mirror of
https://github.com/n0remac/game-jam-2020.git
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141 lines
4.7 KiB
Python
141 lines
4.7 KiB
Python
"""
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mobs.py
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Organizes all classes related to Mobs, Entities, Enemies, Players and Items.
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"""
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import arcade
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from config import Config, Enums
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class Mob(arcade.Sprite):
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"""
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Represents a Mob. No defined behaviour, it has no intelligence.
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"""
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def __init__(self, max_health=100, max_armor=0, *args, **kwargs) -> None:
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# Set up parent class
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super().__init__()
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self.max_health, self.max_armor = max_health, max_armor
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self.health, self.armor = max_health, max_armor
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self.idle_textures = []
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self.walking_textures = []
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self.up_textures = []
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self.down_textures = []
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self.cur_texture = 0
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def tick(self) -> None:
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"""
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A on_update function, the Mob should decide it's next actions here.
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"""
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pass
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class Player(Mob):
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"""
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Represents a Player.
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While this is a instance, there should only be one in the world at any given time.
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"""
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def __init__(self, *args, **kwargs) -> None:
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super(Player, self).__init__(*args, **kwargs)
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main_path = "resources/images/character/knight/"
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# Default to face-front
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self.character_dir = Enums.FRONT_FACING
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# Load textures for idle standing
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for i in range(4):
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texture = arcade.load_texture(f"{main_path}knight iso char_idle_{i}.png")
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self.idle_textures.append(texture)
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# Load textures for running horizontally
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for i in range(6):
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self.walking_textures.append([arcade.load_texture(f"{main_path}knight iso char_run left_{i}.png"),
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arcade.load_texture(f"{main_path}knight iso char_run left_{i}.png",
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mirrored=True)])
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# Load textures for running down
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for i in range(5):
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self.down_textures.append(arcade.load_texture(f"{main_path}knight iso char_run down_{i}.png"))
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# Load textures for running up
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for i in range(5):
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self.up_textures.append(arcade.load_texture(f"{main_path}knight iso char_run up_{i}.png"))
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def update_animation(self, delta_time: float = 1 / 60) -> None:
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"""
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Updates animations for the Player.
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:param delta_time: No idea.
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"""
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# Figure out if we need to flip face left, right, up, or down
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if self.change_x > 0:
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self.character_dir = Enums.LEFT_FACING
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elif self.change_x < 0:
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self.character_dir = Enums.RIGHT_FACING
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elif self.change_x == 0 and self.change_y == 0:
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self.character_dir = Enums.FRONT_FACING
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# Idle Animation
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if self.change_x == 0 and self.change_y == 0:
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self.cur_texture += 1
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if self.cur_texture > 3 * Config.IDLE_UPDATES_PER_FRAME:
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self.cur_texture = 0
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self.texture = self.idle_textures[self.cur_texture // Config.IDLE_UPDATES_PER_FRAME]
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return
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# walk up animation
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if self.change_y > 0:
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self.cur_texture += 1
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if self.cur_texture > 4 * Config.RUN_UPDATES_PER_FRAME:
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self.cur_texture = 0
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self.texture = self.up_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME]
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return
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# walk down animation
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if self.change_y < 0:
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self.cur_texture += 1
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if self.cur_texture > 4 * Config.RUN_UPDATES_PER_FRAME:
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self.cur_texture = 0
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self.texture = self.down_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME]
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return
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# Walking left/right animation
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self.cur_texture += 1
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if self.cur_texture > 5 * Config.RUN_UPDATES_PER_FRAME:
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self.cur_texture = 0
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self.texture = self.walking_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME][self.character_dir.value]
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def tick(self):
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"""
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While Player objects do not have any AI (they are controlled by the user),
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the tick function can keep track of statistics that progress over time, like
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regenerating health/armor or status effects like poison.
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"""
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class Enemy(Mob):
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"""
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Represents an Enemy Mob.
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Will take basic offensive actions against Player objects.
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"""
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def __init__(self, *args, **kwargs) -> None:
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super(Enemy, self).__init__(*args, **kwargs)
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def tick(self) -> None:
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"""
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A on_update function, the Enemy Mob should scan for the player, decide how to path to it, and
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decide how to take offensive action.
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"""
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pass
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def path(self) -> None:
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"""
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Not yet decided how this function should work.
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Basically, most pathfinding decisions should be kept within this function.
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"""
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pass
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