Merge pull request 'development' (#8) from development into master

Reviewed-on: #8
This commit is contained in:
Jakub Klupieć 2021-05-24 13:20:01 +02:00
commit b91bb73cc8
20 changed files with 173 additions and 33 deletions

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@ -2,14 +2,19 @@ import pygame
from settings import SCREEN_WIDTH, SCREEN_HEIGHT
from survival.camera import Camera
from survival.components.inventory_component import InventoryComponent
from survival.game_map import GameMap
from survival.generators.building_generator import BuildingGenerator
from survival.generators.player_generator import PlayerGenerator
from survival.generators.resource_generator import ResourceGenerator
from survival.generators.world_generator import WorldGenerator
from survival.systems.draw_system import DrawSystem
if __name__ == '__main__':
pygame.init()
pygame.font.init()
win = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("AI Project")
@ -20,8 +25,10 @@ if __name__ == '__main__':
world = WorldGenerator().create_world(camera, game_map)
player = PlayerGenerator().create_player(world, game_map)
world.get_processor(DrawSystem).initialize_interface(world.component_for_entity(player, InventoryComponent))
building = BuildingGenerator().create_home(world, game_map)
ResourceGenerator(world, game_map).generate_resources()
ResourceGenerator(world, game_map).generate_resources(player)
run = True

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@ -1,10 +1,11 @@
import random
from typing import List
from survival.tile import Tile
class BiomePreset:
def __init__(self, name, min_height: float, min_moisture: float, min_heat: float, tiles: list[Tile]):
def __init__(self, name, min_height: float, min_moisture: float, min_heat: float, tiles: List[Tile]):
self.name = name
self.min_height = min_height
self.min_moisture = min_moisture

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@ -0,0 +1,15 @@
from functools import partial
class OnCollisionComponent:
def __init__(self, callbacks=None):
if callbacks is None:
callbacks = []
self.callbacks = callbacks
def callAll(self):
for func in self.callbacks:
func()
def addCallback(self, fn, **kwargs):
self.callbacks.append(partial(fn, **kwargs))

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@ -1,9 +1,9 @@
class InventoryComponent:
def __init__(self, maxitems):
def __init__(self, maxitems=10):
self.maxitems = maxitems
self.items = {}
def addItem(self, item, count):
def add_item(self, item, count):
if item not in self.items:
self.items[item] = count
else:
@ -11,14 +11,11 @@ class InventoryComponent:
if self.items[item] > self.maxitems:
self.items[item] = self.maxitems
def removeItem(self, item, count):
if self.items:
def remove_item(self, item, count):
if item in self.items:
self.items[item] = self.items[item] - count
if self.items[item] < 0:
self.items[item] = 0
if self.items[item] < 0:
self.items[item] = 0
def hasItem(self, item):
if self.items[item] != 0:
return True
else:
return False
def has_item(self, item):
return item in self.items and self.items[item] != 0

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@ -0,0 +1,3 @@
class ResourceComponent:
def __init__(self, resource_type):
self.resource_type = resource_type

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@ -18,5 +18,8 @@ class EntityLayer:
def remove_entity(self, pos):
self.tiles[pos[1]][pos[0]] = None
def get_entity(self, pos) -> int:
return self.tiles[pos[1]][pos[0]]
def is_colliding(self, pos):
return self.tiles[pos[1]][pos[0]] is not None

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@ -22,6 +22,9 @@ class GameMap:
def remove_entity(self, pos):
self.entity_layer.remove_entity(pos)
def get_entity(self, pos) -> int:
return self.entity_layer.get_entity(pos)
def is_colliding(self, pos):
return pos[0] < 0 or pos[0] >= self.width or pos[1] < 0 or pos[1] >= self.height or self.entity_layer.is_colliding(pos)

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@ -5,14 +5,25 @@ from survival.components.sprite_component import SpriteComponent
class BuildingGenerator:
def create_home(self, world, game_map):
def create_home(self, world, game_map, position = [10,10]):
home = world.create_entity()
pos = PositionComponent([32, 32], [32, 32])
world.add_component(home, pos)
home_pos = PositionComponent([position[0]*32, position[1]*32], position)
world.add_component(home, home_pos)
game_map.add_entity(home, home_pos)
world.add_component(home, InventoryComponent())
game_map.add_entity(home, pos)
sprite = SpriteComponent('stone.png')
sprite.set_scale(2)
sprite = SpriteComponent('home.png')
world.add_component(home, sprite)
world.add_component(home, CollisionComponent())
for x_pos in [-1, 1]:
chest = world.create_entity()
chest_pos = PositionComponent(
[(position[0]+x_pos)*32, position[1]*32],
[position[0]+x_pos, position[1]]
)
world.add_component(chest, chest_pos)
game_map.add_entity(chest, chest_pos)
world.add_component(chest, InventoryComponent())
sprite = SpriteComponent('chest.png')
world.add_component(chest, sprite)
world.add_component(chest, CollisionComponent())

