added OnCollisionComponent class and changed all tuples and lists to Upper case
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474a6dd525
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@ -3,6 +3,7 @@ import pygame
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from settings import SCREEN_WIDTH, SCREEN_HEIGHT
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from settings import SCREEN_WIDTH, SCREEN_HEIGHT
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from survival.camera import Camera
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from survival.camera import Camera
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from survival.game_map import GameMap
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from survival.game_map import GameMap
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from survival.generators.building_generator import BuildingGenerator
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from survival.generators.player_generator import PlayerGenerator
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from survival.generators.player_generator import PlayerGenerator
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from survival.generators.resource_generator import ResourceGenerator
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from survival.generators.resource_generator import ResourceGenerator
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from survival.generators.world_generator import WorldGenerator
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from survival.generators.world_generator import WorldGenerator
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@ -20,6 +21,7 @@ if __name__ == '__main__':
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world = WorldGenerator().create_world(camera, game_map)
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world = WorldGenerator().create_world(camera, game_map)
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player = PlayerGenerator().create_player(world, game_map)
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player = PlayerGenerator().create_player(world, game_map)
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building = BuildingGenerator().create_home(world, game_map)
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ResourceGenerator(world, game_map).generate_resources()
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ResourceGenerator(world, game_map).generate_resources()
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@ -1,10 +1,11 @@
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import random
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import random
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from typing import List
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from survival.tile import Tile
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from survival.tile import Tile
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class BiomePreset:
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class BiomePreset:
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def __init__(self, name, min_height: float, min_moisture: float, min_heat: float, tiles: list[Tile]):
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def __init__(self, name, min_height: float, min_moisture: float, min_heat: float, tiles: List[Tile]):
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self.name = name
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self.name = name
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self.min_height = min_height
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self.min_height = min_height
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self.min_moisture = min_moisture
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self.min_moisture = min_moisture
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10
survival/components/OnCollisionComponent.py
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10
survival/components/OnCollisionComponent.py
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@ -0,0 +1,10 @@
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class OnCollisionComponent:
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def __init__(self, callbacks: [] = []):
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self.callbacks = callbacks
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def callAll(self):
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for func in self.callbacks:
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func()
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def addCallback(self, fn):
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self.callbacks.append(fn)
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@ -1,5 +1,5 @@
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class InventoryComponent:
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class InventoryComponent:
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def __init__(self, maxitems):
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def __init__(self, maxitems = 10):
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self.maxitems = maxitems
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self.maxitems = maxitems
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self.items = {}
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self.items = {}
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@ -18,5 +18,8 @@ class EntityLayer:
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def remove_entity(self, pos):
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def remove_entity(self, pos):
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self.tiles[pos[1]][pos[0]] = None
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self.tiles[pos[1]][pos[0]] = None
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def get_entity(self, pos) -> int:
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return self.tiles[pos[1]][pos[0]]
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def is_colliding(self, pos):
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def is_colliding(self, pos):
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return self.tiles[pos[1]][pos[0]] is not None
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return self.tiles[pos[1]][pos[0]] is not None
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@ -22,6 +22,9 @@ class GameMap:
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def remove_entity(self, pos):
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def remove_entity(self, pos):
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self.entity_layer.remove_entity(pos)
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self.entity_layer.remove_entity(pos)
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def get_entity(self, pos) -> int:
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return self.entity_layer.get_entity(pos)
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def is_colliding(self, pos):
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def is_colliding(self, pos):
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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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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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@ -12,7 +12,7 @@ class BuildingGenerator:
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world.add_component(home, InventoryComponent())
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world.add_component(home, InventoryComponent())
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game_map.add_entity(home, pos)
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game_map.add_entity(home, pos)
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sprite = SpriteComponent('stone.png')
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sprite = SpriteComponent('tree.png')
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sprite.set_scale(2)
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sprite.set_scale(2)
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world.add_component(home, sprite)
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world.add_component(home, sprite)
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world.add_component(home, CollisionComponent())
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world.add_component(home, CollisionComponent())
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@ -1,3 +1,4 @@
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from survival.components.OnCollisionComponent import OnCollisionComponent
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from survival.components.camera_target_component import CameraTargetComponent
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from survival.components.camera_target_component import CameraTargetComponent
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from survival.components.input_component import InputComponent
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from survival.components.input_component import InputComponent
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from survival.components.movement_component import MovementComponent
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from survival.components.movement_component import MovementComponent
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@ -14,6 +15,7 @@ class PlayerGenerator:
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world.add_component(player, pos)
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world.add_component(player, pos)
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world.add_component(player, MovementComponent())
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world.add_component(player, MovementComponent())
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world.add_component(player, InputComponent())
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world.add_component(player, InputComponent())
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world.add_component(player, OnCollisionComponent())
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camera_target = CameraTargetComponent(pos)
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camera_target = CameraTargetComponent(pos)
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world.add_component(player, camera_target)
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world.add_component(player, camera_target)
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game_map.add_entity(player, pos)
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game_map.add_entity(player, pos)
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@ -1,5 +1,6 @@
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import random
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import random
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from survival.components.OnCollisionComponent import OnCollisionComponent
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from survival.components.position_component import PositionComponent
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from survival.components.position_component import PositionComponent
