dev-jakklu #4

Merged
s452701 merged 4 commits from dev-jakklu into master 2021-03-28 18:57:21 +02:00
19 changed files with 238 additions and 57 deletions
Showing only changes of commit e80a690f43 - Show all commits

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@ -1,21 +1,28 @@
import pygame
from settings import SCREEN_WIDTH, SCREEN_HEIGHT
from survival import esper
from survival.camera import Camera
from survival.components.camera_target_component import CameraTargetComponent
from survival.components.input_component import InputComponent
from survival.components.movement_component import MovementComponent
from survival.components.position_component import PositionComponent
from survival.components.sprite_component import SpriteComponent
from survival.game_map import GameMap
from survival.systems.camera_system import CameraSystem
from survival.systems.collision_system import CollisionSystem
from survival.systems.draw_system import DrawSystem
from survival.systems.input_system import InputSystem
from survival.systems.movement_system import MovementSystem
def draw_game(delta):
win.fill((0, 0, 0))
game_map.draw(camera)
world.process(delta)
pygame.display.update()
def update_game(delta, pressed_keys):
game_map.update(camera, delta, pressed_keys)
pass
if __name__ == '__main__':
pygame.init()
@ -26,6 +33,37 @@ if __name__ == '__main__':
game_map = GameMap(int(SCREEN_WIDTH / 32) * 2, 2 * int(SCREEN_HEIGHT / 32) + 1)
camera = Camera(game_map.width * 32, game_map.height * 32, win)
world = esper.World()
world.add_processor(InputSystem())
world.add_processor(CameraSystem(camera))
world.add_processor(MovementSystem(), priority=1)
world.add_processor(CollisionSystem(game_map), priority=2)
world.add_processor(DrawSystem(win, camera))
player = world.create_entity()
pos = PositionComponent([0, 0], [0, 0])
world.add_component(player, pos)
world.add_component(player, MovementComponent())
world.add_component(player, InputComponent())
camera_target = CameraTargetComponent(pos)
world.add_component(player, camera_target)
game_map.add_entity(player, pos)
sprite = SpriteComponent('stevenson.png')
sprite.set_scale(1)
world.add_component(player, sprite)
apple = world.create_entity()
pos = PositionComponent([96, 96], [3, 3])
world.add_component(apple, pos)
world.add_component(apple, SpriteComponent('apple.png'))
game_map.add_entity(apple, pos)
apple = world.create_entity()
pos = PositionComponent([128, 128], [4, 4])
world.add_component(apple, pos)
world.add_component(apple, SpriteComponent('apple.png'))
game_map.add_entity(apple, pos)
run = True
while run:
@ -41,4 +79,3 @@ if __name__ == '__main__':
keys = pygame.key.get_pressed()
draw_game(ms)
update_game(ms, keys)

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@ -21,8 +21,8 @@ class Camera:
SCREEN_WIDTH - self.camera.left, SCREEN_HEIGHT - self.camera.top)
def update(self, target):
x = -target.pos[0] + int(SCREEN_WIDTH / 2)
y = -target.pos[1] + int(SCREEN_HEIGHT / 2)
x = -target.position[0] + int(SCREEN_WIDTH / 2)
y = -target.position[1] + int(SCREEN_HEIGHT / 2)
x = min(0, x)
y = min(0, y)

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

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@ -0,0 +1,3 @@
class CollisionComponent:
def __init__(self):
pass

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@ -0,0 +1,3 @@
class InputComponent:
def __init__(self):
self.input_data = None

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@ -0,0 +1,4 @@
class MovementComponent:
def __init__(self):
self.speed = 30
self.timer = 0

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@ -0,0 +1,5 @@
class MovingComponent:
def __init__(self, direction, target):
self.direction = direction
self.movement_target = target
self.checked_collision = False

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@ -0,0 +1,4 @@
class PositionComponent:
def __init__(self, pos, grid_pos):
self.position = pos
self.grid_position = grid_pos

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@ -0,0 +1,9 @@
from survival.image import Image
class SpriteComponent:
def __init__(self, path):
self.image = Image(path)
def set_scale(self, scale):
self.image.set_scale(scale)

