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https://github.com/n0remac/game-jam-2020.git
synced 2025-12-11 08:05:24 -06:00
Levels can be combined together in dungeon
This commit is contained in:
@@ -11,8 +11,8 @@ class Config(object):
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"""
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"""
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# Constants
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# Constants
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SCREEN_WIDTH = 1000
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SCREEN_WIDTH = 1650
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SCREEN_HEIGHT = 650
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SCREEN_HEIGHT = 1000
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SCREEN_TITLE = "Triple Dungeon"
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SCREEN_TITLE = "Triple Dungeon"
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TILE_WIDTH = 63
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TILE_WIDTH = 63
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@@ -21,7 +21,7 @@ class Config(object):
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TILE_SCALING = 2
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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 = 7
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# How many pixels to keep as a minimum margin between the character
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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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# and the edge of the screen.
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@@ -7,7 +7,7 @@ Holds the main game window, as well as manages basic functions for organizing th
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import arcade
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import arcade
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from config import Config
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from config import Config
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from map import Level
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from map import Dungeon
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from mobs import Player
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from mobs import Player
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from mobs import Enemy
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from mobs import Enemy
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@@ -54,8 +54,10 @@ class Game(arcade.Window):
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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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Player.setup(self)
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Player.setup(self)
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# Create the level
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# Create the dungeon
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self.floor_list, self.wall_list = Level.load_file('resources/levels/test1.json')
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dungeon = Dungeon()
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self.floor_list, self.wall_list = dungeon.get_lists()
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# Create monsters
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# Create monsters
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self.enemy_list.append(Enemy("resources/images/monsters/ghost/ghost1.png", 200, 200).get_enemy())
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self.enemy_list.append(Enemy("resources/images/monsters/ghost/ghost1.png", 200, 200).get_enemy())
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@@ -9,6 +9,7 @@ from config import Config
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import arcade
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import arcade
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import json
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import json
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import numpy as np
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class Dungeon(object):
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class Dungeon(object):
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"""
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"""
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@@ -22,9 +23,52 @@ class Dungeon(object):
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:param level_count: The number of Active Levels that should be stored within the Dungeon.
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:param level_count: The number of Active Levels that should be stored within the Dungeon.
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:param size: The diameter of the dungeon. Allows for a total of size^2 slots for levels.
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:param size: The diameter of the dungeon. Allows for a total of size^2 slots for levels.
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"""
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"""
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# setup
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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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self.level_count, self.size = level_count, size
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# get center level
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self.levels = [[None for y in range(size)] for x in range(size)] # array[x][y] style access
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center = Level()
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center.load_file('resources/levels/map1/center.json')
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center.render()
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center_floor, center_wall = center.get_lists()
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self.floor_list.extend(center_floor)
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self.wall_list.extend(center_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.rotate_level(2)
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room.render()
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room_floor, room_wall = room.get_lists()
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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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# 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.get_lists()
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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.level_count, self.size = level_count, size
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#self.levels = [[None for y in range(size)] for x in range(size)] # array[x][y] style access
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def get_lists(self):
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return (self.floor_list, self.wall_list)
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def add_level(self, sprit_list):
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for x in sprit_list:
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self.levels.append(x)
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def render(self) -> None:
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def render(self) -> None:
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"""
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"""
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@@ -37,14 +81,14 @@ class Dungeon(object):
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level.render()
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level.render()
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class Level(object):
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class Level:
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"""
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"""
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A 10x10 space holding wall and background sprites, enemies, items and so forth.
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A 10x10 space holding wall and background sprites, enemies, items and so forth.
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Should be loaded from
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Should be loaded from
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"""
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"""
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def __init__(self, level_x: int, level_y: int) -> None:
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def __init__(self, level_x: int = 0, level_y: int = 0) -> None:
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"""
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"""
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Initializes the level class. Defaults with no sprites, and no background.
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Initializes the level class. Defaults with no sprites, and no background.
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@@ -53,56 +97,64 @@ class Level(object):
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"""
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"""
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self.x, self.y = level_x, level_y
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self.x, self.y = level_x, level_y
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self.sprites = arcade.SpriteList()
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self.sprites = []
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self.level = []
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# Tuples containing the Node positions of where walls, air and entrances are.
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# Tuples containing the Node positions of where walls, floor and entrances are.
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# All positions are generated based on the level's X and Y position, so that all points within
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# All positions are generated based on the level's X and Y position, so that all points within
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# the dungeon can be mapped by a proper pathfinding system.
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# the dungeon can be mapped by a proper pathfinding system.
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self.walls = []
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self.floor_list = []
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self.air = []
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self.wall_list = []
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self.entrances = []
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#self.entrances = []
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@staticmethod
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#@staticmethod
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def load_file(path: str) -> Level:
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def load_file(self, path: str) -> Level:
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"""
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"""
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Builds a Level from a given file path.
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Builds a Level from a given file path.
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:param path: Path to the Level file.
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:param path: Path to the Level file.
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:return: The new generated Level file.
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:return: The new generated Level file.
