Merge remote-tracking branch 'origin/master' into Player

This commit is contained in:
Marcin Kostrzewski 2020-04-05 21:56:59 +02:00
commit c5fddf144d
10 changed files with 123 additions and 36 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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@ -13,12 +13,6 @@ class Player(Entity):
# Move in a desired direction # Move in a desired direction
def move(self, rotation): def move(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.rotate(rotation)
# Otherwise, move one tile to a given direction
else:
# TODO: Collision checks
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:
@ -29,10 +23,11 @@ class Player(Entity):
self.rect.x -= self.rect.w self.rect.x -= self.rect.w
def rotate(self, rotation): 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.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
@ -34,11 +35,21 @@ class EventManager:
# TODO: Load key bindings from JSON # TODO: Load key bindings from JSON
if keys[pygame.K_w]: 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) self.player.move(Rotations.NORTH)
if keys[pygame.K_s]: 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) self.player.move(Rotations.SOUTH)
if keys[pygame.K_d]: 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) self.player.move(Rotations.EAST)
if keys[pygame.K_a]: 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) 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

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@ -1,4 +1,66 @@
import pygame
# Timer class for the game
# We count time every second, an the time elapsed in game is 60 times the actual time
# So, if we spend 60 seconds, we count that we spent 60 minutes.
# Day/night cycle parameters
DAY_START = "7:00"
NIGHT_START = "22:00"
class Timer: class Timer:
def __init__(self): def __init__(self, startTime="12:00"):
self.time self.clock = pygame.time.Clock()
self.cycle
# Time in milliseconds updated every frame, starts counting from what we specify as a parameter
self.timePassed = self.timeToMs(startTime)
# You have to start the clock manually by calling startClock() method
self.isStarted = False
def startClock(self):
self.isStarted = True
def stopClock(self):
self.isStarted = False
# Returns a string with formatted time
def getPrettyTime(self):
# 60 times faster than real time
minutes = int(self.timePassed / 1000) % 60
hours = int(self.timePassed / 60000) % 24
# Add 0's at the beginning if necessary
prefixHr = ""
prefixMin = ""
if len(str(hours)) < 2:
prefixHr = "0"
if len(str(minutes)) < 2:
prefixMin = "0"
# Return a formatted time
return prefixHr + str(hours) + ":" + prefixMin + str(minutes)
# Returns true, if it's daytime
def isItDay(self):
if self.timeToMs(DAY_START) < self.timePassed < self.timeToMs(NIGHT_START):
return True
else:
return False
# Called every frame to update the timer
def updateTime(self, elapsed):
# Only happens if the time is set to be running
if self.isStarted:
# Modulo, since we use the 24-hour cycle
# In our case, the time loops every 24 minutes
self.timePassed =(self.timePassed + elapsed) % 1440000
# Converts time as string to integer milliseconds
def timeToMs(self, timeString):
timeList = timeString.split(':')
hours = timeList[0]
minutes = timeList[1]
return int(hours) * 60000 + int(minutes) * 1000