22
survival/entity_layer.py Normal file
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@ -0,0 +1,22 @@
class EntityLayer:
def __init__(self, width, height):
self.width = width
self.height = height
self.tiles = [[None for x in range(self.width)] for y in range(self.height)]
def draw(self, camera, visible_area):
pass
def add_entity(self, entity, pos):
self.tiles[pos[1]][pos[0]] = entity
def move_entity(self, from_pos, to_pos):
ent = self.tiles[from_pos[1]][from_pos[0]]
self.tiles[from_pos[1]][from_pos[0]] = None
self.tiles[to_pos[1]][to_pos[0]] = ent
def remove_entity(self, pos):
self.tiles[pos[1]][pos[0]] = None
def is_colliding(self, pos):
return self.tiles[pos[1]][pos[0]] is not None

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@ -1,3 +1,5 @@
from survival.components.position_component import PositionComponent
from survival.entity_layer import EntityLayer
from survival.player import Player
from survival.tile_layer import TileLayer
@ -6,16 +8,21 @@ class GameMap:
def __init__(self, width, height):
self.width = width
self.height = height
self.player = Player()
self.layers = []
self.layers.append(TileLayer(width, height))
self.tile_layer = TileLayer(width, height)
self.entity_layer = EntityLayer(width, height)
def draw(self, camera):
visible_area = camera.get_visible_area()
for layer in self.layers:
layer.draw(camera, visible_area)
self.player.draw(camera)
self.tile_layer.draw(camera, visible_area)
def update(self, camera, delta, pressed_keys):
self.player.update(delta, pressed_keys)
camera.update(self.player)
def add_entity(self, entity, pos):
self.entity_layer.add_entity(entity, pos.grid_position)
def move_entity(self, from_pos, to_pos):
self.entity_layer.move_entity(from_pos, to_pos)
def remove_entity(self, pos):
self.entity_layer.remove_entity(pos)
def is_colliding(self, pos):
return self.entity_layer.is_colliding(pos)

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@ -1,20 +0,0 @@
import pygame
from pygame.rect import Rect
class GameObject:
def __init__(self, pos, texture):
self.pos = pos
self.last_pos = pos
self.texture = pygame.image.load(texture)
self.texture = pygame.transform.scale(self.texture, (64, 64))
self.width = self.texture.get_width()
self.height = self.texture.get_height()
self.velocity = [0, 0]
def draw(self, window):
window.blit(self.texture, self.pos)
def get_rect(self):
return Rect(self.pos[0], self.pos[1], self.width, self.height)

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@ -7,25 +7,17 @@ from survival.image import Image
class Player:
def __init__(self):
self.pos = [0, 0]
self.velocity = [0, 0]
self.image = Image('stevenson.png')
self.image.set_scale(2)
self.origin = (0, 0)
self.speed = 30
self.movement_target = [self.pos[0], self.pos[1]]
self.timer = 0
# self.pos = [1024, 512]
# self.velocity = [0, 0]
# self.image = Image('stevenson.png')
# self.image.set_scale(2)
# self.speed = 30
# self.movement_target = [self.pos[0], self.pos[1]]
# self.timer = 0
pass
def draw(self, camera):
if self.is_moving():
if self.velocity[0] == 1:
self.image.origin = (96, 0)
elif self.velocity[0] == -1:
self.image.origin = (64, 0)
elif self.velocity[1] == 1:
self.image.origin = (0, 0)
else:
self.image.origin = (32, 0)
self.image.pos = self.pos
camera.draw(self.image)
@ -59,7 +51,7 @@ class Player:
self.timer += delta
if self.timer > 1000:
#self.move_in_random_direction()
self.move_in_random_direction()
self.timer = 0
if pressed_keys[pygame.K_LEFT]:

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@ -0,0 +1,12 @@
from survival import esper
from survival.components.camera_target_component import CameraTargetComponent
from survival.components.position_component import PositionComponent
class CameraSystem(esper.Processor):
def __init__(self, camera):
self.camera = camera
def process(self, dt):
for ent, (camera_target, pos) in self.world.get_components(CameraTargetComponent, PositionComponent):
self.camera.update(pos)

