Merge remote-tracking branch 'origin/Player'

# Conflicts:
#	src/game/Game.py
This commit is contained in:
Marcin Kostrzewski 2020-04-05 20:33:21 +02:00
commit 161e869e9f
17 changed files with 281 additions and 33 deletions

1
.gitignore vendored
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/.idea/
__pycache__

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data/mapdata/map.txt Normal file
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....................
..wwww..w...w...ww..
..w......w.w...w..w.
,,wwww,,,,w,,,,wwww,
..w......w.w...w..w.
..wwww..w...w..w..w.
....................
.w...w...ww...w..ww.
.ww.ww..w..w..w..w..
,w,w,w,,wwww,,w,,ww,
.w...w..w.....w..w..
.w...w..w.....ww.ww.
....................
..w...w...ww...ww...
..ww.ww..w..w.w..w..
,,w,w,w,,wwww,wwww,,
..w...w..w..w.w.....
..w...w..w..w.w.....
....................
....................

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from src.game.Game import Game
from game.Game import Game
game = Game()

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import src.entities.Entity as Entity
from src.entities.Entity import Entity
class Collidable(Entity):
pass
def __init__(self, texture, pos, id):
super().__init__(texture, pos, id)
def check_for_collision(self, x_pos, y_pos):
if self.pos[0] == x_pos:
if self.pos[1] == y_pos:
return True
return False
col = Collidable(1, 1, 1)
"""
def interact_with_hp(self, hp, Statistics):
Statistics.set_hp(hp)
def interact_with_hunger(self, hunger, Statistics):
Statistics.set_hunger(hunger)
def interact_with_thirst(self, thirst, Statistics):
Statistics.set_thirst(thirst)
def interact_with_stamina(self, stamina, Statistics):
Statistics.set_stamina(stamina)"""

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class Entity:
def __init__(self):
self.texture
self.pos
self.id
from pathlib import Path
import pygame
class Entity(pygame.sprite.Sprite):
nextId = 1
def __init__(self, texture, size, pos):
super().__init__()
self.image, self.rect = self.getTexture(texture, size)
self.rect.x = pos[0]
self.rect.y = pos[1]
self.id = self.getId()
# A method to return auto-incremented ID
def getId(self):
id = Entity.nextId
Entity.nextId += 1
return id
# A method that returns image and rect from a file
def getTexture(self, textureName, tileSize):
texturesFolder = ""
textureFile = ""
try:
texturesFolder = Path("../data/images/entities")
textureFile = texturesFolder / textureName
except IOError:
print("Cannot load texture from " + texturesFolder + ". Exiting...")
exit(1)
image = pygame.image.load(str(textureFile)).convert_alpha()
image = pygame.transform.scale(image, (tileSize, tileSize))
rect = image.get_rect()
return image, rect

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@ -1,5 +1,24 @@
import src.entities.Entity as Entity
from src.entities.Entity import Entity
class Interactable(Entity):
pass
def __init__(self, texture, pos, id):
super().__init__(texture, pos, id)
@staticmethod
def interact_with_hp(hp, Statistics):
Statistics.set_hp(hp)
@staticmethod
def interact_with_hunger(hunger, Statistics):
Statistics.set_hunger(hunger)
@staticmethod
def interact_with_thirst(thirst, Statistics):
Statistics.set_thirst(thirst)
@staticmethod
def interact_with_stamina(stamina, Statistics):
Statistics.set_stamina(stamina)

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@ -1,7 +1,10 @@
import src.entities.Collidable as Collidable
from src.entities.Collidable import Collidable
from src.entities.Interactable import Interactable
class Npc(Collidable):
def __init__(self):
self.path
self.speed
class Npc(Collidable, Interactable):
def __init__(self, texture, pos, id, path, speed):
Collidable.__init__(self, texture, pos, id)
Interactable.__init__(self, texture, pos, id)
self.path = path
self.speed = speed

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import src.entities.Entity as Entity
from enum import Enum
from src.entities.Entity import Entity
from src.entities.Statistics import Statistics
import pygame
class Player(Entity):
def __init__(self):
self.statistics
def __init__(self, spawnpoint, size):
super().__init__("player.jpg", size, spawnpoint)
# Where the player is facing, 0 - north, 1
self.rotation = Rotations.NORTH
# Move in a desired direction
def move(self, rotation):
# If the player is not facing given direction, it will not move the first time, it will only get rotated
if self.rotation.value != rotation.value:
self.rotate(rotation)
# Otherwise, move one tile to a given direction
else:
# TODO: Collision checks
if rotation.value == Rotations.NORTH.value:
self.rect.y -= self.rect.w
elif rotation.value == Rotations.EAST.value:
self.rect.x += self.rect.w
elif rotation.value == Rotations.SOUTH.value:
self.rect.y += self.rect.w
elif rotation.value == Rotations.WEST.value:
self.rect.x -= self.rect.w
def rotate(self, rotation):
self.image = pygame.transform.rotate(self.image, ((self.rotation.value - rotation.value) * 90))
self.rotation = rotation
class Rotations(Enum):
NORTH = 0
EAST = 1
SOUTH = 2
WEST = 3

