Added TODO markers

This commit is contained in:
Marcin Kostrzewski 2020-05-09 22:30:21 +02:00
parent fc47c697df
commit 752c3daa24
8 changed files with 42 additions and 40 deletions

1
Run.py
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@ -2,5 +2,6 @@ from pathlib import Path
from src.game.Game import Game
# TODO: Paths are still retarded
programPath = Path(".").resolve()
game = Game(programPath)

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@ -1,7 +1,7 @@
from pathlib import Path
import pygame
# TODO: Add getters to retrieve relative coords
class Entity(pygame.sprite.Sprite):
nextId = 1

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@ -24,13 +24,6 @@ class Player(Entity):
# If a player dies, the death reason is stored here
self.deathReason = None
# Update player's rotation
def updateRotation(self, movement):
if movement == Movement.ROTATE_L:
self.rotate(Rotations((self.rotation.value - 1) % 4))
elif movement == Movement.ROTATE_R:
self.rotate(Rotations((self.rotation.value + 1) % 4))
# Move; movement - Enum
def move(self, movement):
# Rotation
@ -40,6 +33,7 @@ class Player(Entity):
else:
self.moveForward()
# Deprecated - use move() instead
def moveForward(self):
self.movePoints += 1
# You can only move if you have enough stamina
@ -54,6 +48,18 @@ class Player(Entity):
elif self.rotation.value == Rotations.WEST.value:
self.rect.x -= self.rect.w
def updateRotation(self, movement):
if movement == Movement.ROTATE_L:
self.rotate(Rotations((self.rotation.value - 1) % 4))
elif movement == Movement.ROTATE_R:
self.rotate(Rotations((self.rotation.value + 1) % 4))
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
def applyWalkingFatigue(self):
# looses hunger every 10 steps taken
if self.movePoints % 10 == 0:
@ -74,7 +80,7 @@ class Player(Entity):
self.statistics.set_stamina(2)
self.fatigueTimeout = 0
# TODO: Remove
def getFacingCoord(self):
if self.rotation == Rotations.NORTH:
return self.rect.x, self.rect.y - (self.rect.h)
@ -97,14 +103,10 @@ class Player(Entity):
return self.statistics.stamina
return None
# TODO: Useless?
def getStatistics(self):
return self.statistics
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
# Update player's rotation
# Updates self.alive if any of the statistic reaches critical value
def determineLife(self):

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@ -14,10 +14,13 @@ class EventManager:
#self.game.map
def __init__(self, gameObject, player):
# TODO: Is this really neccessary?
self.game = gameObject
self.player = player
self.keyTimer = pygame.time.Clock()
# TODO: Make this not retarded
self.turnOff = False
# Player controls
@ -32,6 +35,7 @@ class EventManager:
sleep(5)
exit(0)
# TODO: Move to ui.update()
self.game.screen.ui.updateTime()
keys = pygame.key.get_pressed()
@ -43,11 +47,12 @@ class EventManager:
pos = pygame.mouse.get_pos()
self.handleClickingOnCollidablesAndTerrains(pos)
# TODO: Move to ui.update()
self.game.screen.ui.updateBasedOnPygameEvent(event)
self.keyTimeout += self.keyTimer.tick()
if self.keyTimeout >= TIMEOUT:
if self.player.alive:
# TODO: Add A* here?
self.handlePlayerControls(keys)
self.keyTimeout = 0
else:
@ -88,26 +93,9 @@ class EventManager:
object.on_interaction(self.player)
self.game.screen.ui.updateOnPlayerInteraction(self.player.statistics, object)
# Movement
# 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)
if keys[pygame.K_w]:
# TODO: Collision ckecks
self.player.move(Movement.FORWARD)
if not self.game.map.collision(self.player.getFacingCoord()[0], self.player.getFacingCoord()[1]):
self.player.move(Movement.FORWARD)
if keys[pygame.K_a]:
self.player.move(Movement.ROTATE_L)
if keys[pygame.K_d]:

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@ -42,9 +42,6 @@ class Game:
print("The screen cannot be in a vertical orientation. Exiting...")
exit(1)
# Initialize screen
self.screen = Screen(self, self.config["window"])
print("OK")
# Initialize timers
# PyGame timer - precise timer, counts milliseconds every frame
@ -53,6 +50,10 @@ class Game:
self.ingameTimer = Timer()
self.ingameTimer.startClock()
# Initialize screen
self.screen = Screen(self, self.config["window"])
print("OK")
self.deltaTime = 0
self.lastTimePassed = self.ingameTimer.timePassed
@ -60,6 +61,7 @@ class Game:
self.moveTime = 100
# Load map data from file
mapFile = None
try:
mapFile = Path(str(filesPath) + "/data/mapdata/")
except IOError:
@ -100,6 +102,7 @@ class Game:
# Call update() method for each entity
self.spritesList.update()
# TODO: Move this to player.update()
if self.moveTimer > 0:
self.moveTimer -= self.deltaTime
else:

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@ -10,9 +10,10 @@ from src.entities.Entity import Entity
from src.entities.Pickupable import Pickupable
from src.entities.Statistics import Statistics
# TODO: Map should determine entities' position
class Map:
def __init__(self, filename, screen):
# TODO: Should map be self-aware of its own loacation?
self.screen = screen
# tekstowa macierz terenów
self.terrain = []
@ -130,6 +131,7 @@ class Map:
# TODO: REMOVE DONT ADD
def addEntity(self, entity, DONTADD=False):
# TODO: This method should set entities coords
self.screen.draw(entity, Locations.MAP, 0, 0)
# dodajemy bo wszystkie entity są kolizyjne
self.collidables.add(entity)
@ -144,6 +146,7 @@ class Map:
self.entities.remove(sprite)
if sprite in self.terrainTilesList:
self.terrainTilesList.remove(sprite)
# TODO: Suspicious?
self.screen.removeSprite(sprite)
# add object to map.collidables list to be collidable

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@ -32,6 +32,7 @@ class Screen:
# draw a white rect to resemble map
pygame.draw.rect(self.pygameScreen, (255, 255, 255), [self.mapCoord, 0, self.mapSize, self.mapSize])
# TODO: Move to game / envents
self.__initUi__()
def calculateMapDimensions(self):
@ -47,7 +48,9 @@ class Screen:
return result
# method to draw a sprite. Location param specifies where to draw the item (Locations enum)
# TODO: Retarded
def draw(self, sprite, location, posX, posY):
# TODO: Screen cannot alter sprites position!!
sprite.rect.x += posX
sprite.rect.y += posY
if location.value is Locations.RIGHT_UI.value:
@ -56,6 +59,7 @@ class Screen:
sprite.rect.x += self.mapCoord
self.gameObject.spritesList.add(sprite)
# TODO: Remove
def removeSprite(self, sprite):
self.gameObject.spritesList.remove(sprite)
@ -67,6 +71,7 @@ class Screen:
elif location is Locations.MAP:
return self.mapSize
# TODO: Move to game / events
def __initUi__(self):
self.ui = Ui(self.getUiWidth(Locations.RIGHT_UI), self.getUiWidth(Locations.LEFT_UI), self.winY,
self.gameObject.ingameTimer)

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@ -2,7 +2,7 @@ from pathlib import Path
import pygame
# TODO: Relative coords
class TerrainTile(pygame.sprite.Sprite):
def __init__(self, x, y, texture, tileSize, cost):
super().__init__()