Merge remote-tracking branch 'origin/MapNew'

This commit is contained in:
Marcin Kostrzewski 2020-04-05 20:37:12 +02:00
commit 8557eabb97
9 changed files with 39 additions and 18 deletions

1
.gitignore vendored
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@ -1,2 +1,3 @@
/.idea/ /.idea/
__pycache__ __pycache__
/venv/

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@ -14,7 +14,7 @@ class Collidable(Entity):
return False return False
col = Collidable(1, 1, 1) #col = Collidable(1, 1, 1)
""" """

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@ -18,7 +18,7 @@ class Player(Entity):
self.rotate(rotation) self.rotate(rotation)
# Otherwise, move one tile to a given direction # Otherwise, move one tile to a given direction
else: else:
# TODO: Collision checks # TODO: Collision checks "and not to events"
if rotation.value == Rotations.NORTH.value: if rotation.value == Rotations.NORTH.value:
self.rect.y -= self.rect.w self.rect.y -= self.rect.w
elif rotation.value == Rotations.EAST.value: elif rotation.value == Rotations.EAST.value:
@ -32,7 +32,6 @@ class Player(Entity):
self.image = pygame.transform.rotate(self.image, ((self.rotation.value - rotation.value) * 90)) self.image = pygame.transform.rotate(self.image, ((self.rotation.value - rotation.value) * 90))
self.rotation = rotation self.rotation = rotation
class Rotations(Enum): class Rotations(Enum):
NORTH = 0 NORTH = 0
EAST = 1 EAST = 1

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@ -7,6 +7,7 @@ TIMEOUT = 100
class EventManager: class EventManager:
keyTimeout = 0 keyTimeout = 0
#self.game.map
def __init__(self, gameObject, player): def __init__(self, gameObject, player):
self.game = gameObject self.game = gameObject
self.player = player self.player = player
@ -33,12 +34,14 @@ class EventManager:
# Key names are temporary # Key names are temporary
# TODO: Load key bindings from JSON # TODO: Load key bindings from JSON
if keys[pygame.K_w]: if keys[pygame.K_w] and not self.game.map.collision(self.player.rect.x, self.player.rect.y - self.player.rect.w):
self.player.move(Rotations.NORTH) self.player.move(Rotations.NORTH)
if keys[pygame.K_s]: if keys[pygame.K_s] and not self.game.map.collision(self.player.rect.x, self.player.rect.y + self.player.rect.w):
self.player.move(Rotations.SOUTH) self.player.move(Rotations.SOUTH)
if keys[pygame.K_d]: if keys[pygame.K_d] and not self.game.map.collision(self.player.rect.x + self.player.rect.w, self.player.rect.y):
self.player.move(Rotations.EAST) self.player.move(Rotations.EAST)
if keys[pygame.K_a]: if keys[pygame.K_a] and not self.game.map.collision(self.player.rect.x - self.player.rect.w, self.player.rect.y):
self.player.move(Rotations.WEST) self.player.move(Rotations.WEST)

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@ -6,6 +6,7 @@ from os import path
from game.EventManager import EventManager from game.EventManager import EventManager
from game.Screen import Screen from game.Screen import Screen
from game.Map import Map from game.Map import Map
from src.entities.Player import Player
class Game: class Game:
@ -27,6 +28,7 @@ class Game:
print("Initializing pygame...", end=" ") print("Initializing pygame...", end=" ")
pygame.init() pygame.init()
self.spritesList = pygame.sprite.Group() self.spritesList = pygame.sprite.Group()
print("OK") print("OK")
print("Initializing screen, params: " + str(self.config["window"]) + "...", end=" ") print("Initializing screen, params: " + str(self.config["window"]) + "...", end=" ")
@ -38,12 +40,11 @@ class Game:
self.screen = Screen(self, self.config["window"]) self.screen = Screen(self, self.config["window"])
print("OK") print("OK")
self.eventManager = EventManager(self)
# Start Map implement
self.mapDataFolder = path.dirname("../data/mapdata/") self.mapDataFolder = path.dirname("../data/mapdata/")
self.map = Map(path.join(self.mapDataFolder, 'map.txt'), self.screen) self.map = Map(path.join(self.mapDataFolder, 'map.txt'), self.screen)
# End Map implement self.player = Player((0, 0), self.map.tileSize)
self.map.addEntity(self.player)
self.eventManager = EventManager(self, self.player)
self.mainLoop() self.mainLoop()

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@ -6,7 +6,9 @@ class Map:
def __init__(self, filename, screen): def __init__(self, filename, screen):
self.screen = screen self.screen = screen
self.terrain = [] self.terrain = []
self.entities = [] self.collidableTerrain = []
self.collidables = pygame.sprite.Group()
with open(filename, 'rt') as f: with open(filename, 'rt') as f:
for line in f: for line in f:
self.terrain.append(line) self.terrain.append(line)
@ -24,10 +26,21 @@ class Map:
for row, tiles in enumerate(self.terrain): for row, tiles in enumerate(self.terrain):
for col, tile in enumerate(tiles): for col, tile in enumerate(tiles):
if tile == 'w': if tile == 'w':
self.screen.draw(TerrainTile('wall.png', self.tileSize), Locations.MAP, col*self.tileSize, row*self.tileSize) object = TerrainTile(col, row, 'wall.png', self.tileSize)
self.screen.draw(object, Locations.MAP, 0, 0)
self.collidables.add(object)
elif tile == ',': elif tile == ',':
self.screen.draw(TerrainTile('floor.png', self.tileSize), Locations.MAP, col*self.tileSize, row*self.tileSize) self.screen.draw(TerrainTile(col, row, 'floor.png', self.tileSize), Locations.MAP, 0, 0)
elif tile == '.': elif tile == '.':
self.screen.draw(TerrainTile('grass.png', self.tileSize), Locations.MAP, col*self.tileSize, row*self.tileSize) 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)
# 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

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@ -4,10 +4,14 @@ from os import path
class TerrainTile(pygame.sprite.Sprite): class TerrainTile(pygame.sprite.Sprite):
def __init__(self, texture, tileSize): def __init__(self, x, y, texture, tileSize):
super().__init__() super().__init__()
self.imagesFolder = path.dirname("../data/images/") self.imagesFolder = path.dirname("../data/images/")
self.terrainFolder = path.join(self.imagesFolder, 'terrain') self.terrainFolder = path.join(self.imagesFolder, 'terrain')
self.image = pygame.image.load(os.path.join(self.terrainFolder, texture)).convert() self.image = pygame.image.load(os.path.join(self.terrainFolder, texture)).convert()
self.image = pygame.transform.scale(self.image, (tileSize, tileSize)) self.image = pygame.transform.scale(self.image, (tileSize, tileSize))
self.rect = self.image.get_rect() self.rect = self.image.get_rect()
self.x = x
self.y = y
self.rect.x = x * tileSize
self.rect.y = y * tileSize