mirror of
https://github.com/n0remac/game-jam-2020.git
synced 2025-12-07 13:13:15 -06:00
165 lines
5.2 KiB
Python
165 lines
5.2 KiB
Python
"""
|
|
mobs.py
|
|
Organizes all classes related to Mobs, Entities, Enemies, Players and Items.
|
|
"""
|
|
|
|
from typing import List, Tuple
|
|
|
|
import arcade
|
|
from config import Config, Enums, SpritePaths
|
|
from map import Dungeon
|
|
from sprites import PlayerAnimations
|
|
|
|
|
|
class Mob(arcade.Sprite):
|
|
"""
|
|
Represents a Mob. No defined behaviour, it has no intelligence.
|
|
"""
|
|
|
|
def __init__(self, dungeon: Dungeon, max_health=100, max_armor=0, *args, **kwargs) -> None:
|
|
# Set up parent class
|
|
super(Mob, self).__init__(*args, **kwargs)
|
|
|
|
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
|
|
|
|
self.dungeon = dungeon
|
|
self.target = None
|
|
|
|
|
|
|
|
|
|
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])
|
|
self.kill_list = []
|
|
self.cur_recipe = ['ghost', 'ghost', 'ghost']
|
|
|
|
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.
|
|
|
|
self.kill_list.append(creature)
|
|
if self.cur_recipe.sort() == self.kill_list.sort():
|
|
print("+++++++++++++++++++++++++++++++++++++++++++++++++++++++")
|
|
self.kill_list = []
|
|
|
|
|
|
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)
|
|
self.monster_type = ''
|
|
|
|
def nearestPosition(self) -> Tuple[int, int]:
|
|
"""
|
|
Returns the nearest absolute dungeon tile the Mob is placed on.
|
|
|
|
:return: A tuple containing the Mob's dungeon tile position.
|
|
"""
|
|
return (round(self.center_x / Config.TILE_SIZE),
|
|
round(self.center_y / Config.TILE_SIZE))
|
|
|
|
def tick(self, path: Tuple[int, int] = None) -> None:
|
|
"""
|
|
A on_update function, the Mob should decide it's next actions here.
|
|
"""
|
|
curpos, nextpos = self.nearestPosition(), path[1]
|
|
# print(curpos, nextpos)
|
|
|
|
if nextpos[0] > curpos[0]:
|
|
self.change_x = Config.PLAYER_MOVEMENT_SPEED - 3
|
|
elif nextpos[0] < curpos[0]:
|
|
self.change_x = -Config.PLAYER_MOVEMENT_SPEED + 3
|
|
else:
|
|
self.change_x = 0
|
|
|
|
if nextpos[1] > curpos[1]:
|
|
self.change_y = Config.PLAYER_MOVEMENT_SPEED - 3
|
|
elif nextpos[1] < curpos[1]:
|
|
self.change_y = -Config.PLAYER_MOVEMENT_SPEED + 3
|
|
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]]:
|
|
"""
|
|
Returns the path to get to the Mob's target in absolute integer positions.
|
|
|
|
: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
|
|
|