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path = list(path)
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#print(path)
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for pos1, pos2 in zip(path, path[1:]):
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arcade.draw_line(*pos1, *pos2, color=arcade.color.RED)
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class Mob(arcade.Sprite):
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"""
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@@ -97,10 +136,10 @@ class Mob(arcade.Sprite):
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self.up_textures = []
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self.down_textures = []
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self.cur_texture = 0
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self.monster_collisions = None
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self.collisions = None
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self.dungeon = dungeon
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self.target = None
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self.collisions = None
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self.level = None
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class Player(Mob):
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@@ -127,6 +166,7 @@ class Player(Mob):
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self.texture = next(self.map[self.prev])
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self.kill_list = []
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self.cur_recipe = None
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self.speed = 14
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def add_kill(self, creature):
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# Adds a kill to kill_list. If 3 or more check the recipe then give a power up if it matches.
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@@ -176,8 +216,6 @@ class Player(Mob):
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"""
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class Enemy(Mob):
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"""
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Represents an Enemy Mob.
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@@ -187,7 +225,6 @@ class Enemy(Mob):
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def __init__(self, *args, **kwargs) -> None:
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super(Enemy, self).__init__(*args, **kwargs)
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self.monster_type = ''
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self.active = False
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def nearestPosition(self) -> Tuple[int, int]:
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"""
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@@ -202,25 +239,26 @@ class Enemy(Mob):
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"""
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A on_update function, the Mob should decide it's next actions here.
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"""
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curpos, nextpos = self.nearestPosition(), path[1]
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near_pos = self.nearestPosition()
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curpos, nextpos = near_pos, path[1]
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# print(curpos, nextpos)
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if nextpos[0] > curpos[0]:
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self.change_x = Config.PLAYER_MOVEMENT_SPEED - 3
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self.change_x = self.speed
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elif nextpos[0] < curpos[0]:
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self.change_x = -Config.PLAYER_MOVEMENT_SPEED + 3
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self.change_x = -self.speed
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else:
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self.change_x = 0
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if nextpos[1] > curpos[1]:
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self.change_y = Config.PLAYER_MOVEMENT_SPEED - 3
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self.change_y = self.speed
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elif nextpos[1] < curpos[1]:
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self.change_y = -Config.PLAYER_MOVEMENT_SPEED + 3
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self.change_y = -self.speed
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else:
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self.change_y = 0
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# print(self.change_x, self.change_y)
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def get_path(self, end: Tuple[int, int] = None) -> List[Tuple[int, int]]:
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"""
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@@ -229,10 +267,9 @@ class Enemy(Mob):
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:param end: A the endpoint tuple. Must be a valid position within the matrix.
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:return:
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"""
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if end is None:
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end = self.target.position
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start, end = self.nearestPosition(), (round(end[0] / Config.TILE_SIZE), round(end[1] / Config.TILE_SIZE))
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start, end = self.dungeon.grid.node(*start), self.dungeon.grid.node(*end)
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paths, runs = self.dungeon.finder.find_path(start, end, self.dungeon.grid)
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self.dungeon.grid.cleanup()
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return paths
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start, end = self.nearestPosition(), (round(end[0] / Config.TILE_SIZE), round(end[1] / Config.TILE_SIZE))
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start, end = self.dungeon.grid.node(*start), self.dungeon.grid.node(*end)
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paths, runs = self.dungeon.finder.find_path(start, end, self.dungeon.grid)
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self.dungeon.grid.cleanup()
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return paths
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