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@ -1,6 +1,44 @@
class Statistics:
def __init__(self):
self.hp
self.hunger
self.thirst
self.stamina
def __init__(self, hp, hunger, thirst, stamina):
self.hp = hp
self.hunger = hunger
self.thirst = thirst
self.stamina = stamina
# methods that don't let the values pass below 0 and over 100 during change
def set_hp(self, hp_diff):
if 0 <= self.hp + hp_diff <= 100:
self.hp = self.hp + hp_diff
else:
if self.hp + hp_diff <= 0:
self.hp = 0
else:
self.hp = 100
def set_hunger(self, hunger_diff):
if 0 <= self.hp + hunger_diff <= 100:
self.hp = self.hp + hunger_diff
else:
if self.hp + hunger_diff <= 0:
self.hp = 0
else:
self.hp = 100
def set_thirst(self, thirst_diff):
if 0 <= self.hp + thirst_diff <= 100:
self.hp = self.hp + thirst_diff
else:
if self.hp + thirst_diff <= 0:
self.hp = 0
else:
self.hp = 100
def set_stamina(self, stamina_diff):
if 0 <= self.hp + stamina_diff <= 100:
self.hp = self.hp + stamina_diff
else:
if self.hp + stamina_diff <= 0:
self.hp = 0
else:
self.hp = 100

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@ -1,11 +1,44 @@
import pygame
from src.entities.Player import Rotations
# Player can move every given milliseconds
TIMEOUT = 100
class EventManager:
def __init__(self, gameObject):
keyTimeout = 0
def __init__(self, gameObject, player):
self.game = gameObject
self.player = player
self.keyTimer = pygame.time.Clock()
# Player controls
# TODO
def loadKeyboardSettings(self):
pass
def handleEvents(self):
pygame.event.pump()
keys = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.game.running = False
self.keyTimeout += self.keyTimer.tick()
if self.keyTimeout >= TIMEOUT:
self.handlePlayerControls(keys)
self.keyTimeout = 0
def handlePlayerControls(self, keys):
# Key names are temporary
# TODO: Load key bindings from JSON
if keys[pygame.K_w]:
self.player.move(Rotations.NORTH)
if keys[pygame.K_s]:
self.player.move(Rotations.SOUTH)
if keys[pygame.K_d]:
self.player.move(Rotations.EAST)
if keys[pygame.K_a]:
self.player.move(Rotations.WEST)

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import pygame
import json
from pathlib import Path
from os import path
from game.EventManager import EventManager
from game.Screen import Screen
from src.game.Timer import Timer
from game.Map import Map
class Game:
@ -28,7 +28,6 @@ class Game:
pygame.init()
self.spritesList = pygame.sprite.Group()
print("OK")
print("Initializing screen, params: " + str(self.config["window"]) + "...", end=" ")
# Vertical rotation is unsupported due to UI layout
@ -41,6 +40,11 @@ class Game:
self.eventManager = EventManager(self)
# Start Map implement
self.mapDataFolder = path.dirname("../data/mapdata/")
self.map = Map(path.join(self.mapDataFolder, 'map.txt'), self.screen)
# End Map implement
self.mainLoop()
def mainLoop(self):

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import pygame
from game.TerrainTile import TerrainTile
from game.Screen import Locations
class Map:
def __init__(self):
self.terrain
self.entites = []
def __init__(self, filename, screen):
self.screen = screen
self.terrain = []
self.entities = []
with open(filename, 'rt') as f:
for line in f:
self.terrain.append(line)
self.tileSize = int(self.screen.mapSize/20)
self.tileWidth = len(self.terrain[0])
self.tileHeight = len(self.terrain)
self.width = self.tileWidth * self.tileSize
self.height = self.tileHeight * self.tileSize
self.terrainDraw()
def terrainDraw(self):
for row, tiles in enumerate(self.terrain):
for col, tile in enumerate(tiles):
if tile == 'w':
self.screen.draw(TerrainTile('wall.png', self.tileSize), Locations.MAP, col*self.tileSize, row*self.tileSize)
elif tile == ',':
self.screen.draw(TerrainTile('floor.png', self.tileSize), Locations.MAP, col*self.tileSize, row*self.tileSize)
elif tile == '.':
self.screen.draw(TerrainTile('grass.png', self.tileSize), Locations.MAP, col*self.tileSize, row*self.tileSize)

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class TerrainTile:
def __init__(self):
self.tiles = []
import pygame
import os
from os import path
class TerrainTile(pygame.sprite.Sprite):
def __init__(self, texture, tileSize):
super().__init__()
self.imagesFolder = path.dirname("../data/images/")
self.terrainFolder = path.join(self.imagesFolder, 'terrain')
self.image = pygame.image.load(os.path.join(self.terrainFolder, texture)).convert()
self.image = pygame.transform.scale(self.image, (tileSize, tileSize))
self.rect = self.image.get_rect()