Merge branch 'main' into feat/items
# Conflicts: # src/settings.py
This commit is contained in:
@@ -1,5 +1,9 @@
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from src.game import Game
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def main():
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print("Hello from silent-fh-squad-g!")
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game = Game()
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game.run()
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if __name__ == "__main__":
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+151
@@ -0,0 +1,151 @@
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"""Small playable demo that uses ``src.map.Map`` and the actor system.
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Controls:
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- WASD / arrow keys: move Knoll around the map
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- Space: switch between good/normal and bad/angry sprite
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- Esc / Q: quit
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The demo also places a few bad/angry actors as monsters in the rooms.
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"""
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from __future__ import annotations
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from pathlib import Path
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from typing import Optional
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import pygame
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from src.actors import Actor
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from src.map import Map, color_void, screen_h, screen_w, tile_size
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from src.settings import DEMO_ACTOR_HEIGHT, FPS, PLAYER_SPEED
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from src.startscreen import Startscreen
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# Keep the actor close to the map scale. The map tiles are 30x30, so 2 tiles
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# high makes the character readable without covering whole rooms/walls.
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def tile_center(column: int, row: int) -> tuple[int, int]:
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"""Return the pixel center of a map tile."""
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return column * tile_size + tile_size // 2, row * tile_size + tile_size // 2
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class Game:
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def __init__(self) -> None:
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pygame.init()
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self.screen = pygame.display.set_mode((screen_w, screen_h))
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self.clock = pygame.time.Clock()
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self.font = pygame.font.SysFont("monospace", 22, bold=True)
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self.running = True
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self.startscreen = Startscreen(self.screen)
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self.state = "startscreen"
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self.player_name: str = ""
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self.map = Map()
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# resolve the assets from the folder
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assets_dir = Path(__file__).resolve().parent.parent / "assets"
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actor_sides = Actor.load_sprite_sides(assets_dir, target_height=DEMO_ACTOR_HEIGHT)
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if not actor_sides:
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raise RuntimeError("No normal_*/angry_* actor sprite pairs found in assets/")
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# Use the first pair for the player. With current assets this is Knoll.
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self.player = Actor.from_sides(actor_sides[0], self.find_start_position())
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def run(self, max_frames: Optional[int] = None) -> None:
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"""Run the demo. ``max_frames`` is only used for automated smoke tests."""
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frame_count = 0
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while self.running and (max_frames is None or frame_count < max_frames):
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dt = min(self.clock.tick(FPS) / 1000.0, 0.05)
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if self.state == "startscreen":
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next_state = self.startscreen.run()
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if next_state == "quit":
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self.running = False
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elif next_state == "game":
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self.player_name = self.startscreen.player_name
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self.state = "game"
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elif self.state == "game":
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self.handle_events()
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self.update(dt)
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self.draw()
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pygame.display.flip()
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frame_count += 1
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pygame.quit()
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def handle_events(self) -> None:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.running = False
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elif event.type == pygame.KEYDOWN:
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if event.key in (pygame.K_ESCAPE, pygame.K_q):
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self.running = False
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elif event.key == pygame.K_SPACE:
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self.player.toggle_side()
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def update(self, dt: float) -> None:
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movement = self.get_player_movement(dt)
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self.player.move_by(movement)
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if not self.is_position_walkable(self.player.position):
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self.player.hit_wall()
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self.player.update_animation(dt)
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def get_player_movement(self, dt: float) -> pygame.Vector2:
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keys = pygame.key.get_pressed()
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movement = pygame.Vector2(
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(keys[pygame.K_RIGHT] or keys[pygame.K_d])
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- (keys[pygame.K_LEFT] or keys[pygame.K_a]),
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(keys[pygame.K_DOWN] or keys[pygame.K_s])
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- (keys[pygame.K_UP] or keys[pygame.K_w]),
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)
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if movement.length_squared() == 0:
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return movement
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if abs(movement.x) > abs(movement.y):
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self.player.direction = "right" if movement.x > 0 else "left"
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else:
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self.player.direction = "down" if movement.y > 0 else "up"
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return movement.normalize() * PLAYER_SPEED * dt
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def is_position_walkable(self, position: pygame.Vector2) -> bool:
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"""Check if the actor's feet are standing on a walkable map tile."""
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column = int(position.x // tile_size)
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row = int(position.y // tile_size)
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return self.map.is_accessible(column, row)
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def find_start_position(self) -> tuple[int, int]:
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"""Find the first S tile and place the actor's feet near its center."""
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for row_index, row in enumerate(self.map.map):
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column_index = row.find("S")
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if column_index != -1:
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# The S tile is at the very top of the current map, so place the
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# actor one tile lower to keep the sprite visible on screen.
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return (
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column_index * tile_size + tile_size // 2,
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(row_index + 1) * tile_size + tile_size // 2,
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)
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return tile_size, tile_size
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def draw(self) -> None:
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self.screen.fill(color_void)
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self.map.draw_map(self.screen, self.font)
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# Draw by Y position so actors lower on the map appear in front.