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"""
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"""
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floor_list = arcade.SpriteList()
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self.floor_list = arcade.SpriteList()
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wall_list = arcade.SpriteList()
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self.wall_list = arcade.SpriteList()
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x = 0
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y = 0
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with open(path) as file:
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with open(path) as file:
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level = json.load(file)
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level = json.load(file)
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elements = level['elements']
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self.sprites = level['elements']
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structure = level['structure']
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self.level = level['structure']
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def render(self) -> None:
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"""
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Calls render on all sprites.
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"""
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x = 0
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y = 0
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level_size = 10 * Config.TILE_SCALING * Config.TILE_WIDTH
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level_size = 10 * Config.TILE_SCALING * Config.TILE_WIDTH
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# Create the level
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# Create the level
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# This shows using a loop to place multiple sprites horizontally and vertically
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# This shows using a loop to place multiple sprites horizontally and vertically
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for y_pos in range(0, level_size , 63 * Config.TILE_SCALING):
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for y_pos in range(0, level_size , 63 * Config.TILE_SCALING):
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for x_pos in range(0, level_size, 63 * Config.TILE_SCALING):
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for x_pos in range(0, level_size, 63 * Config.TILE_SCALING):
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cur_tile = structure[y][x]
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cur_tile = self.level[y][x]
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sprite = elements[cur_tile]
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sprite = self.sprites[cur_tile]
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floor = arcade.Sprite(sprite, Config.TILE_SCALING)
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floor = arcade.Sprite(sprite, Config.TILE_SCALING)
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floor.center_x = x_pos
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floor.center_x = x_pos
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floor.center_y = y_pos
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floor.center_y = y_pos
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if(cur_tile == ' '):
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if(cur_tile == ' '):
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floor_list.append(floor)
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self.floor_list.append(floor)
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elif(cur_tile == 'w'):
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elif(cur_tile == 'w'):
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wall_list.append(floor)
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self.wall_list.append(floor)
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x += 1
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x += 1
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x = 0
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x = 0
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y += 1
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y += 1
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return (floor_list, wall_list)
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def get_lists(self):
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return (self.floor_list, self.wall_list)
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def render(self) -> None:
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def rotate_level(self, times_rotated):
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"""
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m = np.array(self.level)
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Calls render on all sprites.
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print(m)
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"""
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for i in range(0, times_rotated):
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pass
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m = np.rot90(m)
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self.level = m.tolist()
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@@ -2,7 +2,7 @@
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"elements" : {
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"elements" : {
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"w" : "resources/images/tiles/wall_tile.png",
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"w" : "resources/images/tiles/wall_tile.png",
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" " : "resources/images/tiles/floor_tile.png",
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" " : "resources/images/tiles/floor_tile.png",
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"e" : ""
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"e" : "resources/images/tiles/floor_tile.png"
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},
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},
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"structure" : [
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"structure" : [
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["w", "w", "w", "w", "e", "e", "w", "w", "w", "w"],
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["w", "w", "w", "w", "e", "e", "w", "w", "w", "w"],
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18
triple-dungeon/resources/levels/map1/center.json
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18
triple-dungeon/resources/levels/map1/center.json
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@@ -0,0 +1,18 @@
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{
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"elements" : {
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"w" : "resources/images/tiles/wall_tile.png",
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" " : "resources/images/tiles/floor_tile.png"
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},
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"structure" : [
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["w", "w", "w", "w", " ", " ", "w", "w", "w", "w"],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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[" ", " ", " ", " ", " ", " ", " ", " ", " ", " "],
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[" ", " ", " ", " ", " ", " ", " ", " ", " ", " "],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["w", "w", "w", "w", " ", " ", "w", "w", "w", "w"]
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]
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}
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18
triple-dungeon/resources/levels/map1/room.json
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18
triple-dungeon/resources/levels/map1/room.json
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@@ -0,0 +1,18 @@
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{
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"elements" : {
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"w" : "resources/images/tiles/wall_tile.png",
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" " : "resources/images/tiles/floor_tile.png"
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},
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"structure" : [
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["w", "w", "w", "w", "w", "w", "w", "w", "w", "w"],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["w", " ", " ", " ", "w", "w", " ", " ", " ", " "],
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["w", " ", " ", " ", "w", "w", " ", " ", " ", " "],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["w", "w", "w", "w", "w", "w", "w", "w", "w", "w"]
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]
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}
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19
triple-dungeon/resources/levels/map1/room1.json
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19
triple-dungeon/resources/levels/map1/room1.json
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@@ -0,0 +1,19 @@
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{
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"elements" : {
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"w" : "resources/images/tiles/wall_tile.png",
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" " : "resources/images/tiles/floor_tile.png",
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"e" : "resources/images/tiles/floor_tile.png"
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},
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"structure" : [
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["w", "w", "w", "w", "w", "w", "w", "w", "w", "w"],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["e", " ", " ", " ", "w", "w", " ", " ", " ", "w"],
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["e", " ", " ", " ", "w", "w", " ", " ", " ", "w"],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["w", " ", " ", " ", " ", " ", " ", " ", " ", "w"],
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["w", "w", "w", "w", "w", "w", "w", "w", "w", "w"]
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]
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}
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Reference in New Issue
Block a user