Added documentation & code beautification
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@ -1,13 +1,20 @@
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from enum import Enum
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import random
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from enum import Enum
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import pygame
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from src.entities.Entity import Entity
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from src.entities.Statistics import Statistics
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import pygame
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class Player(Entity):
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def __init__(self, spawnpoint, size):
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"""
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:param spawnpoint: A tuple of coords relative to map
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:param size: The size in px
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"""
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# Entity constructor
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super().__init__("player.png", size, (spawnpoint[0] * size, spawnpoint[1] * size))
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# Where the player is facing, 0 - north, 1
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self.rotation = Rotations.NORTH
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@ -30,9 +37,14 @@ class Player(Entity):
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# Player can move only so fast
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self.moveTimeout = 100
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# Move; movement - Enum
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# Returns true if the move is successful
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def move(self, movement):
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"""
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This function will attempt to move a player. It fails if the movement can not be done.
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:type movement: Movement
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:param movement: specify what movement should be done (See Movement enum)
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:return: Returns true, if the movement has succeeded
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"""
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# Can move if timeout has elapsed
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if self.movementTimer > self.moveTimeout:
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self.movementTimer = 0
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@ -48,6 +60,9 @@ class Player(Entity):
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# Deprecated - use move() instead
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def moveForward(self):
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"""
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Moves the player forward. NOTE: should not be used outside of the player class.
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"""
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self.movePoints += 1
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# You can only move if you have enough stamina
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if self.statistics.stamina > 1:
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@ -62,18 +77,32 @@ class Player(Entity):
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self.rect.x -= self.rect.w
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def updateRotation(self, movement):
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"""
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A method that rotates the player.
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:type movement: Movement
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:param movement: Rotation direction
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"""
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if movement == Movement.ROTATE_L:
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self.rotate(Rotations((self.rotation.value - 1) % 4))
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elif movement == Movement.ROTATE_R:
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self.rotate(Rotations((self.rotation.value + 1) % 4))
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def rotate(self, rotation):
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"""
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More low-level method than rotate - rotates the texture and updates the player
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rotation field.
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:type rotation: Movement
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:param rotation:
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"""
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# If the player is not facing given direction, it will not move the first time, it will only get rotated
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if self.rotation.value != rotation.value:
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self.image = pygame.transform.rotate(self.image, ((self.rotation.value - rotation.value) * 90))
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self.rotation = rotation
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def applyWalkingFatigue(self):
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"""
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Lowers player's statistics.
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"""
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# looses hunger every 10 steps taken
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if self.movePoints % 10 == 0:
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self.statistics.set_hunger(5)
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@ -84,6 +113,10 @@ class Player(Entity):
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self.statistics.set_stamina(-2)
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def applyTimeFatigue(self, tickTime):
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"""
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A separate method to lower the statistics. Invoked every frame.
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:param tickTime: Time passed between the previous frame (in milliseconds)
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"""
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self.fatigueTimeout += tickTime
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if self.fatigueTimeout >= 700:
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self.statistics.set_thirst(5)
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@ -95,17 +128,26 @@ class Player(Entity):
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# TODO: Remove
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def getFacingCoord(self):
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"""
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Get coordinates forward to the player.
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:return: Position tuple
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"""
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if self.rotation == Rotations.NORTH:
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return self.rect.x, self.rect.y - (self.rect.h)
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return self.rect.x, self.rect.y - self.rect.h
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elif self.rotation == Rotations.SOUTH:
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return self.rect.x, self.rect.y + (self.rect.h)
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return self.rect.x, self.rect.y + self.rect.h
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elif self.rotation == Rotations.EAST:
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return self.rect.x + (self.rect.h), self.rect.y
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return self.rect.x + self.rect.h, self.rect.y
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elif self.rotation == Rotations.WEST:
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return self.rect.x - (self.rect.h), self.rect.y
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return self.rect.x - self.rect.h, self.rect.y
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# Returns given statistic
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def getStatistic(self, stat):
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"""
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Get the specified statistic as an integer.
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:type stat: StatisticNames
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:param stat: Which statistic to get
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:return: Int
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"""
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if stat.value == StatisticNames.HP:
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return self.statistics.hp
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elif stat.value == StatisticNames.HUNGER:
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@ -117,12 +159,19 @@ class Player(Entity):
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return None
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# TODO: Useless?
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def getStatistics(self):
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def getStatistics(self) -> Statistics:
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"""
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Get the statistic object
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:return: Statistics
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"""
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return self.statistics
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# Update player's rotation
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# Updates self.alive if any of the statistic reaches critical value
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def determineLife(self):
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"""
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Checks if the player is still alive, and sets the appropriate fields.
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Called every frame.
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"""
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if self.statistics.hunger == 100:
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self.alive = False
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self.deathReason = StatisticNames.HUNGER
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@ -137,13 +186,15 @@ class Player(Entity):
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if not self.alive:
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self.image, null = self.getTexture("gravestone.png", self.rect.h)
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# Called every frame
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def update(self):
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"""
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Called every frame
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"""
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if self.alive:
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self.timeAlive += self.timer.get_time()
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# Player gets tired every once in a while
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#self.applyTimeFatigue(self.timer.get_time()) # COMMENTED FOR A_STAR_TEST
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# Adds frametime to movementTimer
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# self.applyTimeFatigue(self.timer.get_time()) # COMMENTED FOR A_STAR_TEST
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# Adds frame time to movementTimer
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self.movementTimer += self.timer.tick()
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self.determineLife()
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@ -161,7 +212,8 @@ class StatisticNames(Enum):
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HUNGER = 2
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THIRST = 3
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class Movement(Enum):
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ROTATE_R = 0
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ROTATE_L = 1
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FORWARD = 2
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FORWARD = 2
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