Add grid drawing, scaling, camera movements
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58
eb_engine.py
58
eb_engine.py
@@ -12,38 +12,47 @@ class Cell:
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#creature_obj: any
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is_target: bool = False
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def draw(self, screen, bord_color, x, y, size, bord_size):
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pygame.draw.rect(screen, bord_color, pygame.Rect(x, y, size, size), bord_size)
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@dataclass
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class Map:
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def __init__(self, name, cell_color = "gray57", active_cell_color = "gray57"):
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self.name = name
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name: str
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cells: dict = None
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color: str = "gray57"
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target_color: str = "gold"
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size: int = 150
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bord: int = 5
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scale: float = 1
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cam_x: int = 0
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cam_y: int = 0
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cell_dist: int = 2
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def __post_init__(self):
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self.cells = {}
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with open(self.name, 'r') as file:
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buff = json.load(file)
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for line in range(len(buff)):
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self.cells[line] = []
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for cell in buff[str(line)]:
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final_cell = Cell(cell_classes[cell["type"]](**cell["cell"]["terrain_obj"]))
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self.cells[line].append(deepcopy(final_cell))
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self.cell_color = cell_color
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def draw(self, scale_size):
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for line in range(len(self.cells)):
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for cell in line:
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pass
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def draw(self, screen):
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for l in range(len(self.cells)):
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for i, cell in enumerate(self.cells[l]):
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x = int((i * self.size + self.cam_x) * self.scale)
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y = int((l * self.size + self.cam_y) * self.scale)
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w = int(self.size * self.scale - self.cell_dist)
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h = int(self.size * self.scale - self.cell_dist)
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pygame.draw.rect(screen, self.color, pygame.Rect(x, y, w, h), self.bord)
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class Engine:
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def __init__(self, width, height, scale_size = 5, camera_pos = pygame.Vector2(0, 0)):
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self.width = width
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self.height = height
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self.scale_size = scale_size
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self.camera_pos = camera_pos
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def main_loop(self):
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def main_loop(self):
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'''
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#o = eb_terrain.Ground(1, 1, 1)
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#c = eb_creatures.Unit(1, 1, 1)
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@@ -52,8 +61,7 @@ class Engine:
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#print(isinstance(c, eb_objects.Terrain))
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'''
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easy_map = Map("def_map.json", "gray57")
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print(1)
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easy_map = Map("def_map.json")
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# pygame setup
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pygame.init()
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@@ -61,6 +69,8 @@ class Engine:
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clock = pygame.time.Clock()
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running = True
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dt = 0
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camera_step = 10
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scale_step = 0.1
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player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
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@@ -74,19 +84,24 @@ class Engine:
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# fill the screen with a color to wipe away anything from last frame
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screen.fill("chartreuse4")
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#pygame.draw.circle(screen, "gray57", player_pos, 40)
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easy_map.draw(screen)
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keys = pygame.key.get_pressed()
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if keys[pygame.K_w]:
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player_pos.y -= 300 * dt
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easy_map.cam_y -= camera_step
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if keys[pygame.K_s]:
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player_pos.y += 300 * dt
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easy_map.cam_y += camera_step
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if keys[pygame.K_a]:
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player_pos.x -= 300 * dt
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easy_map.cam_x -= camera_step
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if keys[pygame.K_d]:
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player_pos.x += 300 * dt
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easy_map.cam_x += camera_step
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if keys[pygame.K_q]:
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easy_map.scale += scale_step
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if keys[pygame.K_e]:
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easy_map.scale -= scale_step
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# flip() the display to put your work on screen
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#pygame.time.wait(20)
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pygame.display.flip()
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# limits FPS to 60
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@@ -94,4 +109,5 @@ class Engine:
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# independent physics.
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dt = clock.tick(60) / 1000
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pygame.quit()
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