mirror of
https://github.com/n0remac/game-jam-2020.git
synced 2025-12-06 11:13:12 -06:00
228 lines
8.0 KiB
Python
228 lines
8.0 KiB
Python
"""
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main.py
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The main class used to load the game.
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Holds the main game window, as well as manages basic functions for organizing the game.
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"""
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import random
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import arcade
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import math
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from config import Config
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from map import Dungeon
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from mobs import Player
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class Game(arcade.Window):
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"""
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Main application class.
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"""
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def __init__(self):
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# Call the parent class and set up the window
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super().__init__(Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT, Config.SCREEN_TITLE)
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# These are 'lists' that keep track of our sprites. Each sprite should
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# go into a list.
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self.wall_list = None
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self.floor_list = None
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self.enemy_list = None
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self.bullet_list = None
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self.player = None
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self.dungeon = None
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# list to keep track of keypresses
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self.prev_keypress = []
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# Our physics engine
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self.physics_engine = None
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# Used to keep track of our scrolling
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self.view_bottom = 0
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self.view_left = 0
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arcade.set_background_color(arcade.color.BLACK)
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def setup(self):
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""" Set up the game here. Call this function to restart the game. """
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# Create the Sprite lists
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self.enemy_list = arcade.SpriteList()
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self.bullet_list = arcade.SpriteList()
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# Set up the player, specifically placing it at these coordinates.
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self.player = Player()
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self.player.scale = 1
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# Create the dungeon
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self.dungeon = Dungeon(0, 3)
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self.player.center_x, self.player.center_y = random.choice(self.dungeon.levelList).center()
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# Create monsters
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# This needs to be updated to comply with the new mobs.py code
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# self.enemy_list.append(Enemy("resources/images/monsters/ghost/ghost1.png", 200, 200, 4))
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# self.enemy_list.append(Enemy("resources/images/monsters/frog/frog1.png", 200, 1000, 4))
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# Create the 'physics engine'
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self.physics_engine = arcade.PhysicsEngineSimple(self.player, self.dungeon.getWalls())
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def on_draw(self):
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""" Render the screen. """
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# Clear the screen to the background color
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arcade.start_render()
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# Draw our sprites
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self.dungeon.render()
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self.player.draw()
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self.enemy_list.draw()
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self.wall_list.draw()
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self.bullet_list.draw()
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x, y = self.player.center_x, self.player.center_y + 100
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arcade.draw_text(f"({x}, {y})", x, y, arcade.color.WHITE, 15)
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def on_key_press(self, key, modifiers):
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"""Called whenever a key is pressed. """
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if key == arcade.key.UP or key == arcade.key.W:
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self.player.change_y = Config.PLAYER_MOVEMENT_SPEED
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self.prev_keypress.append(key)
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elif key == arcade.key.DOWN or key == arcade.key.S:
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self.player.change_y = -Config.PLAYER_MOVEMENT_SPEED
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self.prev_keypress.append(key)
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elif key == arcade.key.LEFT or key == arcade.key.A:
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self.player.change_x = -Config.PLAYER_MOVEMENT_SPEED
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self.prev_keypress.append(key)
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elif key == arcade.key.RIGHT or key == arcade.key.D:
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self.player.change_x = Config.PLAYER_MOVEMENT_SPEED
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self.prev_keypress.append(key)
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elif key == 65307:
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self.close()
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def on_key_release(self, key, modifiers):
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"""Called when the user releases a key. """
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if key == arcade.key.UP or key == arcade.key.W:
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self.player.change_y = 0
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self.prev_keypress.remove(key)
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elif key == arcade.key.DOWN or key == arcade.key.S:
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self.player.change_y = 0
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self.prev_keypress.remove(key)
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elif key == arcade.key.LEFT or key == arcade.key.A:
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self.player.change_x = 0
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self.prev_keypress.remove(key)
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elif key == arcade.key.RIGHT or key == arcade.key.D:
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self.player.change_x = 0
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self.prev_keypress.remove(key)
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if self.prev_keypress:
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self.on_key_press(self.prev_keypress.pop(0), 0)
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def on_mouse_press(self, x, y, button, modifiers):
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"""
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Called whenever the mouse is clicked.
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"""
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# Create a bullet TEMP SPRITE, currently wielding frog slingshot
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bullet = arcade.Sprite("resources/images/monsters/frog/frog1.png", Config.BULLET_SCALING)
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# Position the bullet at the player's current location
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start_x = self.player_list.center_x
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start_y = self.player_list.center_y
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bullet.center_x = start_x
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bullet.center_y = start_y
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# Get from the mouse the destination location for the bullet
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dest_x = x+self.view_left
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dest_y = y+self.view_bottom
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# Do math to calculate how to get the bullet to the destination.
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# Calculation the angle in radians between the start points
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# and end points. This is the angle the bullet will travel.
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x_diff = dest_x - start_x
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y_diff = dest_y - start_y
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angle = math.atan2(y_diff, x_diff)
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# Angle the bullet sprite so it doesn't look like it is flying sideways.
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bullet.angle = math.degrees(angle)
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# Taking into account the angle, calculate our change_x
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# and change_y. Velocity is how fast the bullet travels.
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bullet.change_x = math.cos(angle) * Config.BULLET_SPEED
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bullet.change_y = math.sin(angle) * Config.BULLET_SPEED
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# Add the bullet to the appropriate lists
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self.bullet_list.append(bullet)
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def on_update(self, delta_time):
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""" Movement and game logic """
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# Move the player with the physics engine
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self.physics_engine.update()
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self.player.update_animation()
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changed = False # Track if we need to change the viewport
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# Below manages all scrolling mechanics
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# Scroll left
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left_boundary = self.view_left + Config.LEFT_VIEWPORT_MARGIN
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if self.player.left < left_boundary:
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self.view_left -= left_boundary - self.player.left
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changed = True
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# Scroll right
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right_boundary = self.view_left + Config.SCREEN_WIDTH - Config.RIGHT_VIEWPORT_MARGIN
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if self.player.right > right_boundary:
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self.view_left += self.player.right - right_boundary
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changed = True
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# Scroll up
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top_boundary = self.view_bottom + Config.SCREEN_HEIGHT - Config.TOP_VIEWPORT_MARGIN
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if self.player.top > top_boundary:
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self.view_bottom += self.player.top - top_boundary
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changed = True
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# Scroll down
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bottom_boundary = self.view_bottom + Config.BOTTOM_VIEWPORT_MARGIN
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if self.player.bottom < bottom_boundary:
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self.view_bottom -= bottom_boundary - self.player.bottom
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changed = True
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if changed:
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# Only scroll to integers. Otherwise we end up with pixels that
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# don't line up on the screen
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self.view_bottom = int(self.view_bottom)
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self.view_left = int(self.view_left)
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# Do the scrolling
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arcade.set_viewport(self.view_left,
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Config.SCREEN_WIDTH + self.view_left,
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self.view_bottom,
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Config.SCREEN_HEIGHT + self.view_bottom)
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#Projectile updates
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self.bullet_list.update()
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for bullet in self.bullet_list:
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# Collision Checks
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hit_list = arcade.check_for_collision_with_list(bullet, self.wall_list)
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# If it did, get rid of the bullet
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if len(hit_list) > 0:
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bullet.remove_from_sprite_lists()
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# If the bullet flies off-screen, remove it. TEMP change to range calc
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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:
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bullet.remove_from_sprite_lists()
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def main() -> None:
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"""
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Setups up window classes and runs the game.
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"""
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window = Game()
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window.setup()
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arcade.run()
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if __name__ == "__main__":
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main()
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