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@ -1,5 +1,7 @@
from survival.components.OnCollisionComponent import OnCollisionComponent
from survival.components.camera_target_component import CameraTargetComponent
from survival.components.input_component import InputComponent
from survival.components.inventory_component import InventoryComponent
from survival.components.movement_component import MovementComponent
from survival.components.position_component import PositionComponent
from survival.components.sprite_component import SpriteComponent
@ -14,6 +16,8 @@ class PlayerGenerator:
world.add_component(player, pos)
world.add_component(player, MovementComponent())
world.add_component(player, InputComponent())
world.add_component(player, OnCollisionComponent())
world.add_component(player, InventoryComponent())
camera_target = CameraTargetComponent(pos)
world.add_component(player, camera_target)
game_map.add_entity(player, pos)

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@ -1,27 +1,47 @@
import random
from enum import Enum
from survival import GameMap
from survival.components.OnCollisionComponent import OnCollisionComponent
from survival.components.inventory_component import InventoryComponent
from survival.components.position_component import PositionComponent
from survival.components.resource_component import ResourceComponent
from survival.components.sprite_component import SpriteComponent
from survival.esper import World
from survival.settings import RESOURCES_AMOUNT
class ResourceType(Enum):
FOOD = 1
WATER = 2
WOOD = 3
class ResourceGenerator:
def __init__(self, world, game_map):
self.world = world
self.map = game_map
def generate_resources(self):
def generate_resources(self, player: int):
for x in range(RESOURCES_AMOUNT):
obj = self.world.create_entity()
sprites = ['apple.png', 'water.png', 'wood.png']
sprites = {
ResourceType.FOOD: 'apple.png',
ResourceType.WATER: 'water.png',
ResourceType.WOOD: 'wood.png'
}
empty_grid_pos = self.get_empty_grid_position()
empty_pos = [empty_grid_pos[0] * 32, empty_grid_pos[1] * 32]
pos = PositionComponent(empty_pos, empty_grid_pos)
sprite = SpriteComponent(random.choice(sprites))
resource_type = random.choice(list(ResourceType))
sprite = SpriteComponent(sprites[resource_type])
col = OnCollisionComponent()
col.addCallback(self.remove_resource, world=self.world, game_map=self.map, entity=obj, player=player)
self.world.add_component(obj, pos)
self.world.add_component(obj, sprite)
self.world.add_component(obj, col)
self.world.add_component(obj, ResourceComponent(resource_type))
self.map.add_entity(obj, pos)
def get_empty_grid_position(self):
@ -29,3 +49,12 @@ class ResourceGenerator:
while self.map.is_colliding(free_pos):
free_pos = [random.randrange(self.map.width), random.randrange(self.map.height)]
return free_pos
@staticmethod
def remove_resource(world: World, game_map: GameMap, entity: int, player: int):
pos = world.component_for_entity(entity, PositionComponent)
resource = world.component_for_entity(entity, ResourceComponent)
inventory = world.component_for_entity(player, InventoryComponent)
inventory.add_item(resource.resource_type, 1)
game_map.remove_entity(pos.grid_position)
world.delete_entity(entity, immediate=True)

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@ -1,4 +1,5 @@
import random
from typing import List
from survival.biomes.biome_data import BiomeData
from survival.biomes.biome_preset import BiomePreset
@ -34,7 +35,7 @@ class TileGenerator:
return Tile(origin=tile.origin, cost=tile.cost)
@staticmethod
def generate_random_tiles(width: int, height: int) -> list[list[Tile]]:
def generate_random_tiles(width: int, height: int) -> List[List[Tile]]:
return [[TileGenerator.get_random_tile() for _ in range(width)] for _ in range(height)]
@staticmethod

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@ -1,5 +1,6 @@
from enum import Enum
from queue import PriorityQueue
from typing import Tuple, List
from survival import GameMap
from survival.components.position_component import PositionComponent
@ -13,7 +14,7 @@ class Action(Enum):
class State:
def __init__(self, position: tuple[int, int], direction: Direction):
def __init__(self, position: Tuple[int, int], direction: Direction):
self.position = position
self.direction = direction
@ -32,12 +33,12 @@ class Node:
return self.cost == other.cost
def get_moved_position(position: tuple[int, int], direction: Direction):
def get_moved_position(position: Tuple[int, int], direction: Direction):
vector = Direction.get_vector(direction)
return position[0] + vector[0], position[1] + vector[1]
def get_states(state: State, game_map: GameMap) -> list[tuple[Action, State, int]]:
def get_states(state: State, game_map: GameMap) -> List[Tuple[Action, State, int]]:
states = list()
states.append((Action.ROTATE_LEFT, State(state.position, state.direction.rotate_left(state.direction)), 1))
@ -63,7 +64,7 @@ def build_path(node: Node):
return actions
def heuristic(new_node: Node, goal: tuple[int, int]):
def heuristic(new_node: Node, goal: Tuple[int, int]):
return abs(new_node.state.position[0] - goal[0]) + abs(new_node.state.position[1] - goal[1])

