Merge remote-tracking branch 'origin/MapNew' into entities_branch

# Conflicts:
#	src/entities/Collidable.py
This commit is contained in:
jonspacz 2020-04-05 20:27:21 +02:00
commit 169a931329
20 changed files with 416 additions and 29 deletions

2
.gitignore vendored
View File

@ -1 +1,3 @@
/.idea/
__pycache__
/venv/

View File

@ -0,0 +1,7 @@
{
"window": {
"width": 1280,
"height": 720,
"name": "Adventure Survival"
}
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 506 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 350 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 297 B

20
data/mapdata/map.txt Normal file
View File

@ -0,0 +1,20 @@
....................
..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.....
....................
....................

3
src/Run.py Normal file
View File

@ -0,0 +1,3 @@
from game.Game import Game
game = Game()

View File

@ -5,6 +5,27 @@ class Collidable(Entity):
def __init__(self, texture, pos, id):
super().__init__(texture, pos, id)
self.is_collidable = True
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)"""

View File

@ -1,6 +1,36 @@
class Entity:
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
def __init__(self, texture, pos, id):
self.texture = texture
self.pos = pos
self.id = id

View File

@ -1,6 +1,35 @@
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 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):
# 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.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

View File

@ -42,5 +42,3 @@ class Statistics:
else:
self.hp = 100

View File

@ -1,3 +1,55 @@
import pygame
from src.entities.Player import Rotations
# Player can move every given milliseconds
TIMEOUT = 100
class EventManager:
def __init__(self):
self.player
keyTimeout = 0
#self.game.map
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.rotate(Rotations.NORTH)
if not self.game.map.collision(self.player.rect.x, self.player.rect.y - self.player.rect.w):
self.player.move(Rotations.NORTH)
if keys[pygame.K_s]:
self.player.rotate(Rotations.SOUTH)
if not self.game.map.collision(self.player.rect.x, self.player.rect.y + self.player.rect.w):
self.player.move(Rotations.SOUTH)
if keys[pygame.K_d]:
self.player.rotate(Rotations.EAST)
if not self.game.map.collision(self.player.rect.x + self.player.rect.w, self.player.rect.y):
self.player.move(Rotations.EAST)
if keys[pygame.K_a]:
self.player.rotate(Rotations.WEST)
if not self.game.map.collision(self.player.rect.x - self.player.rect.w, self.player.rect.y):
self.player.move(Rotations.WEST)

View File

@ -1,6 +1,55 @@
import pygame
import json
from pathlib import Path
from os import path
from game.EventManager import EventManager
from game.Screen import Screen
from game.Map import Map
from src.entities.Player import Player
class Game:
def __init__(self):
self.resolution
self.windowName
self.fps
self.timer
self.running = True
print("Loading configuration...", end=" ")
try:
configFolder = Path("../data/config/")
configFile = configFolder / "mainConfig.json"
self.config = json.loads(configFile.read_text())
print("OK")
except IOError:
print("Error reading configuration file. Exiting...")
exit(1)
print("Initializing pygame...", end=" ")
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
if self.config["window"]["height"] > self.config["window"]["width"]:
print("The screen cannot be in a vertical orientation. Exiting...")
exit(1)
self.screen = Screen(self, self.config["window"])
print("OK")
self.mapDataFolder = path.dirname("../data/mapdata/")
self.map = Map(path.join(self.mapDataFolder, 'map.txt'), self.screen)
self.player = Player((0, 0), self.map.tileSize)
self.map.addEntity(self.player)
self.eventManager = EventManager(self, self.player)
self.mainLoop()
def mainLoop(self):
while self.running:
self.eventManager.handleEvents()
self.spritesList.draw(self.screen.pygameScreen)
pygame.display.flip()

View File

@ -1,4 +1,51 @@
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.collidableTerrain = []
self.collidables = pygame.sprite.Group()
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':
object = TerrainTile(col, row, 'wall.png', self.tileSize)
self.screen.draw(object, Locations.MAP, 0, 0)
self.collidables.add(object)
elif tile == ',':
self.screen.draw(TerrainTile(col, row, 'floor.png', self.tileSize), Locations.MAP, 0, 0)
elif tile == '.':
self.screen.draw(TerrainTile(col, row, 'grass.png', self.tileSize), Locations.MAP, 0, 0)
def addEntity(self, entity):
self.screen.draw(entity, Locations.MAP, 0, 0)
self.collidables.add(entity)
def removeSpriteFromMap(self, entity):
if self.collidables.has(entity):
self.collidables.remove(entity)
self.screen.removeSprite(entity)
# add object to map.collidables list to be collidable
def collision(self, x, y):
for b in self.collidables:
if b.rect.x == x and b.rect.y == y:
return True
return False

