Files
game-jam-2020/triple-dungeon/mobs.py
2020-04-21 14:04:45 -05:00

145 lines
4.4 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().__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
self.dungeon = dungeon
self.target = None
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) * Config.TILE_SIZE,
round(self.center_y / Config.TILE_SIZE) * Config.TILE_SIZE)
def tick(self) -> None:
"""
A on_update function, the Mob should decide it's next actions here.
"""
if Config.DEBUG:
if self.target is not None:
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:
x, y = self.target.position
x, y = (round(x / Config.TILE_SIZE) * Config.TILE_SIZE, round(y / Config.TILE_SIZE) * Config.TILE_SIZE)
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