Files
game-jam-2020/triple-dungeon/mobs.py

118 lines
3.4 KiB
Python

"""
mobs.py
Organizes all classes related to Mobs, Entities, Enemies, Players and Items.
"""
import arcade
from config import Config, Enums, SpritePaths
from sprites import PlayerAnimations
class Mob(arcade.Sprite):
"""
Represents a Mob. No defined behaviour, it has no intelligence.
"""
def __init__(self, max_health=100, max_armor=0, *args, **kwargs) -> None:
# Set up parent class
super().__init__()
self.max_health, self.max_armor = max_health, max_armor
self.health, self.armor = max_health, max_armor
self.idle_textures = []
self.walking_textures = []
self.up_textures = []
self.down_textures = []
self.cur_texture = 0
def tick(self) -> None:
"""
A on_update function, the Mob should decide it's next actions here.
"""
pass
class Player(Mob):
"""
Represents a Player.
While this is a instance, there should only be one in the world at any given time.
"""
def __init__(self, *args, **kwargs) -> None:
super(Player, self).__init__(*args, **kwargs)
self.animations = PlayerAnimations(SpritePaths.KNIGHT)
# Used for mapping directions to animations
self.map = {
Enums.IDLE: self.animations.idles,
Enums.UP: self.animations.up,
Enums.DOWN: self.animations.down,
Enums.RIGHT: self.animations.right,
Enums.LEFT: self.animations.left
}
self.refreshIndex = 0
self.prev = Enums.IDLE
self.texture = next(self.map[self.prev])
def update_animation(self, delta_time: float = 1 / 60) -> None:
"""
Updates animations for the Player.
:param delta_time: No idea.
"""
# Increase the refresh index according
self.refreshIndex = (self.refreshIndex + 1) % Config.RUN_UPDATES_PER_FRAME
# Logic to determine what direction we're in.
if self.change_x == 0 and self.change_y == 0:
cur = Enums.IDLE
elif self.change_y > 0: # Up
cur = Enums.UP
elif self.change_y < 0: # Down
cur = Enums.DOWN
elif self.change_x > 0: # Left
cur = Enums.RIGHT
elif self.change_x < 0: # Right
cur = Enums.LEFT
else: # Idle
cur = Enums.IDLE
# If we're in a new direction or the refresh index has reset
if self.prev is not cur or self.refreshIndex == 0:
self.texture = next(self.map[cur])
self.prev = cur
def tick(self):
"""
While Player objects do not have any AI (they are controlled by the user),
the tick function can keep track of statistics that progress over time, like
regenerating health/armor or status effects like poison.
"""
class Enemy(Mob):
"""
Represents an Enemy Mob.
Will take basic offensive actions against Player objects.
"""
def __init__(self, *args, **kwargs) -> None:
super(Enemy, self).__init__(*args, **kwargs)
def tick(self) -> None:
"""
A on_update function, the Enemy Mob should scan for the player, decide how to path to it, and
decide how to take offensive action.
"""
pass
def path(self) -> None:
"""
Not yet decided how this function should work.
Basically, most pathfinding decisions should be kept within this function.
"""
pass