View File

@ -1,4 +1,57 @@
import math
from enum import Enum
import pygame
# minimum UI width
MARGIN = 300
class Screen:
def __init__(self):
self.map
self.ui
def __init__(self, gameObject, windowConfig):
self.gameObject = gameObject
self.winX = windowConfig["width"]
self.winY = windowConfig["height"]
pygame.display.set_caption(windowConfig["name"])
self.pygameScreen = pygame.display.set_mode((self.winX, self.winY))
# map is a square inside the screen
self.mapSize = self.calculateMapDimensions()
# mapCoord is a top leftmost pixel
self.mapCoord = math.floor((self.winX - self.mapSize) / 2)
# draw a white rect to resemble map
pygame.draw.rect(self.pygameScreen, (255, 255, 255), [self.mapCoord, 0, self.mapSize, self.mapSize])
def calculateMapDimensions(self):
result = 0
expectedSize = self.winY
# when there's not enough space for the UI on the sides
if self.winX - expectedSize < MARGIN:
result = expectedSize - (MARGIN - (self.winX - expectedSize))
else:
result = expectedSize
return result
# method to draw a sprite. Location param specifies where to draw the item (Locations enum)
def draw(self, sprite, location, posX, posY):
sprite.rect.x += posX
sprite.rect.y += posY
if location.value is Locations.RIGHT_UI.value:
sprite.rect.x += self.mapCoord + self.mapSize
elif location.value == Locations.MAP.value:
sprite.rect.x += self.mapCoord
self.gameObject.spritesList.add(sprite)
def removeSprite(self, sprite):
self.gameObject.spritesList.remove(sprite)
# screen locations enum
class Locations(Enum):
RIGHT_UI = 1
LEFT_UI = 2
MAP = 3

View File

@ -1,3 +1,17 @@
class TerrainTile:
def __init__(self):
self.tiles = []
import pygame
import os
from os import path
class TerrainTile(pygame.sprite.Sprite):
def __init__(self, x, y, 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()
self.x = x
self.y = y
self.rect.x = x * tileSize
self.rect.y = y * tileSize

View File

@ -1,4 +1,66 @@
import pygame
# Timer class for the game
# We count time every second, an the time elapsed in game is 60 times the actual time
# So, if we spend 60 seconds, we count that we spent 60 minutes.
# Day/night cycle parameters
DAY_START = "7:00"
NIGHT_START = "22:00"
class Timer:
def __init__(self):
self.time
self.cycle
def __init__(self, startTime="12:00"):
self.clock = pygame.time.Clock()
# Time in milliseconds updated every frame, starts counting from what we specify as a parameter
self.timePassed = self.timeToMs(startTime)
# You have to start the clock manually by calling startClock() method
self.isStarted = False
def startClock(self):
self.isStarted = True
def stopClock(self):
self.isStarted = False
# Returns a string with formatted time
def getPrettyTime(self):
# 60 times faster than real time
minutes = int(self.timePassed / 1000) % 60
hours = int(self.timePassed / 60000) % 24
# Add 0's at the beginning if necessary
prefixHr = ""
prefixMin = ""
if len(str(hours)) < 2:
prefixHr = "0"
if len(str(minutes)) < 2:
prefixMin = "0"
# Return a formatted time
return prefixHr + str(hours) + ":" + prefixMin + str(minutes)
# Returns true, if it's daytime
def isItDay(self):
if self.timeToMs(DAY_START) < self.timePassed < self.timeToMs(NIGHT_START):
return True
else:
return False
# Called every frame to update the timer
def updateTime(self, elapsed):
# Only happens if the time is set to be running
if self.isStarted:
# Modulo, since we use the 24-hour cycle
# In our case, the time loops every 24 minutes
self.timePassed =(self.timePassed + elapsed) % 1440000
# Converts time as string to integer milliseconds
def timeToMs(self, timeString):
timeList = timeString.split(':')
hours = timeList[0]
minutes = timeList[1]
return int(hours) * 60000 + int(minutes) * 1000