Map: collidable group of sprites
TerrainTile: position attributes EventManager: collision method
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@ -14,7 +14,7 @@ class Collidable(Entity):
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return False
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col = Collidable(1, 1, 1)
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#col = Collidable(1, 1, 1)
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"""
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@ -18,7 +18,7 @@ class Player(Entity):
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self.rotate(rotation)
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# Otherwise, move one tile to a given direction
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else:
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# TODO: Collision checks
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# TODO: Collision checks "and not to events"
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if rotation.value == Rotations.NORTH.value:
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self.rect.y -= self.rect.w
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elif rotation.value == Rotations.EAST.value:
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@ -32,7 +32,6 @@ class Player(Entity):
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self.image = pygame.transform.rotate(self.image, ((self.rotation.value - rotation.value) * 90))
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self.rotation = rotation
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class Rotations(Enum):
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NORTH = 0
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EAST = 1
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@ -7,6 +7,7 @@ TIMEOUT = 100
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class EventManager:
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keyTimeout = 0
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#self.game.map
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def __init__(self, gameObject, player):
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self.game = gameObject
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self.player = player
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@ -33,12 +34,19 @@ class EventManager:
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# Key names are temporary
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# TODO: Load key bindings from JSON
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if keys[pygame.K_w]:
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if keys[pygame.K_w] and not self.collision(self.player.rect.x, self.player.rect.y - self.player.rect.w):
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self.player.move(Rotations.NORTH)
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if keys[pygame.K_s]:
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if keys[pygame.K_s] and not self.collision(self.player.rect.x, self.player.rect.y + self.player.rect.w):
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self.player.move(Rotations.SOUTH)
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if keys[pygame.K_d]:
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if keys[pygame.K_d] and not self.collision(self.player.rect.x + self.player.rect.w, self.player.rect.y):
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self.player.move(Rotations.EAST)
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if keys[pygame.K_a]:
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if keys[pygame.K_a] and not self.collision(self.player.rect.x - self.player.rect.w, self.player.rect.y):
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self.player.move(Rotations.WEST)
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# add object to map.collidables list to be collidable
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def collision(self, x, y):
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for b in self.game.map.collidables:
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if b.rect.x == x and b.rect.y == y:
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return True
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return False
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@ -28,6 +28,7 @@ class Game:
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print("Initializing pygame...", end=" ")
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pygame.init()
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self.spritesList = pygame.sprite.Group()
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print("OK")
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print("Initializing screen, params: " + str(self.config["window"]) + "...", end=" ")
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@ -39,16 +40,12 @@ class Game:
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self.screen = Screen(self, self.config["window"])
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print("OK")
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self.mapDataFolder = path.dirname("../data/mapdata/")
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self.map = Map(path.join(self.mapDataFolder, 'map.txt'), self.screen)
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self.player = Player((0, 0), self.map.tileSize)
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self.map.addEntity(self.player)
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self.eventManager = EventManager(self, self.player)
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self.mainLoop()
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def mainLoop(self):
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@ -8,6 +8,7 @@ class Map:
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self.terrain = []
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self.entities = []
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self.collidableTerrain = []
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self.collidables = pygame.sprite.Group()
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with open(filename, 'rt') as f:
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for line in f:
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@ -26,12 +27,13 @@ class Map:
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for row, tiles in enumerate(self.terrain):
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for col, tile in enumerate(tiles):
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if tile == 'w':
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self.screen.draw(TerrainTile('wall.png', self.tileSize), Locations.MAP, col*self.tileSize, row*self.tileSize)
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self.collidableTerrain.append(self.terrain)
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object = TerrainTile(col, row, 'wall.png', self.tileSize)
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self.screen.draw(object, Locations.MAP, 0, 0)
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self.collidables.add(object)
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elif tile == ',':
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self.screen.draw(TerrainTile('floor.png', self.tileSize), Locations.MAP, col*self.tileSize, row*self.tileSize)
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self.screen.draw(TerrainTile(col, row, 'floor.png', self.tileSize), Locations.MAP, 0, 0)
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elif tile == '.':
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self.screen.draw(TerrainTile('grass.png', self.tileSize), Locations.MAP, col*self.tileSize, row*self.tileSize)
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self.screen.draw(TerrainTile(col, row, 'grass.png', self.tileSize), Locations.MAP, 0, 0)
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def addEntity(self, entity):
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self.entities.append(entity)
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@ -4,10 +4,14 @@ from os import path
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class TerrainTile(pygame.sprite.Sprite):
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def __init__(self, texture, tileSize):
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def __init__(self, x, y, texture, tileSize):
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super().__init__()
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self.imagesFolder = path.dirname("../data/images/")
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self.terrainFolder = path.join(self.imagesFolder, 'terrain')
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self.image = pygame.image.load(os.path.join(self.terrainFolder, texture)).convert()
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self.image = pygame.transform.scale(self.image, (tileSize, tileSize))
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self.rect = self.image.get_rect()
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self.x = x
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self.y = y
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self.rect.x = x * tileSize
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self.rect.y = y * tileSize
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