Merge remote-tracking branch 'origin/Player'
# Conflicts: # src/game/Game.py
This commit is contained in:
commit
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.gitignore
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.gitignore
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/.idea/
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__pycache__
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BIN
data/images/entities/player.jpg
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data/images/entities/player.jpg
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data/images/terrain/floor.png
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data/images/terrain/floor.png
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data/images/terrain/grass.png
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data/images/terrain/grass.png
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data/images/terrain/wall.png
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data/images/terrain/wall.png
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data/mapdata/map.txt
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data/mapdata/map.txt
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....................
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..wwww..w...w...ww..
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..w......w.w...w..w.
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,,wwww,,,,w,,,,wwww,
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..w......w.w...w..w.
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..wwww..w...w..w..w.
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....................
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.w...w...ww...w..ww.
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.ww.ww..w..w..w..w..
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,w,w,w,,wwww,,w,,ww,
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.w...w..w.....w..w..
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.w...w..w.....ww.ww.
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....................
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..w...w...ww...ww...
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..ww.ww..w..w.w..w..
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,,w,w,w,,wwww,wwww,,
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..w...w..w..w.w.....
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..w...w..w..w.w.....
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....................
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....................
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from src.game.Game import Game
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from game.Game import Game
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game = Game()
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import src.entities.Entity as Entity
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from src.entities.Entity import Entity
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class Collidable(Entity):
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pass
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def __init__(self, texture, pos, id):
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super().__init__(texture, pos, id)
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def check_for_collision(self, x_pos, y_pos):
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if self.pos[0] == x_pos:
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if self.pos[1] == y_pos:
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return True
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return False
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col = Collidable(1, 1, 1)
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"""
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def interact_with_hp(self, hp, Statistics):
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Statistics.set_hp(hp)
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def interact_with_hunger(self, hunger, Statistics):
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Statistics.set_hunger(hunger)
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def interact_with_thirst(self, thirst, Statistics):
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Statistics.set_thirst(thirst)
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def interact_with_stamina(self, stamina, Statistics):
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Statistics.set_stamina(stamina)"""
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class Entity:
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def __init__(self):
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self.texture
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self.pos
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self.id
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from pathlib import Path
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import pygame
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class Entity(pygame.sprite.Sprite):
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nextId = 1
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def __init__(self, texture, size, pos):
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super().__init__()
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self.image, self.rect = self.getTexture(texture, size)
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self.rect.x = pos[0]
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self.rect.y = pos[1]
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self.id = self.getId()
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# A method to return auto-incremented ID
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def getId(self):
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id = Entity.nextId
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Entity.nextId += 1
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return id
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# A method that returns image and rect from a file
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def getTexture(self, textureName, tileSize):
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texturesFolder = ""
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textureFile = ""
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try:
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texturesFolder = Path("../data/images/entities")
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textureFile = texturesFolder / textureName
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except IOError:
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print("Cannot load texture from " + texturesFolder + ". Exiting...")
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exit(1)
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image = pygame.image.load(str(textureFile)).convert_alpha()
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image = pygame.transform.scale(image, (tileSize, tileSize))
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rect = image.get_rect()
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return image, rect
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import src.entities.Entity as Entity
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from src.entities.Entity import Entity
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class Interactable(Entity):
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pass
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def __init__(self, texture, pos, id):
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super().__init__(texture, pos, id)
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@staticmethod
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def interact_with_hp(hp, Statistics):
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Statistics.set_hp(hp)
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@staticmethod
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def interact_with_hunger(hunger, Statistics):
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Statistics.set_hunger(hunger)
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@staticmethod
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def interact_with_thirst(thirst, Statistics):
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Statistics.set_thirst(thirst)
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@staticmethod
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def interact_with_stamina(stamina, Statistics):
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Statistics.set_stamina(stamina)
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import src.entities.Collidable as Collidable
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from src.entities.Collidable import Collidable
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from src.entities.Interactable import Interactable
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class Npc(Collidable):
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def __init__(self):
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self.path
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self.speed
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class Npc(Collidable, Interactable):
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def __init__(self, texture, pos, id, path, speed):
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Collidable.__init__(self, texture, pos, id)
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Interactable.__init__(self, texture, pos, id)
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self.path = path
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self.speed = speed
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import src.entities.Entity as Entity
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from enum import Enum
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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):
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self.statistics
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def __init__(self, spawnpoint, size):
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super().__init__("player.jpg", size, spawnpoint)
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# Where the player is facing, 0 - north, 1
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self.rotation = Rotations.NORTH
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# Move in a desired direction
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def move(self, rotation):
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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.rotate(rotation)
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# Otherwise, move one tile to a given direction
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else:
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# TODO: Collision checks
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if rotation.value == Rotations.NORTH.value:
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self.rect.y -= self.rect.w
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elif rotation.value == Rotations.EAST.value:
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self.rect.x += self.rect.w
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elif rotation.value == Rotations.SOUTH.value:
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self.rect.y += self.rect.w
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elif rotation.value == Rotations.WEST.value:
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self.rect.x -= self.rect.w
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def rotate(self, rotation):