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from survival.components.sprite_component import SpriteComponent
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from survival.components.sprite_component import SpriteComponent
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from survival.settings import RESOURCES_AMOUNT
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from survival.settings import RESOURCES_AMOUNT
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@ -20,8 +21,10 @@ class ResourceGenerator:
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pos = PositionComponent(empty_pos, empty_grid_pos)
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pos = PositionComponent(empty_pos, empty_grid_pos)
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sprite = SpriteComponent(random.choice(sprites))
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sprite = SpriteComponent(random.choice(sprites))
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col = OnCollisionComponent()
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self.world.add_component(obj, pos)
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self.world.add_component(obj, pos)
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self.world.add_component(obj, sprite)
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self.world.add_component(obj, sprite)
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self.world.add_component(obj, col)
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self.map.add_entity(obj, pos)
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self.map.add_entity(obj, pos)
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def get_empty_grid_position(self):
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def get_empty_grid_position(self):
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@ -1,4 +1,5 @@
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import random
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import random
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from typing import List
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from survival.biomes.biome_data import BiomeData
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from survival.biomes.biome_data import BiomeData
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from survival.biomes.biome_preset import BiomePreset
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from survival.biomes.biome_preset import BiomePreset
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@ -34,7 +35,7 @@ class TileGenerator:
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return Tile(origin=tile.origin, cost=tile.cost)
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return Tile(origin=tile.origin, cost=tile.cost)
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@staticmethod
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@staticmethod
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def generate_random_tiles(width: int, height: int) -> list[list[Tile]]:
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def generate_random_tiles(width: int, height: int) -> List[List[Tile]]:
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return [[TileGenerator.get_random_tile() for _ in range(width)] for _ in range(height)]
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return [[TileGenerator.get_random_tile() for _ in range(width)] for _ in range(height)]
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@staticmethod
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@staticmethod
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@ -1,5 +1,6 @@
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from enum import Enum
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from enum import Enum
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from queue import PriorityQueue
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from queue import PriorityQueue
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from typing import Tuple, List
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from survival import GameMap
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from survival import GameMap
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from survival.components.position_component import PositionComponent
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from survival.components.position_component import PositionComponent
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@ -13,7 +14,7 @@ class Action(Enum):
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class State:
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class State:
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def __init__(self, position: tuple[int, int], direction: Direction):
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def __init__(self, position: Tuple[int, int], direction: Direction):
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self.position = position
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self.position = position
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self.direction = direction
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self.direction = direction
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@ -32,12 +33,12 @@ class Node:
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return self.cost == other.cost
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return self.cost == other.cost
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def get_moved_position(position: tuple[int, int], direction: Direction):
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def get_moved_position(position: Tuple[int, int], direction: Direction):
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vector = Direction.get_vector(direction)
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vector = Direction.get_vector(direction)
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return position[0] + vector[0], position[1] + vector[1]
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return position[0] + vector[0], position[1] + vector[1]
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def get_states(state: State, game_map: GameMap) -> list[tuple[Action, State, int]]:
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def get_states(state: State, game_map: GameMap) -> List[Tuple[Action, State, int]]:
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states = list()
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states = list()
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states.append((Action.ROTATE_LEFT, State(state.position, state.direction.rotate_left(state.direction)), 1))
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states.append((Action.ROTATE_LEFT, State(state.position, state.direction.rotate_left(state.direction)), 1))
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@ -63,7 +64,7 @@ def build_path(node: Node):
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return actions
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return actions
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def heuristic(new_node: Node, goal: tuple[int, int]):
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def heuristic(new_node: Node, goal: Tuple[int, int]):
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return abs(new_node.state.position[0] - goal[0]) + abs(new_node.state.position[1] - goal[1])
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return abs(new_node.state.position[0] - goal[0]) + abs(new_node.state.position[1] - goal[1])
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@ -1,6 +1,7 @@
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import operator
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import operator
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from survival import esper
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from survival import esper
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from survival.components.OnCollisionComponent import OnCollisionComponent
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from survival.components.moving_component import MovingComponent
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from survival.components.moving_component import MovingComponent
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from survival.components.position_component import PositionComponent
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from survival.components.position_component import PositionComponent
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from survival.enums import Direction
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from survival.enums import Direction
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@ -11,7 +12,7 @@ class CollisionSystem(esper.Processor):
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self.map = game_map
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self.map = game_map
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def process(self, dt):
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def process(self, dt):
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for ent, (pos, moving) in self.world.get_components(PositionComponent, MovingComponent):
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for ent, (pos, moving, onCol) in self.world.get_components(PositionComponent, MovingComponent, OnCollisionComponent):
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if moving.target is not None:
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if moving.target is not None:
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continue
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continue
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@ -22,6 +23,11 @@ class CollisionSystem(esper.Processor):
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moving.direction_vector = vector
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moving.direction_vector = vector
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if self.check_collision(moving.target):
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if self.check_collision(moving.target):
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self.world.remove_component(ent, MovingComponent)
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self.world.remove_component(ent, MovingComponent)
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onCol.callAll()
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colliding_object : int = self.map.get_entity(moving.target)
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if self.world.has_component(colliding_object, OnCollisionComponent):
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self.world.component_for_entity(colliding_object, OnCollisionComponent).callAll()
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else:
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else:
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self.map.move_entity(pos.grid_position, moving.target)
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self.map.move_entity(pos.grid_position, moving.target)
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pos.grid_position = moving.target
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pos.grid_position = moving.target
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