Monsters on screen move randomly when not active.

This commit is contained in:
Cameron Smart
2020-04-24 01:36:44 -07:00
parent 8fc41803f4
commit dd45c32283
4 changed files with 88 additions and 55 deletions

View File

@@ -37,6 +37,8 @@ class Config(object):
# Movement speed of player, in pixels per frame
PLAYER_MOVEMENT_SPEED = 14
MONSTER_MOVEMENT_SPEED = 11
# How many pixels to keep as a minimum margin between the characters and the edge of the screen.
LEFT_VIEWPORT_MARGIN = 700
RIGHT_VIEWPORT_MARGIN = 700
@@ -47,7 +49,7 @@ class Config(object):
DEBUG = False
# Monster Count to be spawned
MONSTER_COUNT = 6
MONSTER_COUNT = 8
class Enums(Enum):

View File

@@ -57,7 +57,6 @@ class Game(arcade.Window):
# Used to keep track of our scrolling
self.view_bottom = self.view_left = 0
self.Recipe = []
self.enemies_in_range = []
arcade.set_background_color(arcade.color.BLACK)
@@ -80,12 +79,11 @@ class Game(arcade.Window):
level = random.choice(self.dungeon.levelList)
self.player.center_x, self.player.center_y = level.center()
self.player.cur_recipe = self.Recipe.active
self.player.monster_collisions = arcade.PhysicsEngineSimple(self.player, self.dungeon.getWalls())
self.player.collisions = arcade.PhysicsEngineSimple(self.player, self.dungeon.getWalls())
# Set up monsters
self.Mobs = MobHandler()
self.enemy_list = self.Mobs.setup(Config.MONSTER_COUNT, Config.MONSTER_COUNT, self.player, self.dungeon)
self.active_enemies = self.Mobs.active_enemies
# Setup viewport
self.view_bottom = self.player.center_x - (0.5 * Config.SCREEN_WIDTH) + 300
@@ -103,9 +101,8 @@ class Game(arcade.Window):
# Draw our sprites
self.dungeon.render()
self.player.draw()
self.Mobs.render()
self.active_enemies.draw()
#self.active_enemies.draw()
self.bullet_list.draw()
self.Recipe.render()
@@ -237,7 +234,7 @@ class Game(arcade.Window):
# Collision Checks
hit_list = arcade.check_for_collision_with_list(bullet, self.dungeon.getWalls())
enemy_hit_list = arcade.check_for_collision_with_list(bullet, self.active_enemies)
enemy_hit_list = arcade.check_for_collision_with_list(bullet, self.enemy_list)
# If it did, get rid of the bullet
if len(hit_list) > 0:
bullet.remove_from_sprite_lists()

View File

@@ -10,7 +10,7 @@ import json
from pprint import pprint
import arcade
import numpy as np
import random
from itertools import chain
from config import Config
@@ -177,13 +177,10 @@ class Level:
"""
return int((self.x + 0.5) * Config.LEVEL_SIZE), int((self.y + 0.5) * Config.LEVEL_SIZE)
def rotate_level(self, times_rotated):
def random(self) -> tuple:
"""
Rotates the
:param times_rotated:
:return:
Returns a random spot in the level.
:return: A tuple containing the X and Y coordinates
"""
m = np.array(self.level)
for i in range(0, times_rotated % 4):
m = np.rot90(m)
self.level = m.tolist()
return int((self.x + random.randint(1,9)/10) * Config.LEVEL_SIZE), int((self.y + random.randint(1,9)/10) * Config.LEVEL_SIZE)