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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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class Rotations(Enum):
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NORTH = 0
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EAST = 1
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SOUTH = 2
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WEST = 3
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class Statistics:
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def __init__(self):
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self.hp
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self.hunger
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self.thirst
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self.stamina
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def __init__(self, hp, hunger, thirst, stamina):
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self.hp = hp
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self.hunger = hunger
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self.thirst = thirst
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self.stamina = stamina
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# methods that don't let the values pass below 0 and over 100 during change
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def set_hp(self, hp_diff):
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if 0 <= self.hp + hp_diff <= 100:
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self.hp = self.hp + hp_diff
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else:
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if self.hp + hp_diff <= 0:
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self.hp = 0
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else:
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self.hp = 100
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def set_hunger(self, hunger_diff):
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if 0 <= self.hp + hunger_diff <= 100:
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self.hp = self.hp + hunger_diff
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else:
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if self.hp + hunger_diff <= 0:
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self.hp = 0
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else:
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self.hp = 100
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def set_thirst(self, thirst_diff):
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if 0 <= self.hp + thirst_diff <= 100:
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self.hp = self.hp + thirst_diff
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else:
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if self.hp + thirst_diff <= 0:
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self.hp = 0
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else:
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self.hp = 100
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def set_stamina(self, stamina_diff):
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if 0 <= self.hp + stamina_diff <= 100:
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self.hp = self.hp + stamina_diff
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else:
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if self.hp + stamina_diff <= 0:
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self.hp = 0
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else:
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self.hp = 100
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import pygame
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from src.entities.Player import Rotations
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# Player can move every given milliseconds
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TIMEOUT = 100
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class EventManager:
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def __init__(self, gameObject):
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keyTimeout = 0
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def __init__(self, gameObject, player):
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self.game = gameObject
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self.player = player
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self.keyTimer = pygame.time.Clock()
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# Player controls
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# TODO
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def loadKeyboardSettings(self):
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pass
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def handleEvents(self):
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pygame.event.pump()
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keys = pygame.key.get_pressed()
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.game.running = False
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self.keyTimeout += self.keyTimer.tick()
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if self.keyTimeout >= TIMEOUT:
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self.handlePlayerControls(keys)
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self.keyTimeout = 0
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def handlePlayerControls(self, keys):
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# Key names are temporary
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# TODO: Load key bindings from JSON
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if keys[pygame.K_w]:
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self.player.move(Rotations.NORTH)
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if keys[pygame.K_s]:
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self.player.move(Rotations.SOUTH)
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if keys[pygame.K_d]:
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self.player.move(Rotations.EAST)
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if keys[pygame.K_a]:
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self.player.move(Rotations.WEST)
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import pygame
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import json
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from pathlib import Path
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from os import path
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from game.EventManager import EventManager
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from game.Screen import Screen
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from src.game.Timer import Timer
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from game.Map import Map
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class Game:
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pygame.init()
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self.spritesList = pygame.sprite.Group()
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print("OK")
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print("Initializing screen, params: " + str(self.config["window"]) + "...", end=" ")
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# Vertical rotation is unsupported due to UI layout
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self.eventManager = EventManager(self)
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# Start Map implement
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self.mapDataFolder = path.dirname("../data/mapdata/")
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self.map = Map(path.join(self.mapDataFolder, 'map.txt'), self.screen)
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# End Map implement
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self.mainLoop()
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def mainLoop(self):
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import pygame
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from game.TerrainTile import TerrainTile
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from game.Screen import Locations
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class Map:
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def __init__(self):
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self.terrain
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self.entites = []
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def __init__(self, filename, screen):
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self.screen = screen
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self.terrain = []
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self.entities = []
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with open(filename, 'rt') as f:
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for line in f:
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self.terrain.append(line)
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self.tileSize = int(self.screen.mapSize/20)
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self.tileWidth = len(self.terrain[0])
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self.tileHeight = len(self.terrain)
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self.width = self.tileWidth * self.tileSize
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self.height = self.tileHeight * self.tileSize
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self.terrainDraw()
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def terrainDraw(self):
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for row, tiles in enumerate(self.terrain):
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for col, tile in enumerate(tiles):
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if tile == 'w':
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self.screen.draw(TerrainTile('wall.png', self.tileSize), Locations.MAP, col*self.tileSize, row*self.tileSize)
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elif tile == ',':
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self.screen.draw(TerrainTile('floor.png', self.tileSize), Locations.MAP, col*self.tileSize, row*self.tileSize)
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elif tile == '.':
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self.screen.draw(TerrainTile('grass.png', self.tileSize), Locations.MAP, col*self.tileSize, row*self.tileSize)
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class TerrainTile:
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def __init__(self):
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self.tiles = []
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import pygame
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import os
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from os import path
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class TerrainTile(pygame.sprite.Sprite):
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def __init__(self, texture, tileSize):
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super().__init__()
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self.imagesFolder = path.dirname("../data/images/")
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self.terrainFolder = path.join(self.imagesFolder, 'terrain')
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self.image = pygame.image.load(os.path.join(self.terrainFolder, texture)).convert()
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self.image = pygame.transform.scale(self.image, (tileSize, tileSize))
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self.rect = self.image.get_rect()
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