mirror of
https://github.com/n0remac/game-jam-2020.git
synced 2025-12-06 09:13:12 -06:00
175 lines
5.8 KiB
Python
175 lines
5.8 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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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.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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# 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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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_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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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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