camera can adjust to map size now, added test map generator
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8
main.py
8
main.py
@ -39,6 +39,7 @@ class Game():
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def new(self):
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# initialize all variables and do all the setup for a new game
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# sprite groups
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self.roadTiles, self.wallTiles = map_new.getTiles()
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self.all_sprites = pg.sprite.Group()
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@ -50,7 +51,7 @@ class Game():
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if tile_object.name == 'wall':
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Obstacle(self, tile_object.x, tile_object.y, tile_object.width, tile_object.height)
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self.camera = Camera(self.map.width, self.map.height)
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self.camera = Camera(MAP_WIDTH_PX, MAP_HEIGHT_PX)
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self.draw_debug = False
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@ -81,7 +82,7 @@ class Game():
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def draw(self):
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pg.display.set_caption("{:.2f}".format(self.clock.get_fps()))
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# self.screen.blit(self.new_surface, self.camera.apply_rect(self.map_rect))
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map_new.renderTiles(self.roadTiles, self.screen, self.camera)
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map_new.renderTiles(self.wallTiles, self.screen, self.camera, self.draw_debug)
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@ -89,9 +90,6 @@ class Game():
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self.screen.blit(sprite.image, self.camera.apply(sprite))
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if self.draw_debug:
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pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(sprite.hit_rect), 1)
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# if self.draw_debug:
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# for wall in self.walls:
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# pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(wall.rect), 1)
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pg.display.flip()
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@ -3,14 +3,8 @@ from map_new import map_pattern
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import pygame as pg
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from settings import *
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# def getMap():
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# array = map_utils.getBlankMapArray()
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# pattern = map_pattern.getPattern()
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# surface = map_utils.makeSurfaceMap(array, pattern)
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# return surface
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def getTiles():
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array = map_utils.getBlankMapArray()
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array = map_utils.generateMap()
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pattern = map_pattern.getPattern()
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tiles = map_utils.getSprites(array, pattern)
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return tiles
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@ -1,36 +1,28 @@
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import random
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import pygame as pg
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from settings import *
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from map_new.tile import Tile
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MAP_WIDTH = 5
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MAP_HEIGHT = 5
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TILE_SIZE_PX = 64
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# tworzenie pustego arraya o podanych wymiarach
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def getBlankMapArray():
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map = [[0 for x in range(0,MAP_WIDTH)] for y in range (0,MAP_HEIGHT)]
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map[0][1] = 1
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map[0][2] = 1
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return map
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# tworzenie surface poprzed czytanie arraya i wedle niego wypelnianie konkretnymi tile'ami
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# def makeSurfaceMap(map, pattern):
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# surface = pg.Surface((MAP_WIDTH * TILE_SIZE_PX, MAP_HEIGHT * TILE_SIZE_PX))
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# for i in range(len(map)):
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# offsetY = i * TILE_SIZE_PX
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# for j in range(len(map[i])):
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# offsetX = j * TILE_SIZE_PX
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# surface.blit(pattern[map[i][j]], (offsetX, offsetY))
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# return surface
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# generowanie obiektow na mapie
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def generateMap():
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map = getBlankMapArray()
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for i in range(0, 20):
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x = random.randint(0, MAP_WIDTH-1)
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y = random.randint(0, MAP_HEIGHT-1)
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map[y][x] = 1
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return map
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# tworzenie grup sprite'ow
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def getSprites(map, pattern):
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roadTiles = pg.sprite.Group()
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wallTiles = pg.sprite.Group()
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#objechanie tablicy i generowanie tile'a na danych kordach
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for i in range(len(map)):
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offsetY = i * TILE_SIZE_PX
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for j in range(len(map[i])):
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@ -41,6 +33,7 @@ def getSprites(map, pattern):
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roadTiles.add(tile)
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else:
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wallTiles.add(tile)
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return roadTiles, wallTiles
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@ -49,3 +42,4 @@ def getSprites(map, pattern):
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@ -27,3 +27,11 @@ PLAYER_IMG = 'garbagetruck/trashmaster_v2.png'
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PLAYER_HIT_RECT = pg.Rect(0, 0, 50, 50)
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PLAYER_WIDTH = 64
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PLAYER_HEIGHT = 32
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#map settings
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MAP_WIDTH = 20
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MAP_HEIGHT = 20
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TILE_SIZE_PX = 64
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MAP_WIDTH_PX = MAP_WIDTH * TILE_SIZE_PX
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MAP_HEIGHT_PX = MAP_HEIGHT * TILE_SIZE_PX
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