View File

@@ -13,64 +13,89 @@ from config import Config, Enums, SpritePaths
from map import Dungeon
from sprites import PlayerAnimations
class MobHandler(arcade.SpriteList):
class MobHandler:
def __init__(self):
super().__init__()
self.enemy_list = []
self.active_enemies = []
self.avoid_list = []
self.dungeon = None
self.player = None
def setup(self, ghost, frogs, player, dungeon) -> list:
self.enemy_list = arcade.SpriteList()
self.active_enemies = arcade.SpriteList()
self.dungeon = dungeon
self.player = player
self.avoid_list = arcade.SpriteList()
self.avoid_list.append(self.player)
for d in dungeon.getWalls():
self.avoid_list.append(d)
for count in range(ghost):
mob = Enemy(filename="resources/images/monsters/ghost/ghost1.png", dungeon=self.dungeon)
mob.center_x, mob.center_y = random.choice(self.dungeon.levelList).center()
level = random.choice(self.dungeon.levelList)
mob.center_x, mob.center_y = level.random()
mob.target = self.player
mob.scale = 4
mob.monster_type = 'ghost'
mob.monster_collisions = arcade.PhysicsEngineSimple(mob, self.active_enemies)
mob.collisions = arcade.PhysicsEngineSimple(mob, self.avoid_list)
mob.level = level
self.enemy_list.append(mob)
self.avoid_list.append(mob)
for count in range(frogs):
mob = Enemy(filename="resources/images/monsters/frog/frog1.png", dungeon=self.dungeon)
mob.center_x, mob.center_y = random.choice(self.dungeon.levelList).center()
level = random.choice(self.dungeon.levelList)
mob.center_x, mob.center_y = level.random()
mob.target = self.player
mob.scale = 4
mob.monster_type = 'frog'
mob.monster_collisions = arcade.PhysicsEngineSimple(mob, self.active_enemies)
mob.collisions = arcade.PhysicsEngineSimple(mob, self.avoid_list)
mob.level = level
self.enemy_list.append(mob)
self.avoid_list.append(mob)
return self.enemy_list
def render(self) -> None:
self.player.draw()
self.enemy_list.draw()
def update(self) -> None:
#update player
self.player.monster_collisions.update()
self.player.collisions.update()
self.player.update_animation()
# Enemy activation and update
for enemy in reversed(self.enemy_list):
# TODO replace with distance checking
distance = self.get_distance(enemy)
enemy.collisions.update()
if (distance < 300):
self.active_enemies.append(enemy)
self.enemy_list.remove(enemy)
enemy.active = True
try:
for enemy in self.active_enemies:
enemy.monster_collisions.update()
path = enemy.get_path()
enemy.tick(path)
except Exception:
import traceback
traceback.print_exc()
enemy.speed = Config.MONSTER_MOVEMENT_SPEED
try:
path = enemy.get_path(enemy.target.position)
enemy.tick(path)
except Exception:
import traceback
traceback.print_exc()
else:
left, right, bottom, top = arcade.get_viewport()
if (
enemy.bottom > bottom and
enemy.top < bottom + Config.SCREEN_HEIGHT and
enemy.right < left + Config.SCREEN_WIDTH and
enemy.left > left
):
enemy.speed = 5
ran = random.randint(0,1000)
if ran > 950:
print(ran)
try:
path = enemy.get_path(enemy.level.random())
enemy.tick(path)
except Exception:
import traceback
traceback.print_exc()
def get_distance(self, enemy) -> int:
start_x = enemy.center_x
@@ -80,6 +105,20 @@ class MobHandler(arcade.SpriteList):
distance = math.sqrt(math.pow(start_x - end_x, 2) + math.pow(start_y - end_y, 2))
return distance
@staticmethod
def draw_path(path: List[Tuple[int, int]]) -> None:
"""
Draws a line between positions in a list of tuple, also known as the path.
:param path: A list of tuple positions defining a path that can be traversed.
"""
if len(path) > 2:
path = map(lambda point: ((point[0]) * Config.TILE_SIZE, (point[1]) * Config.TILE_SIZE), path)
path = list(path)
#print(path)
for pos1, pos2 in zip(path, path[1:]):
arcade.draw_line(*pos1, *pos2, color=arcade.color.RED)
class Mob(arcade.Sprite):
"""
@@ -97,10 +136,10 @@ class Mob(arcade.Sprite):
self.up_textures = []
self.down_textures = []
self.cur_texture = 0
self.monster_collisions = None
self.collisions = None
self.dungeon = dungeon
self.target = None
self.collisions = None
self.level = None
class Player(Mob):
@@ -127,6 +166,7 @@ class Player(Mob):
self.texture = next(self.map[self.prev])
self.kill_list = []
self.cur_recipe = None
self.speed = 14
def add_kill(self, creature):
# Adds a kill to kill_list. If 3 or more check the recipe then give a power up if it matches.
@@ -176,8 +216,6 @@ class Player(Mob):
"""
class Enemy(Mob):
"""
Represents an Enemy Mob.
@@ -187,7 +225,6 @@ class Enemy(Mob):
def __init__(self, *args, **kwargs) -> None:
super(Enemy, self).__init__(*args, **kwargs)
self.monster_type = ''
self.active = False
def nearestPosition(self) -> Tuple[int, int]:
"""
@@ -202,25 +239,26 @@ class Enemy(Mob):
"""
A on_update function, the Mob should decide it's next actions here.
"""
near_pos = self.nearestPosition()
curpos, nextpos = self.nearestPosition(), path[1]
curpos, nextpos = near_pos, path[1]
# print(curpos, nextpos)
if nextpos[0] > curpos[0]:
self.change_x = Config.PLAYER_MOVEMENT_SPEED - 3
self.change_x = self.speed
elif nextpos[0] < curpos[0]:
self.change_x = -Config.PLAYER_MOVEMENT_SPEED + 3
self.change_x = -self.speed
else:
self.change_x = 0
if nextpos[1] > curpos[1]:
self.change_y = Config.PLAYER_MOVEMENT_SPEED - 3
self.change_y = self.speed
elif nextpos[1] < curpos[1]:
self.change_y = -Config.PLAYER_MOVEMENT_SPEED + 3
self.change_y = -self.speed
else:
self.change_y = 0
# print(self.change_x, self.change_y)
def get_path(self, end: Tuple[int, int] = None) -> List[Tuple[int, int]]:
"""
@@ -229,10 +267,9 @@ class Enemy(Mob):
:param end: A the endpoint tuple. Must be a valid position within the matrix.
:return:
"""
if end is None:
end = self.target.position
start, end = self.nearestPosition(), (round(end[0] / Config.TILE_SIZE), round(end[1] / Config.TILE_SIZE))
start, end = self.dungeon.grid.node(*start), self.dungeon.grid.node(*end)
paths, runs = self.dungeon.finder.find_path(start, end, self.dungeon.grid)
self.dungeon.grid.cleanup()
return paths
start, end = self.nearestPosition(), (round(end[0] / Config.TILE_SIZE), round(end[1] / Config.TILE_SIZE))
start, end = self.dungeon.grid.node(*start), self.dungeon.grid.node(*end)
paths, runs = self.dungeon.finder.find_path(start, end, self.dungeon.grid)
self.dungeon.grid.cleanup()
return paths