initial sprites support, only terrain for now
This commit is contained in:
73
eb_engine.py
73
eb_engine.py
@@ -1,9 +1,14 @@
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from common import pygame, json, uuid, deepcopy, dataclass, field
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from common import pygame, os, json, uuid, deepcopy, dataclass, field
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import eb_objects
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import eb_terrain
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import eb_creatures
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cell_classes = {"Ground": eb_terrain.Ground}
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main_dir = os.path.dirname(os.path.abspath(__file__))
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sprites_dir = os.path.join(main_dir, "res", "sprites")
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#file_path = os.path.join(main_dir, "res", "sprites", "grass_small.png")
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@dataclass
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class Cell:
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@@ -35,23 +40,33 @@ class Map:
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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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def draw(self, screen):
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def draw(self, screen, sprites, grid = True):
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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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if grid:
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pygame.draw.rect(screen, self.color, pygame.Rect(x, y, w, h), self.bord)
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sp = sprites[cell.terrain_obj.sprite].get_rect(center = (x + w/2, y + h/2))
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screen.blit(sprites[cell.terrain_obj.sprite], sp)
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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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def __init__(self, width, height, sprites = {}):
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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.sprites = sprites
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pygame.init()
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def load_sprites(self, folder_path = sprites_dir):
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for filename in os.listdir(folder_path):
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if filename.lower().endswith('.png'):
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name = os.path.splitext(filename)[0]
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self.sprites[name] = pygame.image.load(os.path.join(folder_path, filename)).convert_alpha()
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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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@@ -62,17 +77,18 @@ class Engine:
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'''
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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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screen = pygame.display.set_mode((self.width, self.height))
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clock = pygame.time.Clock()
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running = True
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dt = 0
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unlock = True
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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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self.load_sprites()
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#gr = pygame.image.load(file_path).convert_alpha()
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while running:
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# poll for events
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@@ -84,30 +100,29 @@ 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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easy_map.draw(screen)
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easy_map.draw(screen, self.sprites)
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keys = pygame.key.get_pressed()
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if keys[pygame.K_w]:
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easy_map.cam_y -= camera_step
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if keys[pygame.K_s]:
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easy_map.cam_y += camera_step
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if keys[pygame.K_a]:
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easy_map.cam_x -= camera_step
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if keys[pygame.K_d]:
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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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if unlock:
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keys = pygame.key.get_pressed()
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if keys[pygame.K_w]:
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easy_map.cam_y -= camera_step
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if keys[pygame.K_s]:
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easy_map.cam_y += camera_step
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if keys[pygame.K_a]:
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easy_map.cam_x -= camera_step
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if keys[pygame.K_d]:
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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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if keys[pygame.K_ESCAPE]:
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running = False
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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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# dt is delta time in seconds since last frame, used for framerate-
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# independent physics.
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dt = clock.tick(60) / 1000
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clock.tick(60)
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pygame.quit()
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