From 81bed4adebd8022f5c74b826575dbec7960c40e4 Mon Sep 17 00:00:00 2001 From: Marcin Kostrzewski Date: Wed, 13 May 2020 19:25:08 +0200 Subject: [PATCH] All entities can now move --- src/entities/Entity.py | 104 ++++++++++++++++++++++++++++++++++++++--- 1 file changed, 97 insertions(+), 7 deletions(-) diff --git a/src/entities/Entity.py b/src/entities/Entity.py index ec7b550..239dd1a 100644 --- a/src/entities/Entity.py +++ b/src/entities/Entity.py @@ -1,14 +1,17 @@ -from enum import Enum from pathlib import Path import pygame - # TODO: Add getters to retrieve relative coords +from entities.Enums import Rotations, Movement + + class Entity(pygame.sprite.Sprite): # Static ID counter - increments with each constructor call nextId = 1 + pygameTimer = pygame.time.Clock() + def __init__(self, texture, size, pos): """ Create an entity. @@ -27,6 +30,15 @@ class Entity(pygame.sprite.Sprite): # Where the entity is facing self.rotation = Rotations.NORTH + # Entity can move itself if this list has movements inside + self.movesList = [] + self.movementTarget = None + + # How fast can en entity move + self.moveTimeout = 100 + # Tracks time between every move + self.movementTimer = 0 + @staticmethod def setNewId(): """ @@ -73,9 +85,87 @@ class Entity(pygame.sprite.Sprite): elif self.rotation.value == Rotations.WEST.value: return self.rect.x - self.rect.h, self.rect.y + def move(self, movement): + """ + This function will attempt to move an entity. It fails if the movement can not be done. + :type movement: entities.Enums.Movement + :param movement: specify what movement should be done (See Movement enum) + :return: Returns true, if the movement has succeeded + """ + # Can move if timeout has elapsed + if self.movementTimer > self.moveTimeout: + self.movementTimer = 0 + # Rotation + if movement.value != Movement.FORWARD.value: + self.updateRotation(movement) + # Else move + else: + self.moveForward() + return True + else: + return False -class Rotations(Enum): - NORTH = 0 - EAST = 1 - SOUTH = 2 - WEST = 3 + # Deprecated - use move() instead + def moveForward(self): + """ + Moves the player forward. NOTE: should not be used outside of the player class. + """ + if self.rotation.value == Rotations.NORTH.value: + self.rect.y -= self.rect.w + elif self.rotation.value == Rotations.EAST.value: + self.rect.x += self.rect.w + elif self.rotation.value == Rotations.SOUTH.value: + self.rect.y += self.rect.w + elif self.rotation.value == Rotations.WEST.value: + self.rect.x -= self.rect.w + + def updateRotation(self, movement): + """ + A method that rotates an entity. + :type movement: Movement + :param movement: Rotation direction + """ + 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): + """ + More low-level method than rotate - rotates the texture and updates the entity + rotation field. + :type rotation: Movement + :param 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 gotoToTarget(self, target, map): + if self.movementTarget is None: + self.movementTarget = target + from AI.AutomaticMovement import aStar + self.movesList = aStar(self, self.movementTarget, map) + if not self.movesList: + self.movementTarget = None + + def updateEntityCoords(self): + if self.movementTarget is not None and self.movesList: + nextMove = self.movesList[0] + if self.move(nextMove): + self.movesList.remove(nextMove) + if not self.movesList: + # if self.canPickup: + # self.pickUp() + # self.canPickup = False + self.movementTarget = None + + def update(self): + """ + Called every frame + """ + # Add time elapsed between previous frame + self.movementTimer += self.pygameTimer.tick() + # If A* has ben called, move the entity + self.updateEntityCoords()