forked from InfoProjekt/game
optimized collision with npcs and mobs
added wall collision enabled hitboxes for object and wall highlighting Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
This commit is contained in:
parent
0cd9444222
commit
3ad2ad6478
3 changed files with 134 additions and 34 deletions
53
classes.py
53
classes.py
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@ -147,6 +147,10 @@ class GameObjects():
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self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
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self.objects = objects
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def update(self, objects):
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return
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def draw(self, screen):
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return
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class Scene(GameObjects):
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def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None:
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@ -158,15 +162,19 @@ class Scene(GameObjects):
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if change:
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self.current_level += 1
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self.level[self.current_level].update()
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self.background = self.level[self.current_level].background
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if isinstance(self.objects, list):
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for obj in self.objects:
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for obj in self.objects[0] + self.objects[1] + self.objects[2]:
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obj.update()
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def draw(self, screen):
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if isinstance(self.objects, list):
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for obj in self.objects:
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for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]:
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obj.draw(screen)
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self.level[self.current_level].draw(screen)
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def getObjects(self):
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return self.level[self.current_level].getObjects()
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class Stage(GameObjects):
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@ -180,6 +188,7 @@ class Stage(GameObjects):
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for room in self.rooms:
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if room.id == self.current:
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room.update()
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self.background = room.background
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keys = pygame.key.get_pressed()
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if keys[pygame.K_RIGHT]:
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self.current += 1
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@ -191,6 +200,11 @@ class Stage(GameObjects):
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if room.id == self.current:
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room.draw(screen)
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def getObjects(self):
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for room in self.rooms:
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if room.id == self.current:
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return room.getObjects()
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class Room(GameObjects):
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def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None:
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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@ -200,31 +214,44 @@ class Room(GameObjects):
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self.locked = True
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else:
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self.locked = False
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self.objects.append(self.genWalls(WIDTH, HEIGHT))
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[self.objects[3].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)]
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def genWalls(self, WIDTH, HEIGHT):
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walls = []
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walls.append(pygame.Rect(0, 0, 4, HEIGHT))
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walls.append(pygame.Rect(WIDTH - 4, 0, 4, HEIGHT))
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walls.append(pygame.Rect(0, 0, WIDTH, 4))
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walls.append(pygame.Rect(0, HEIGHT - 4, WIDTH, 4))
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walls.append(Obstacle('wall_l', 'wall', None, True, 32, 32, True, WIDTH=4, HEIGHT=HEIGHT))
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walls.append(Obstacle('wall_r', 'wall', None, True, WIDTH + 28, 32, True, WIDTH=4, HEIGHT=HEIGHT))
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walls.append(Obstacle('wall_t', 'wall', None, True, 32, 32, True, WIDTH=WIDTH, HEIGHT=4))
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walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4))
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return walls
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def update(self):
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pass
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return
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def draw(self, screen):
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screen.blit(self.background, (32, 32))
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if isinstance(self.objects, list):
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for obj in self.objects[0]:
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for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]:
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obj.draw(screen)
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def getObjects(self):
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return self.objects
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class Obstacle(GameObjects):
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def __init__(self, name: str, _type: str, bg, collision: bool, x: int, y: int, hidden: bool=False, objects: list = None, WIDTH=None, HEIGHT=None) -> None:
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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self.collision = collision
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self.rect = pygame.Rect((x, y), self.background.get_size())
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self.hidden = hidden
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self.width = WIDTH
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self.height = HEIGHT
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if self.background is not None:
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self.rect = pygame.Rect((x, y), self.background.get_size())
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else:
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self.rect = pygame.Rect(x, y, WIDTH, HEIGHT)
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def draw(self, screen):
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screen.blit(self.background, self.rect)
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if not self.hidden:
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screen.blit(self.background, self.rect)
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else:
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pygame.draw.rect(screen, '#e0a77f', self.rect, 2)
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77
main.py
77
main.py
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@ -27,13 +27,13 @@ def quitGame():
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pygame.quit()
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quit()
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def genRooms(WIDTH, HEIGHT, type:str):
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def genRooms(WIDTH, HEIGHT, type:str, objects:list):
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room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
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room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64))
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rooms = [
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Room(type, 'normal', f'art/images/{type}.png', [[room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
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Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
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Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
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]
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return rooms
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@ -43,6 +43,10 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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others = []
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npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
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objects = [main, mobs, npcs, others]
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level = []
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rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
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level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
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scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
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freeze = False #Gameplay is freezed in certain situations
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while running:
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@ -62,6 +66,13 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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screen.blit(bg, (0, 0))
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"""
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if not freeze:
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scene.update(False)
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objects = scene.getObjects()
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screen.blit(scene.background, (32, 32))
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for thing in objects[3]:
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thing.update(objects)
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thing.draw(screen)
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for thing in objects[0]:
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thing.book.hidden = not freeze
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if not thing.update(pygame.key.get_pressed(), objects):
