All entities can now move

This commit is contained in:
Marcin Kostrzewski 2020-05-13 19:25:08 +02:00
parent 25345ae317
commit 81bed4adeb

View File

@ -1,14 +1,17 @@
from enum import Enum
from pathlib import Path from pathlib import Path
import pygame import pygame
# TODO: Add getters to retrieve relative coords # TODO: Add getters to retrieve relative coords
from entities.Enums import Rotations, Movement
class Entity(pygame.sprite.Sprite): class Entity(pygame.sprite.Sprite):
# Static ID counter - increments with each constructor call # Static ID counter - increments with each constructor call
nextId = 1 nextId = 1
pygameTimer = pygame.time.Clock()
def __init__(self, texture, size, pos): def __init__(self, texture, size, pos):
""" """
Create an entity. Create an entity.
@ -27,6 +30,15 @@ class Entity(pygame.sprite.Sprite):
# Where the entity is facing # Where the entity is facing
self.rotation = Rotations.NORTH 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 @staticmethod
def setNewId(): def setNewId():
""" """
@ -73,9 +85,87 @@ class Entity(pygame.sprite.Sprite):
elif self.rotation.value == Rotations.WEST.value: elif self.rotation.value == Rotations.WEST.value:
return self.rect.x - self.rect.h, self.rect.y 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): # Deprecated - use move() instead
NORTH = 0 def moveForward(self):
EAST = 1 """
SOUTH = 2 Moves the player forward. NOTE: should not be used outside of the player class.
WEST = 3 """
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()