initial init, moved rendering and generating tiles to /map_new
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29
main.py
29
main.py
@ -7,6 +7,8 @@ from map import *
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# from house import House
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from sprites import *
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from settings import *
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from map_new import map_new
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from map_new import map_utils
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import math
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class Game():
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@ -31,9 +33,14 @@ class Game():
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self.wall_img = pg.image.load(path.join(img_folder, WALL_IMG)).convert_alpha()
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self.wall_img = pg.transform.scale(self.wall_img, (TILESIZE, TILESIZE))
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# self.new_map = map_new.getMap()
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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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self.roadTiles, self.wallTiles = map_new.getTiles()
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self.all_sprites = pg.sprite.Group()
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self.walls = pg.sprite.Group()
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@ -43,11 +50,9 @@ 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.screen.blit(self.map_img, (0,0))
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self.camera = Camera(self.map.width, self.map.height)
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self.draw_debug = False
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#self.screen.blit(self.map_img, self.camera.apply_rect(self.map_rect))
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def run(self):
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# game loop - set self.playing = False to end the game
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@ -74,23 +79,19 @@ class Game():
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for y in range(0, HEIGHT, TILESIZE):
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pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y))
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# def draw(self, drawable_object, pos):
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# # pos => (x, y)
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# # drawable object must have .image field inside class
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# self.screen.blit(drawable_object.image, pos )
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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.map_img, self.camera.apply_rect(self.map_rect))
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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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for sprite in self.all_sprites:
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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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# 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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@ -114,10 +115,6 @@ class Game():
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def show_go_screen(self):
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pass
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# def reloadMap(self):
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# #self.screen.fill(pygame.Color(self.BACKGROUND_COLOR))
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# self.screen.blit(self.map_img, (0,0))
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# def main():
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# game = WalleGame()
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# game.update_window()
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22
map_new/map_new.py
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22
map_new/map_new.py
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@ -0,0 +1,22 @@
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from map_new import map_utils
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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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pattern = map_pattern.getPattern()
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tiles = map_utils.getSprites(array, pattern)
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return tiles
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def renderTiles(tiles, screen, camera, debug=False):
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for tile in tiles:
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screen.blit(tile.image, camera.apply_rect(tile.rect))
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if debug:
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pg.draw.rect(screen, RED, camera.apply_rect(tile.rect), 1)
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17
map_new/map_pattern.py
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map_new/map_pattern.py
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@ -0,0 +1,17 @@
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import os
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import pygame as pg
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HERE_DIR = os.path.abspath(os.path.dirname(__file__))
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TEXTURES_DIR = HERE_DIR.rpartition(os.sep)[0]+"\\resources\\textures"
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ROAD_DIR = TEXTURES_DIR+"\\road\\"
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BUILDING_DIR = TEXTURES_DIR+"\\buliding\\"
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def loadImg(path):
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return pg.image.load(path)
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def getPattern():
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return {
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0: loadImg(ROAD_DIR+"GTA2_TILE_257.bmp"),
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1: loadImg(BUILDING_DIR+"GTA2_TILE_187.bmp"),
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}
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51
map_new/map_utils.py
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51
map_new/map_utils.py
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@ -0,0 +1,51 @@
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import pygame as pg
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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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# 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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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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tileId = map[i][j]
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tile = Tile(pattern[tileId], offsetX, offsetY, TILE_SIZE_PX, TILE_SIZE_PX)
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if tileId == 0:
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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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16
map_new/tile.py
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16
map_new/tile.py
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@ -0,0 +1,16 @@
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from re import X
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import pygame as pg
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class Tile(pg.sprite.Sprite):
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def __init__(self, img, x, y, width, height):
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super().__init__()
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self.x = x
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self.y = y
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self.width = width
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self.height = height
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self.image = pg.Surface([width, height])
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self.image.blit(img, (0,0))
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self.rect = pg.Rect(x, y, width, height)
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@ -5,6 +5,7 @@ vec = pg.math.Vector2
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#colors
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LIGHTGREY = (100, 100, 100)
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CYAN = (0, 255, 255)
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RED = (255, 0, 0)
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#game settings
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@ -64,9 +64,9 @@ class Player(pg.sprite.Sprite):
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self.rect.center = self.pos
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self.pos += self.vel * self.game.dt
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self.hit_rect.centerx = self.pos.x
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collide_with_walls(self, self.game.walls, 'x')
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collide_with_walls(self, self.game.wallTiles, 'x')
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self.hit_rect.centery = self.pos.y
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collide_with_walls(self, self.game.walls, 'y')
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collide_with_walls(self, self.game.wallTiles, 'y')
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self.rect.center = self.hit_rect.center
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class Dump(pg.sprite.Sprite):
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