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@ -75,10 +86,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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for npc in objects[2]:
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npc.update(pygame.key.get_pressed(), objects)
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npc.draw(screen)
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for thing in objects[3]:
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thing.update(objects)
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thing.draw(screen)
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else:
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objects[0][0].book.hidden = not freeze
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objects[0][0].book.draw(screen)
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@ -150,27 +158,60 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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clock.tick(60) # limits FPS to 60
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def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
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mobs = [Skeleton(i, random.randint(40, 60), 'reddy.png', random.randint(20,1000), random.randint(20,700), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]
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others = []
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npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
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objects = [main, mobs, npcs, others]
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level = []
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rooms = genRooms(WIDTH, HEIGHT, 'grass')
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rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
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level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
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freeze = False #Gameplay is freezed in certain situations
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level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
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Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
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Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
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Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
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]))
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#level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
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# Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
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# Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
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# Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
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# ]))
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scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
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# RENDER YOUR GAME HERE
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while True:
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for event in pygame.event.get():
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screen.fill('#000000')
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events = pygame.event.get()
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for event in events:
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if event.type == pygame.QUIT:
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running = False
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quitGame()
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screen.fill('#000000')
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scene.update(False)
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scene.draw(screen)
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_e: #when book is open gameplay is freezed
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freeze = not freeze
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if not freeze:
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objects = scene.getObjects()
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for thing in objects[0]:
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thing.book.hidden = not freeze
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if not thing.update(pygame.key.get_pressed(), objects):
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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thing.draw(screen)
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for mob in objects[1]:
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mob.update(objects)
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mob.draw(screen)
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for npc in objects[2]:
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npc.update(pygame.key.get_pressed(), objects)
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npc.draw(screen)
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for thing in objects[3]:
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thing.update(objects)
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thing.draw(screen)
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else:
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objects[0][0].book.hidden = not freeze
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objects[0][0].book.draw(screen)
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objects[0][0].book.update()
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# flip() the display to put your work on screen
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pygame.display.flip()
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38
viecher.py
38
viecher.py
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@ -1,4 +1,5 @@
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import pygame as pg
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from classes import *
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vec = pg.math.Vector2
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fps = 60
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@ -52,6 +53,7 @@ class Objects():
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return
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self.rect.x, self.rect.y = self.x, self.y
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screen.blit(self.sprite, self.rect)
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pg.draw.rect(screen, '#ff0000', self.rect, 2)
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class NPC(Objects):
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def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
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@ -137,6 +139,7 @@ class MainCharacter(Fighter):
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self.health.draw(screen)
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self.level.draw(screen)
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self.book.draw(screen)
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pg.draw.rect(screen, '#ff00ee', self.rect, 2)
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def hurt(self, damage, objects):
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if not self.talking:
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@ -154,14 +157,43 @@ class MainCharacter(Fighter):
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moveto += vec(1, 0)
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if not moveto == vec(0, 0):
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moveto.scale_to_length(self.speed)
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self.x += moveto[0] / fps
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self.y += moveto[1] / fps
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touches = pg.sprite.spritecollideany(self, objects[1] + objects[2])
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touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3])
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if touches is not None and not isinstance(touches, Weapons):
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self.x -= moveto[0]*1.5 / fps #change later
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self.y -= moveto[1]*1.5 / fps #change later
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if isinstance(touches, Obstacle):
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if not touches.collision:
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return
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if touches.type == 'wall':
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if touches.name == 'wall_l':
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self.x += (2 + (self.x - touches.rect.x))
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elif touches.name == 'wall_r':
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self.x -= (self.rect.width - (touches.rect.x - self.x))
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if touches.name == 'wall_t':
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self.y += (2 + (self.y - touches.rect.y))
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elif touches.name == 'wall_b':
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self.y -= (self.rect.height - (touches.rect.y - self.y))
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return
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if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x))
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elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x))
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#if self.y <= touches.y: pass
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#elif self.y > touches.y: pass
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self.x -= moveto[0] * 2 / fps
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self.y -= moveto[1] * 2 / fps
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if isinstance(touches, NPC):
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touches.talk(objects)
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"""
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if self.x <= 32:
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self.x = 33
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elif self.x >= objects[3][0].width - 32:
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self.x = objects[3][0].width - 32 - self.rect.width + 1
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if self.y <= 32:
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self.y = 33
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elif self.y >= objects[3][0].height - 32:
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self.y = objects[3][0].height - 32 - self.rect.height + 1
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"""
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def attack(self, obj, moveto = vec(0,1)):
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if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
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