refactor: create ItemManger class
- add itemManager class and moved randomPosition and update into it - add is_expired to check if time ran out to buy spawned item
This commit is contained in:
+36
-34
@@ -6,8 +6,39 @@ from src.settings import (
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# try 50 times to find a free position to spawn item
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class Item:
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def _random_position(room_rect, blocked_rects):
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def __init__(self, x, y, item_type):
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self.x = x
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self.y = y
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self.item_type = item_type
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# collision rect for player (2 times item size for width and height)
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self.rect = pygame.Rect(self.x, self.y, ITEM_SIZE, ITEM_SIZE)
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# timer to store time when item appeared
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self.spawn_time = pygame.time.get_ticks()
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# try to load sprite
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try:
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path = f"assets/items/{item_type}.png"
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self.image = pygame.image.load(path).convert_alpha()
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self.image = pygame.transform.scale(self.image, (ITEM_SIZE, ITEM_SIZE))
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except Exception as e:
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print(f"Error loading item sprite {item_type}: {e}")
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self.image = None
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# to check if the time ran out to buy the item
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def is_expired(self):
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return pygame.time.get_ticks() - self.spawn_time >= ITEM_SPAWN_INTERVAL
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class ItemManger:
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def __init__(self):
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self.items = []
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self.last_spawn_time = pygame.time.get_ticks()
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# try 50 times to find a free position to spawn item
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def _random_position(room_rect, blocked_rects):
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attempts = 0
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attempts = 0
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max_attempts = 50
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max_attempts = 50
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@@ -34,8 +65,9 @@ def _random_position(room_rect, blocked_rects):
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# no spot after 50 attempts -> return
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# no spot after 50 attempts -> return
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return None
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return None
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# remove expired items
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def update(self, room_rect, blocked_rects):
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# remove expired items
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def update(self, room_rect, blocked_rects):
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now = pygame.time.get_ticks()
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now = pygame.time.get_ticks()
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remaining_items = []
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remaining_items = []
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@@ -46,33 +78,3 @@ def update(self, room_rect, blocked_rects):
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# replace the old list with the new temp_list
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# replace the old list with the new temp_list
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self.items = remaining_items
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self.items = remaining_items
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class Item:
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def __init__(self, x, y, item_type):
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self.x = x
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self.y = y
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self.item_type = item_type
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# collision rect for player (2 times item size for width and height)
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self.rect = pygame.Rect(self.x, self.y, ITEM_SIZE, ITEM_SIZE)
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# timer to store time when item appeared
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self.spawn_time = pygame.time.get_ticks()
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# try to load sprite
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try:
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path = f"assets/items/{item_type}.png"
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self.image = pygame.image.load(path).convert_alpha()
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self.image = pygame.transform.scale(self.image, (ITEM_SIZE, ITEM_SIZE))
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except Exception as e:
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print(f"Error loading item sprite {item_type}: {e}")
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self.image = None
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@@ -41,10 +41,12 @@ ECTS_UPDATE_INTERVAL = 1000 # time in ms (1000 = 1 sec)
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BEER_BOTTLE_ECTS_VALUE = 2
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BEER_BOTTLE_ECTS_VALUE = 2
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BEER_COST = 50
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BEER_COST = 50
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# --- BUTTONS ---
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# --- BUTTONS ---
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COLOR_BUTTON = (0, 255, 0)
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COLOR_BUTTON = (0, 255, 0)
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COLOR_BUTTON_HOVER = (200, 255, 0)
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COLOR_BUTTON_HOVER = (200, 255, 0)
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# --- STARTSCREEN ---
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# --- STARTSCREEN ---
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COLOR_STARTSCREEN_BACKGROUND = ((0, 0, 0))
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COLOR_STARTSCREEN_BACKGROUND = ((0, 0, 0))
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COLOR_STARTSCREEN_FONT_TITLE = (0, 255, 0)
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COLOR_STARTSCREEN_FONT_TITLE = (0, 255, 0)
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@@ -55,6 +57,7 @@ COLOR_STARTSCREEN_FONT_LABEL = (0, 255, 255)
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COFFEE_COST = 30
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COFFEE_COST = 30
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COFFEE_HEAL_VALUE = 30
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COFFEE_HEAL_VALUE = 30
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# --- TOWER ---
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# --- TOWER ---
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TOWER_COST = 150
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TOWER_COST = 150
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PROJECTILE_DMG = 15
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PROJECTILE_DMG = 15
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@@ -62,11 +65,13 @@ PROJECTILE_SPEED = 7
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COLOR_PROJECTILE = (200, 200, 0)
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COLOR_PROJECTILE = (200, 200, 0)
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TOWER_TIMER = 30000 # how long the tower stays and attack before it disappears
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TOWER_TIMER = 30000 # how long the tower stays and attack before it disappears
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# --- ITEM SPAWN TIMER ---
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# --- ITEM SPAWN TIMER ---
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ITEM_SPAWN_INTERVAL = 5000 # ms until a new item spawns
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ITEM_SPAWN_INTERVAL = 5000 # ms until a new item spawns
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ITEM_SHOPPING_TIMER = 10000 # how long you have time to buy items before they despawn
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ITEM_SHOPPING_TIMER = 10000 # how long you have time to buy items before they despawn
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ITEM_SIZE = 30
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ITEM_SIZE = 30
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# --- ZOMBIE ---
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# --- ZOMBIE ---
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ZOMBIE_EASY_HP = 30
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ZOMBIE_EASY_HP = 30
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ZOMBIE_EASY_DMG = 3
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ZOMBIE_EASY_DMG = 3
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