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for actor in sorted([self.player], key=lambda item: item.position.y):
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actor.draw(self.screen)
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+47
@@ -0,0 +1,47 @@
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import pygame
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from src.settings import (
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HUD_FONT, HUD_FONT_SIZE, HUD_FONT_BOLD,
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COLOR_HUD_TEXT, COLOR_HP_BAR_GREEN, COLOR_HP_BAR_RED, COLOR_HP_BAR_BG,
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HUD_BAR_WIDTH, HUD_BAR_HEIGHT,
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HUD_X_OFFSET, HUD_BAR_X, HUD_Y_DOOR, HUD_Y_ZOMBIE, HUD_Y_ECTS
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)
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# draw status bar (background bar and the colored hp bar)
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def _draw_status_bar(screen, x, y, current, max_val, color):
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# bg bar is always the same
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pygame.draw.rect(screen, COLOR_HP_BAR_BG, (x, y, HUD_BAR_WIDTH, HUD_BAR_HEIGHT))
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# hp bar
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if max_val > 0:
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hp_width = (current / max_val) * HUD_BAR_WIDTH
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pygame.draw.rect((screen, color), (x, y, hp_width, HUD_BAR_HEIGHT))
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# time formatter for MM:SS
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def _format_time(total_seconds):
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mins = total_seconds // 60
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secs = total_seconds % 60
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return f"TIME {mins:02}:{secs:02}"
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class HUD:
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def __init__(self):
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self.font = pygame.font.SysFont(HUD_FONT, HUD_FONT_SIZE, bold=HUD_FONT_BOLD)
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def draw(self, screen, door, zombie, ects, total_time):
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# --- DOOR HP ---
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_draw_status_bar(screen, HUD_BAR_X, HUD_Y_DOOR, door.current_hp, COLOR_HP_BAR_GREEN)
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# -5 px, small off-set to align the text better with hp bar
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screen.blit(self.font.render("DOOR HP ", True, COLOR_HUD_TEXT), (HUD_X_OFFSET, HUD_Y_DOOR - 5))
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# --- ZOMBIE HP ---
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if zombie:
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_draw_status_bar(screen, HUD_BAR_X, HUD_Y_ZOMBIE, zombie.current_hp, zombie.max_hp, COLOR_HP_BAR_RED)
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screen.blit(self.font.render("Zombie HP:", True, COLOR_HUD_TEXT), (HUD_X_OFFSET, HUD_Y_ZOMBIE - 5))
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# --- ECTS ---
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ects_info = f"ECTS: {ects.ects_balance} ({ects.ects_per_second}/s)"
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screen.blit(self.font.render(ects_info, True, COLOR_HUD_TEXT), (HUD_X_OFFSET, HUD_Y_ECTS))
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# --- TIME ---
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time_str = _format_time(total_time)
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screen.blit(self.font.render(time_str, True, COLOR_HUD_TEXT), (screen.get_width() - 150, HUD_Y_DOOR - 5))
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+15
-2
@@ -1,6 +1,8 @@
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# --- DESK ---
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from typing import Mapping, Literal, Tuple
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from src.map import tile_size
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DESK_WIDTH = 70
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DESK_HEIGHT = 40
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@@ -12,7 +14,8 @@ DOOR_BORDER_WIDTH = 3
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COLOR_DOOR_BEIGE = (245, 245, 220)
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COLOR_DOOR_BORDER = (100, 90, 80)
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COLOR_HP_BAR_GREEN = (0, 255, 0)
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COLOR_HP_BAR_BG = (50, 50, 50)
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# Players Constants / Settings
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# Valid movement/animation directions.
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@@ -33,7 +36,6 @@ DIRECTION_FRAMES: Mapping[Direction, Tuple[int, int, int]] = {
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DEFAULT_SPRITE_HEIGHT: int = 138
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DEFAULT_FRAME_TIME: float = 0.16
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# --- ECTS ---
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START_ECTS_VALUE = 1 # how many ECTS are generated at the beginning
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ECTS_UPDATE_INTERVAL = 1000 # time in ms (1000 = 1 sec)
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@@ -98,3 +100,14 @@ COLOR_HP_BAR_YELLOW = (255, 255, 0)
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HUD_BAR_WIDTH = 100
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HUD_BAR_HEIGHT = 15
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PLAYER_SPEED = 180.0
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DEMO_ACTOR_HEIGHT = tile_size * 3
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FPS = 60
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HUD_X_OFFSET = 20 # left startpoint for texts
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HUD_BAR_X = 150 # left startpoint for hp bars
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HUD_Y_DOOR = 20
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HUD_Y_ZOMBIE = 50
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HUD_Y_ECTS = 85
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+6
-4
@@ -1,11 +1,13 @@
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import pygame
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from button import Button
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from settings import (COLOR_BUTTON,
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from src.button import Button
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from src.settings import (
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COLOR_BUTTON,
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COLOR_BUTTON_HOVER,
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COLOR_STARTSCREEN_BACKGROUND,
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COLOR_STARTSCREEN_FONT_TITLE,
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COLOR_STARTSCREEN_FONT_LABEL)
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from text_input import TextInput
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COLOR_STARTSCREEN_FONT_LABEL,
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)
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from src.text_input import TextInput
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class Startscreen:
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def __init__(self, screen):
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