Merge remote-tracking branch 'origin/master' into Player
This commit is contained in:
commit
c5fddf144d
1
.gitignore
vendored
1
.gitignore
vendored
@ -1,2 +1,3 @@
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/.idea/
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/.idea/
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__pycache__
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__pycache__
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/venv/
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BIN
data/images/entities/bush.png
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BIN
data/images/entities/bush.png
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After Width: | Height: | Size: 3.4 KiB |
BIN
data/images/entities/treasure.png
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BIN
data/images/entities/treasure.png
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After Width: | Height: | Size: 7.7 KiB |
@ -14,7 +14,7 @@ class Collidable(Entity):
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return False
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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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"""
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@ -13,12 +13,6 @@ class Player(Entity):
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# Move in a desired direction
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# Move in a desired direction
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def move(self, rotation):
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def move(self, rotation):
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# If the player is not facing given direction, it will not move the first time, it will only get rotated
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if self.rotation.value != rotation.value:
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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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if rotation.value == Rotations.NORTH.value:
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if rotation.value == Rotations.NORTH.value:
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self.rect.y -= self.rect.w
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self.rect.y -= self.rect.w
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elif rotation.value == Rotations.EAST.value:
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elif rotation.value == Rotations.EAST.value:
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@ -29,10 +23,11 @@ class Player(Entity):
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self.rect.x -= self.rect.w
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self.rect.x -= self.rect.w
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def rotate(self, rotation):
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def rotate(self, rotation):
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# If the player is not facing given direction, it will not move the first time, it will only get rotated
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if self.rotation.value != rotation.value:
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self.image = pygame.transform.rotate(self.image, ((self.rotation.value - rotation.value) * 90))
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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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self.rotation = rotation
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class Rotations(Enum):
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class Rotations(Enum):
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NORTH = 0
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NORTH = 0
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EAST = 1
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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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class EventManager:
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keyTimeout = 0
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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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def __init__(self, gameObject, player):
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self.game = gameObject
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self.game = gameObject
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self.player = player
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self.player = player
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@ -34,11 +35,21 @@ class EventManager:
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# TODO: Load key bindings from JSON
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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]:
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self.player.rotate(Rotations.NORTH)
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if not self.game.map.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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self.player.move(Rotations.NORTH)
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if keys[pygame.K_s]:
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if keys[pygame.K_s]:
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self.player.rotate(Rotations.SOUTH)
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if not self.game.map.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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self.player.move(Rotations.SOUTH)
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if keys[pygame.K_d]:
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if keys[pygame.K_d]:
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self.player.rotate(Rotations.EAST)
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if not self.game.map.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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self.player.move(Rotations.EAST)
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if keys[pygame.K_a]:
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if keys[pygame.K_a]:
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self.player.rotate(Rotations.WEST)
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if not self.game.map.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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self.player.move(Rotations.WEST)
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@ -6,6 +6,7 @@ from os import path
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from game.EventManager import EventManager
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from game.EventManager import EventManager
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from game.Screen import Screen
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from game.Screen import Screen
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from game.Map import Map
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from game.Map import Map
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from src.entities.Player import Player
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class Game:
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class Game:
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@ -27,6 +28,7 @@ class Game:
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print("Initializing pygame...", end=" ")
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print("Initializing pygame...", end=" ")
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pygame.init()
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pygame.init()
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self.spritesList = pygame.sprite.Group()
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self.spritesList = pygame.sprite.Group()
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print("OK")
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print("OK")
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print("Initializing screen, params: " + str(self.config["window"]) + "...", end=" ")
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print("Initializing screen, params: " + str(self.config["window"]) + "...", end=" ")
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@ -38,12 +40,11 @@ class Game:
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self.screen = Screen(self, self.config["window"])
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self.screen = Screen(self, self.config["window"])
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print("OK")
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print("OK")
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self.eventManager = EventManager(self)
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# Start Map implement
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self.mapDataFolder = path.dirname("../data/mapdata/")
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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.map = Map(path.join(self.mapDataFolder, 'map.txt'), self.screen)
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# End Map implement
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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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self.mainLoop()
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@ -6,7 +6,9 @@ class Map:
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def __init__(self, filename, screen):
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def __init__(self, filename, screen):
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self.screen = screen
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self.screen = screen
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self.terrain = []
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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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with open(filename, 'rt') as f:
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for line in f:
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for line in f:
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self.terrain.append(line)
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self.terrain.append(line)
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@ -24,10 +26,21 @@ class Map:
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for row, tiles in enumerate(self.terrain):
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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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for col, tile in enumerate(tiles):
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if tile == 'w':
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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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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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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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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.screen.draw(entity, Locations.MAP, 0, 0)
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self.collidables.add(entity)
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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.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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@ -4,10 +4,14 @@ from os import path
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class TerrainTile(pygame.sprite.Sprite):
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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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super().__init__()
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self.imagesFolder = path.dirname("../data/images/")
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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.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.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.image = pygame.transform.scale(self.image, (tileSize, tileSize))
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self.rect = self.image.get_rect()
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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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@ -1,4 +1,66 @@
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import pygame
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# Timer class for the game
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# We count time every second, an the time elapsed in game is 60 times the actual time
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# So, if we spend 60 seconds, we count that we spent 60 minutes.
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# Day/night cycle parameters
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DAY_START = "7:00"
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NIGHT_START = "22:00"
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class Timer:
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class Timer:
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def __init__(self):
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def __init__(self, startTime="12:00"):
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self.time
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self.clock = pygame.time.Clock()
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self.cycle
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# Time in milliseconds updated every frame, starts counting from what we specify as a parameter
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self.timePassed = self.timeToMs(startTime)
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# You have to start the clock manually by calling startClock() method
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self.isStarted = False
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def startClock(self):
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self.isStarted = True
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def stopClock(self):
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self.isStarted = False
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# Returns a string with formatted time
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def getPrettyTime(self):
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# 60 times faster than real time
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minutes = int(self.timePassed / 1000) % 60
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hours = int(self.timePassed / 60000) % 24
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# Add 0's at the beginning if necessary
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prefixHr = ""
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prefixMin = ""
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if len(str(hours)) < 2:
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prefixHr = "0"
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if len(str(minutes)) < 2:
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prefixMin = "0"
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# Return a formatted time
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return prefixHr + str(hours) + ":" + prefixMin + str(minutes)
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# Returns true, if it's daytime
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def isItDay(self):
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if self.timeToMs(DAY_START) < self.timePassed < self.timeToMs(NIGHT_START):
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return True
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else:
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return False
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# Called every frame to update the timer
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def updateTime(self, elapsed):
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# Only happens if the time is set to be running
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if self.isStarted:
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# Modulo, since we use the 24-hour cycle
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# In our case, the time loops every 24 minutes
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self.timePassed =(self.timePassed + elapsed) % 1440000
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# Converts time as string to integer milliseconds
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def timeToMs(self, timeString):
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timeList = timeString.split(':')
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hours = timeList[0]
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minutes = timeList[1]
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return int(hours) * 60000 + int(minutes) * 1000
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