""" main.py The main class used to load the game. Holds the main game window, as well as manages basic functions for organizing the game. """ import random import arcade import math from config import Config from map import Dungeon from mobs import Player, Enemy from config import Config from projectiles import Temp class Game(arcade.Window): """ Main application class. """ def __init__(self): # Call the parent class and set up the window super().__init__(Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT, Config.SCREEN_TITLE) # These are 'lists' that keep track of our sprites. Each sprite should # go into a list. self.wall_list = None self.floor_list = None self.enemy_list = None self.bullet_list = None self.player = None self.dungeon = None # list to keep track of keypresses self.prev_keypress = [] # Our physics engine self.physics_engine = None # Used to keep track of our scrolling self.view_bottom = 0 self.view_left = 0 arcade.set_background_color(arcade.color.BLACK) def setup(self): """ Set up the game here. Call this function to restart the game. """ # Create the Sprite lists self.enemy_list = arcade.SpriteList() self.bullet_list = arcade.SpriteList() # Set up the player, specifically placing it at these coordinates. self.player = Player() self.player.scale = 1 # Create the dungeon self.dungeon = Dungeon(0, 3) self.player.center_x, self.player.center_y = random.choice(self.dungeon.levelList).center() # Create monsters # This needs to be updated to comply with the new mobs.py code # self.enemy_list.append(Enemy("resources/images/monsters/ghost/ghost1.png", 200, 200, 4)) # self.enemy_list.append(Enemy("resources/images/monsters/frog/frog1.png", 200, 1000, 4)) # Create the 'physics engine' self.physics_engine = arcade.PhysicsEngineSimple(self.player, self.dungeon.getWalls()) def on_draw(self): """ Render the screen. """ # Clear the screen to the background color arcade.start_render() # Draw our sprites self.dungeon.render() self.player.draw() self.enemy_list.draw() self.bullet_list.draw() x, y = self.player.center_x, self.player.center_y + 100 # arcade.draw_text(f"({x}, {y})", x, y, arcade.color.WHITE, 15) def on_key_press(self, key, modifiers): """Called whenever a key is pressed. """ if key == arcade.key.UP or key == arcade.key.W: self.player.change_y = Config.PLAYER_MOVEMENT_SPEED self.prev_keypress.append(key) elif key == arcade.key.DOWN or key == arcade.key.S: self.player.change_y = -Config.PLAYER_MOVEMENT_SPEED self.prev_keypress.append(key) elif key == arcade.key.LEFT or key == arcade.key.A: self.player.change_x = -Config.PLAYER_MOVEMENT_SPEED self.prev_keypress.append(key) elif key == arcade.key.RIGHT or key == arcade.key.D: self.player.change_x = Config.PLAYER_MOVEMENT_SPEED self.prev_keypress.append(key) elif key == 65307: self.close() def on_key_release(self, key, modifiers): """Called when the user releases a key. """ if key == arcade.key.UP or key == arcade.key.W: self.player.change_y = 0 self.prev_keypress.remove(key) elif key == arcade.key.DOWN or key == arcade.key.S: self.player.change_y = 0 self.prev_keypress.remove(key) elif key == arcade.key.LEFT or key == arcade.key.A: self.player.change_x = 0 self.prev_keypress.remove(key) elif key == arcade.key.RIGHT or key == arcade.key.D: self.player.change_x = 0 self.prev_keypress.remove(key) if self.prev_keypress: self.on_key_press(self.prev_keypress.pop(0), 0) def on_mouse_press(self, x, y, button, modifiers): """ Called whenever the mouse is clicked. """ # Create a bullet TEMP SPRITE, currently wielding frog slingshot bullet = Temp() # Position the bullet at the player's current location start_x = self.player.center_x start_y = self.player.center_y bullet.center_x = start_x bullet.center_y = start_y # Get from the mouse the destination location for the bullet dest_x = x+self.view_left dest_y = y+self.view_bottom # Do math to calculate how to get the bullet to the destination. # Calculation the angle in radians between the start points # and end points. This is the angle the bullet will travel. x_diff = dest_x - start_x y_diff = dest_y - start_y angle = math.atan2(y_diff, x_diff) # Angle the bullet sprite so it doesn't look like it is flying sideways. bullet.angle = math.degrees(angle) # Taking into account the angle, calculate our change_x # and change_y. Velocity is how fast the bullet travels. bullet.change_x = math.cos(angle) * bullet.speed bullet.change_y = math.sin(angle) * bullet.speed # Add the bullet to the appropriate lists self.bullet_list.append(bullet) def on_update(self, delta_time): """ Movement and game logic """ # Move the player with the physics engine self.physics_engine.update() self.player.update_animation() changed = False # Track if we need to change the viewport # Below manages all scrolling mechanics # Scroll left left_boundary = self.view_left + Config.LEFT_VIEWPORT_MARGIN if self.player.left < left_boundary: self.view_left -= left_boundary - self.player.left changed = True # Scroll right right_boundary = self.view_left + Config.SCREEN_WIDTH - Config.RIGHT_VIEWPORT_MARGIN if self.player.right > right_boundary: self.view_left += self.player.right - right_boundary changed = True # Scroll up top_boundary = self.view_bottom + Config.SCREEN_HEIGHT - Config.TOP_VIEWPORT_MARGIN if self.player.top > top_boundary: self.view_bottom += self.player.top - top_boundary changed = True # Scroll down bottom_boundary = self.view_bottom + Config.BOTTOM_VIEWPORT_MARGIN if self.player.bottom < bottom_boundary: self.view_bottom -= bottom_boundary - self.player.bottom changed = True if changed: # Only scroll to integers. Otherwise we end up with pixels that # don't line up on the screen self.view_bottom = int(self.view_bottom) self.view_left = int(self.view_left) # Do the scrolling arcade.set_viewport(self.view_left, Config.SCREEN_WIDTH + self.view_left, self.view_bottom, Config.SCREEN_HEIGHT + self.view_bottom) # Projectile updates self.bullet_list.update() for bullet in self.bullet_list: # Collision Checks hit_list = arcade.check_for_collision_with_list(bullet, self.dungeon.getWalls()) # If it did, get rid of the bullet if len(hit_list) > 0: bullet.remove_from_sprite_lists() # If the bullet flies off-screen, remove it. TEMP change to range calc if ( bullet.bottom < self.view_bottom or bullet.top > self.view_bottom+Config.SCREEN_HEIGHT or bullet.right > self.view_left+Config.SCREEN_WIDTH or bullet.left < self.view_left ): bullet.remove_from_sprite_lists() def main() -> None: """ Setups up window classes and runs the game. """ window = Game() window.setup() arcade.run() if __name__ == "__main__": main()