158 lines
5.9 KiB
Python
158 lines
5.9 KiB
Python
from common import pygame, os, json, uuid, deepcopy, dataclass, field
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import eb_objects
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import eb_terrain_objects
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import eb_creature_objects
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cell_classes = {"grass_small": eb_terrain_objects.Ground,
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"sword_default": eb_objects.Item}
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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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@dataclass
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class Cell:
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terrain_obj: any
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item_obj: None = None
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creature_obj: None = None
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is_target: bool = False
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@dataclass
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class Map:
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name: str
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sprites: dict
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sprites_refresh: int = 60
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cells: dict = field(default_factory = dict)
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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 = 3
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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 = 1
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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 = deepcopy(Cell(cell_classes[cell["terrain_obj"]["sprite_name"]](**cell["terrain_obj"])))
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if cell["item_obj"]:
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final_cell.item_obj = deepcopy(cell_classes[cell["item_obj"]["sprite_name"]](**cell["item_obj"]))
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self.cells[line].append(deepcopy(final_cell))
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def draw_map(self, screen, current_frame, grid = True):
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for j in range(len(self.cells)):
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for i, cell in enumerate(self.cells[j]):
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dd = {"x": int((i * self.size + self.cam_x) * self.scale),
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"y": int((j * 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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"spr_up": current_frame % self.sprites_refresh,
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"sprites": self.sprites, "scale": self.scale,
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"screen": screen}
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cell.terrain_obj.draw(dd)
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if cell.item_obj:
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cell.item_obj.draw(dd)
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if cell.creature_obj:
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cell.creature_obj.draw(dd)
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if grid:
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pygame.draw.rect(screen, self.color, pygame.Rect(dd["x"], dd["y"], dd["w"], dd["h"]), self.bord)
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@dataclass
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class Engine:
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sprites: dict = field(default_factory = dict)
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screen: pygame.Surface = ((1, 1))
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width: int = 1600
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height: int = 800
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camera_step: int = 10
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scale_step: float = 0.01
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def __post_init__(self):
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self.sprites = {}
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pygame.init()
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pygame.display.set_caption('Elvenbane')
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self.screen = pygame.display.set_mode((self.width, self.height))
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self.load_sprites()
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print("The engine has started. Sprites were successfully loaded.\n")
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def load_sprites(self, folder_path = sprites_dir):
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self.sprites = {}
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files = [f for f in os.listdir(folder_path) if f.lower().endswith('.png')]
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#TOTAL SLOR - REWRITE THIS FUNC PLS
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groups = {}
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for f in files:
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name = os.path.splitext(f)[0]
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if '_' in name and name.rsplit('_', 1)[0].count('_') >= 1:
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prefix = name.rsplit('_', 1)[0]
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num = int(name.rsplit('_', 1)[1])
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groups.setdefault(prefix, []).append((num, f))
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for prefix, items in groups.items():
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items.sort()
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self.sprites[prefix] = [
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pygame.image.load(os.path.join(folder_path, f)).convert_alpha()
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for num, f in items
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]
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def main_loop(self):
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easy_map = Map("def_map.json", self.sprites)
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#sp = eb_objects.Sprite(self.sprites, "elf_watching")
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#gr = pygame.image.load(file_path).convert_alpha()
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clock = pygame.time.Clock()
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running = True
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unlock = True
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current_frame = 0
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max_fps = 60
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global_counter = 0
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global_counter_cap = 100000
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while running:
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# poll for events
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# pygame.QUIT event means the user clicked X to close your window
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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# fill the screen with a color to wipe away anything from last frame
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self.screen.fill("chartreuse4")
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easy_map.draw_map(self.screen, current_frame + 1)
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#print(easy_map.cells[0][0].item_obj.sprite_cache)
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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 += self.camera_step
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if keys[pygame.K_s]:
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easy_map.cam_y -= self.camera_step
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if keys[pygame.K_a]:
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easy_map.cam_x += self.camera_step
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if keys[pygame.K_d]:
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easy_map.cam_x -= self.camera_step
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if keys[pygame.K_q]:
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easy_map.scale += self.scale_step
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if keys[pygame.K_e] and easy_map.scale >= self.scale_step:
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easy_map.scale -= self.scale_step
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if keys[pygame.K_ESCAPE]:
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running = False
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current_frame = (current_frame + 1) % max_fps
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if global_counter < global_counter_cap:
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global_counter += 1
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else:
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global_counter = 0
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# flip() the display to put your work on screen
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pygame.display.flip()
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# limits FPS to 60
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clock.tick(max_fps)
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pygame.quit() |