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@ -0,0 +1,25 @@
from survival import esper
from survival.components.moving_component import MovingComponent
from survival.components.position_component import PositionComponent
class CollisionSystem(esper.Processor):
def __init__(self, game_map):
self.map = game_map
def process(self, dt):
for ent, (pos, moving) in self.world.get_components(PositionComponent, MovingComponent):
if moving.checked_collision:
continue
moving.checked_collision = True
if self.check_collision(moving.movement_target):
self.world.remove_component(ent, MovingComponent)
else:
self.map.move_entity(pos.grid_position, moving.movement_target)
pos.grid_position = moving.movement_target
def check_collision(self, pos):
return self.map.is_colliding(pos)

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@ -0,0 +1,14 @@
from survival import esper
from survival.components.position_component import PositionComponent
from survival.components.sprite_component import SpriteComponent
class DrawSystem(esper.Processor):
def __init__(self, window, camera):
self.window = window
self.camera = camera
def process(self, dt):
for ent, (sprite, pos) in self.world.get_components(SpriteComponent, PositionComponent):
sprite.image.pos = pos.position
self.camera.draw(sprite.image)

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@ -0,0 +1,26 @@
import pygame
from survival import esper
from survival.components.input_component import InputComponent
from survival.components.moving_component import MovingComponent
from survival.components.position_component import PositionComponent
class InputSystem(esper.Processor):
def __init__(self):
self.map = None
def process(self, dt):
for ent, (inp, pos) in self.world.get_components(InputComponent, PositionComponent):
keys = pygame.key.get_pressed()
if self.world.has_component(ent, MovingComponent):
continue
if keys[pygame.K_LEFT]:
self.world.add_component(ent, MovingComponent([-1, 0], [pos.grid_position[0] - 1, pos.grid_position[1]]))
elif keys[pygame.K_RIGHT]:
self.world.add_component(ent, MovingComponent([1, 0], [pos.grid_position[0] + 1, pos.grid_position[1]]))
elif keys[pygame.K_DOWN]:
self.world.add_component(ent, MovingComponent([0, 1], [pos.grid_position[0], pos.grid_position[1] + 1]))
elif keys[pygame.K_UP]:
self.world.add_component(ent, MovingComponent([0, -1], [pos.grid_position[0], pos.grid_position[1] - 1]))

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@ -0,0 +1,35 @@
from survival import esper
from survival.components.movement_component import MovementComponent
from survival.components.moving_component import MovingComponent
from survival.components.position_component import PositionComponent
from survival.components.sprite_component import SpriteComponent
class MovementSystem(esper.Processor):
def __init__(self):
self.map = None
def process(self, dt):
for ent, (mov, pos, moving, sprite) in self.world.get_components(MovementComponent, PositionComponent,
MovingComponent,
SpriteComponent):
if moving.direction[0] != 0:
pos.position[0] += moving.direction[0] * mov.speed * dt / 100
if abs(moving.movement_target[0] * 32 - pos.position[0]) < 0.1 * mov.speed:
pos.position = [moving.movement_target[0] * 32, moving.movement_target[1] * 32]
self.world.remove_component(ent, MovingComponent)
else:
pos.position[1] += moving.direction[1] * mov.speed * dt / 100
if abs(pos.position[1] - moving.movement_target[1] * 32) < 0.1 * mov.speed:
pos.position = [moving.movement_target[0] * 32, moving.movement_target[1] * 32]
self.world.remove_component(ent, MovingComponent)
if moving.direction[0] == 1:
sprite.image.origin = (96, 0)
elif moving.direction[0] == -1:
sprite.image.origin = (64, 0)
elif moving.direction[1] == 1:
sprite.image.origin = (0, 0)
else:
sprite.image.origin = (32, 0)

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@ -10,8 +10,8 @@ class TileLayer:
self.image = Image('atlas.png')
def draw(self, camera, visible_area):
for y in range(int(visible_area.top/32), int(visible_area.height/32) + 1):
for x in range(int(visible_area.left/32), int(visible_area.width/32) + 1):
for y in range(int(visible_area.top / 32), int(visible_area.height / 32) + 1):
for x in range(int(visible_area.left / 32), int(visible_area.width / 32) + 1):
self.image.pos = (x * 32, y * 32)
self.image.origin = self.tiles[y][x].origin
camera.draw(self.image)