dev-jakklu #3
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assets/stevenson.png
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assets/stevenson.png
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survival/image.py
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survival/image.py
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@ -0,0 +1,22 @@
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import os
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import pygame
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class Image:
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def __init__(self, filename):
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self.texture = pygame.image.load(os.path.join('..', 'assets', filename)).convert_alpha()
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self.image = self.texture
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self.origin = (0, 0)
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self.pos = (0, 0)
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self.scale = 1
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def set_scale(self, scale):
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self.image = pygame.transform.scale(self.texture,
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(self.texture.get_width() * scale, self.texture.get_height() * scale))
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self.scale = scale
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def draw(self, window):
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window.blit(self.image, self.pos,
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pygame.Rect(self.origin[0] * self.scale, self.origin[1] * self.scale, 32 * self.scale,
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32 * self.scale))
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@ -2,17 +2,31 @@ import os
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import pygame
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from survival.game_object import GameObject
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from survival.image import Image
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class Player(GameObject):
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class Player:
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def __init__(self):
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super().__init__([0, 0], os.path.join('..', 'assets', 'player.png'))
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self.pos = [0, 0]
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self.velocity = [0, 0]
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self.image = Image('stevenson.png')
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self.image.set_scale(2)
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self.origin = (0, 0)
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self.speed = 3
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self.movement_target = [self.pos[0], self.pos[1]]
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def draw(self, window):
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super().draw(window)
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if self.is_moving():
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if self.velocity[0] == 1:
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self.image.origin = (96, 0)
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elif self.velocity[0] == -1:
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self.image.origin = (64, 0)
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elif self.velocity[1] == 1:
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self.image.origin = (0, 0)
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else:
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self.image.origin = (32, 0)
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self.image.pos = self.pos
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self.image.draw(window)
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def is_moving(self):
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return self.pos != self.movement_target
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@ -1,28 +0,0 @@
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import pygame
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class TextureAtlas(object):
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def __init__(self, filename):
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self.atlas = pygame.image.load(filename).convert()
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self.images = {}
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def image_at(self, origin, target, color_key=None):
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if origin in self.images:
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return self.images[origin]
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rect = pygame.Rect(origin, target)
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image = pygame.Surface(rect.size).convert()
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image.blit(self.atlas, (0, 0), rect)
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if color_key is not None:
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if color_key == -1:
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color_key = image.get_at((0, 0))
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image.set_colorkey(color_key, pygame.RLEACCEL)
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self.images[origin] = image
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return image
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def images_at(self, rects, color_key=None):
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return [self.image_at(rect, color_key) for rect in rects]
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def load_row(self, rect, image_count, color_key=None):
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images = [(rect[0] + rect[2] * x, rect[1], rect[2], rect[3])
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for x in range(image_count)]
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return self.images_at(images, color_key)
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@ -1,6 +1,4 @@
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import os
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from survival.textureatlas import TextureAtlas
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from survival.image import Image
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from survival.tile import Tile
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@ -9,16 +7,11 @@ class TileLayer:
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self.width = width
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self.height = height
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self.tiles = [[Tile() for x in range(self.width)] for y in range(self.height)]
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self.atlas = TextureAtlas(os.path.join('..', 'assets', 'atlas.png'))
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self.loadTiles()
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def loadTiles(self):
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for y in range(self.height):
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for x in range(self.width):
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self.tiles[y][x].image = self.atlas.image_at(self.tiles[y][x].origin, (32, 32))
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self.image = Image('atlas.png')
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def draw(self, window):
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for y in range(self.height):
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for x in range(self.width):
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if self.tiles[y][x] is not None:
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window.blit(self.tiles[y][x].image, (x * 32, y * 32))
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self.image.pos = (x*32, y*32)
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self.image.origin = self.tiles[y][x].origin
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self.image.draw(window)
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