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@ -4,12 +4,12 @@ import pygame
class Image:
def __init__(self, filename):
def __init__(self, filename, pos=(0, 0), scale=1):
self.texture = pygame.image.load(os.path.join('..', 'assets', filename)).convert_alpha()
self.image = self.texture
self.origin = (0, 0)
self.pos = (0, 0)
self.scale = 1
self.pos = pos
self.set_scale(scale)
def set_scale(self, scale):
self.image = pygame.transform.scale(self.texture,
@ -20,3 +20,8 @@ class Image:
window.blit(self.image, camera.apply(self.pos),
pygame.Rect(self.origin[0] * self.scale, self.origin[1] * self.scale, 32 * self.scale,
32 * self.scale))
def draw_static(self, window):
window.blit(self.image, self.pos,
pygame.Rect(self.origin[0] * self.scale, self.origin[1] * self.scale, 32 * self.scale,
32 * self.scale))

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@ -1,6 +1,7 @@
import operator
from survival import esper
from survival.components.OnCollisionComponent import OnCollisionComponent
from survival.components.moving_component import MovingComponent
from survival.components.position_component import PositionComponent
from survival.enums import Direction
@ -11,7 +12,8 @@ class CollisionSystem(esper.Processor):
self.map = game_map
def process(self, dt):
for ent, (pos, moving) in self.world.get_components(PositionComponent, MovingComponent):
for ent, (pos, moving, onCol) in self.world.get_components(PositionComponent, MovingComponent,
OnCollisionComponent):
if moving.target is not None:
continue
@ -22,6 +24,15 @@ class CollisionSystem(esper.Processor):
moving.direction_vector = vector
if self.check_collision(moving.target):
self.world.remove_component(ent, MovingComponent)
onCol.callAll()
colliding_object: int = self.map.get_entity(moving.target)
if colliding_object is None or not self.world.entity_exists(colliding_object):
continue
if self.world.has_component(colliding_object, OnCollisionComponent):
self.world.component_for_entity(colliding_object, OnCollisionComponent).callAll()
else:
self.map.move_entity(pos.grid_position, moving.target)
pos.grid_position = moving.target

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@ -1,14 +1,21 @@
from survival import esper
from survival.components.position_component import PositionComponent
from survival.components.sprite_component import SpriteComponent
from survival.user_interface import UserInterface
class DrawSystem(esper.Processor):
def __init__(self, camera):
self.camera = camera
self.ui = None
def initialize_interface(self, inventory):
self.ui = UserInterface(self.camera.window, inventory)
def process(self, dt):
for ent, (sprite, pos) in self.world.get_components(SpriteComponent, PositionComponent):
sprite.image.pos = pos.position
sprite.image.origin = (32 * pos.direction.value, 0)
self.camera.draw(sprite.image)
self.ui.update()
self.ui.draw()

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@ -0,0 +1,42 @@
import pygame.font
from survival import settings
from survival.components.inventory_component import InventoryComponent
from survival.generators.resource_generator import ResourceType
from survival.image import Image
class UserInterface:
def __init__(self, window, inventory: InventoryComponent):
self.width = settings.SCREEN_WIDTH
self.height = settings.SCREEN_HEIGHT
self.window = window
self.pos = (self.width - 240, 50)
self.scale = 2
self.inventory = inventory
self.images = {
ResourceType.FOOD: Image('apple.png', self.pos, self.scale),
ResourceType.WATER: Image('water.png', self.pos, self.scale),
ResourceType.WOOD: Image('wood.png', self.pos, self.scale)
}
i = 0
for key, value in self.images.items():
self.images[key].pos = (self.pos[0] + i * 32 * self.scale + 8 * i, self.pos[1])
i += 1
self.slot_image = Image('ui.png', self.pos, scale=2)
self.font = pygame.font.SysFont('Comic Sans MS', 20)
def update(self):
pass
def draw(self):
for key, image in self.images.items():
items_count = self.inventory.items[key] if self.inventory.has_item(key) else 0
self.slot_image.pos = image.pos
self.slot_image.draw_static(self.window)
image.draw_static(self.window)
textsurface = self.font.render(str(items_count), False, (255, 255, 255))
self.window.blit(textsurface, (image.pos[0] + 48, image.pos[1] + 36))