Merge branch 'main' into feat/endscreen
This commit is contained in:
+346
@@ -0,0 +1,346 @@
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"""Actor sprites, loading, drawing, and actor state in one place.
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Use this module for everything actor-related:
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actor_sides = Actor.load_sprite_sides(Path("assets"))
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knoll = Actor.from_sides(actor_sides[0], (480, 320))
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knoll.become_bad()
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knoll.draw(screen)
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"""
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from __future__ import annotations
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from dataclasses import dataclass, field
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from pathlib import Path
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from typing import Dict, Iterable, Mapping, Optional, Tuple, Union
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import pygame
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from src.settings import (
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DEFAULT_FRAME_TIME,
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DEFAULT_SPRITE_HEIGHT,
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DIRECTION_FRAMES,
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Direction,
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)
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Position = Union[Tuple[float, float], pygame.Vector2]
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@dataclass(frozen=True)
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class ActorSpriteAsset:
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"""Loaded animation frames for one actor/skin."""
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name: str
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folder: Path
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frames: Mapping[Direction, Tuple[pygame.Surface, ...]]
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@dataclass(frozen=True)
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class ActorSpriteSides:
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"""The good and bad sprite assets for the same actor."""
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name: str
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good: ActorSpriteAsset
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bad: ActorSpriteAsset
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@dataclass
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class Actor:
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"""One game actor with movement, drawing, and good/bad sprite switching."""
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name: str
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good_asset: ActorSpriteAsset
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bad_asset: ActorSpriteAsset
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position: pygame.Vector2
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direction: Direction = "down"
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moving: bool = False
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animation_time: float = 0.0
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is_bad: bool = False
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previous_position: pygame.Vector2 = field(init=False)
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def __post_init__(self) -> None:
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# Always store positions as Vector2, even if a tuple was passed in.
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self.position = pygame.Vector2(self.position)
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self.previous_position = self.position.copy()
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# ---------------------------------------------------------------------
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# Constructors / asset loading
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# ---------------------------------------------------------------------
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@classmethod
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def from_sides(cls, sides: ActorSpriteSides, position: Position) -> "Actor":
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"""Create an actor from a loaded good/bad sprite pair."""
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return cls(
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name=sides.name,
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good_asset=sides.good,
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bad_asset=sides.bad,
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position=pygame.Vector2(position),
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)
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@classmethod
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def load_sprite_sides(
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cls,
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root: Path,
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*,
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target_height: int = DEFAULT_SPRITE_HEIGHT,
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) -> list[ActorSpriteSides]:
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"""Load actors that have both a ``normal_*`` and ``angry_*`` folder.
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Example: ``normal_knoll`` + ``angry_knoll`` becomes one actor named
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``Knoll`` with a good and a bad side.
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"""
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folders_by_key = {
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cls._actor_side_key(folder): folder
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for folder in cls.discover_sprite_folders(root)
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if cls._actor_side_key(folder) is not None
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}
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sides: list[ActorSpriteSides] = []
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for side, actor_name in sorted(folders_by_key):
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if side != "normal":
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continue
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bad_folder = folders_by_key.get(("angry", actor_name))
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if bad_folder is None:
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continue
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good_folder = folders_by_key[("normal", actor_name)]
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sides.append(
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ActorSpriteSides(
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name=actor_name.replace("_", " ").title(),
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good=cls.load_sprite_asset(good_folder, target_height=target_height),
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bad=cls.load_sprite_asset(bad_folder, target_height=target_height),
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)
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)
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return sides
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@classmethod
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def load_sprite_assets(
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cls,
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root: Path,
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*,
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target_height: int = DEFAULT_SPRITE_HEIGHT,
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) -> list[ActorSpriteAsset]:
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"""Load every complete actor sprite folder inside ``root``."""
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return [
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cls.load_sprite_asset(folder, target_height=target_height)
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for folder in cls.discover_sprite_folders(root)
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]
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@classmethod
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def discover_sprite_folders(cls, root: Path) -> list[Path]:
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"""Find all complete actor sprite folders below ``root``."""
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if not root.is_dir():
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raise FileNotFoundError(f"Missing assets folder: {root}")
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return sorted(
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(
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folder
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for folder in root.iterdir()
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if folder.is_dir() and cls.has_complete_sprite_set(folder)
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),
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key=lambda folder: cls.friendly_asset_name(folder).lower(),
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)
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@classmethod
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def load_sprite_asset(
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cls,
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folder: Path,
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*,
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target_height: int = DEFAULT_SPRITE_HEIGHT,
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) -> ActorSpriteAsset:
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"""Load one actor folder into memory."""
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if not folder.is_dir():
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raise FileNotFoundError(f"Missing sprite folder: {folder}")
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if not cls.has_complete_sprite_set(folder):
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raise FileNotFoundError(
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f"Incomplete sprite folder: {folder} must contain sprite_01.png through sprite_12.png"
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)
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frames: Dict[Direction, Tuple[pygame.Surface, ...]] = {}
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for direction, frame_numbers in DIRECTION_FRAMES.items():
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frames[direction] = tuple(
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cls.load_surface(
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folder / f"sprite_{frame_number:02d}.png",
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target_height=target_height,
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)
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for frame_number in frame_numbers
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)
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return ActorSpriteAsset(
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name=cls.friendly_asset_name(folder),
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folder=folder,
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frames=frames,
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)
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@staticmethod
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def load_surface(path: Path, *, target_height: Optional[int] = None) -> pygame.Surface:
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"""Load one PNG as a transparent ``pygame.Surface``."""
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surface = pygame.image.load(path)
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if pygame.display.get_surface() is not None:
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surface = surface.convert_alpha()
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if target_height is not None:
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surface = Actor.scale_to_height(surface, target_height)
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return surface
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@staticmethod
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def scale_to_height(surface: pygame.Surface, target_height: int) -> pygame.Surface:
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"""Scale a surface proportionally to ``target_height``."""
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width, height = surface.get_size()
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if height == target_height:
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return surface
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scale = target_height / height
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target_size = (max(1, round(width * scale)), max(1, target_height))
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return pygame.transform.smoothscale(surface, target_size)
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@classmethod
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def has_complete_sprite_set(cls, folder: Path) -> bool:
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"""Check that the folder has all 12 required PNG files."""
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return all(
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(folder / f"sprite_{frame_number:02d}.png").is_file()
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for frame_numbers in DIRECTION_FRAMES.values()
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for frame_number in frame_numbers
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)
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@staticmethod
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def friendly_asset_name(folder: Path) -> str:
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"""Turn ``normal_knoll_sprites`` into ``Normal Knoll``."""
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name = folder.name
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for suffix in ("_sprites_cleaned", "_sprites"):
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name = name.removesuffix(suffix)
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return name.replace("_", " ").title()
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@staticmethod
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def _actor_side_key(folder: Path) -> Optional[Tuple[str, str]]:
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"""Return ``(side, actor_name)`` for folders like normal_knoll/angry_knoll."""
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name = folder.name
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for suffix in ("_sprites_cleaned", "_sprites"):
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name = name.removesuffix(suffix)
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for side in ("normal", "angry"):
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prefix = f"{side}_"
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if name.startswith(prefix):
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return side, name.removeprefix(prefix)
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return None
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# ---------------------------------------------------------------------
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# Good/bad state
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# ---------------------------------------------------------------------
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@property
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def current_asset(self) -> ActorSpriteAsset:
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"""The sprite asset that should currently be drawn."""
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return self.bad_asset if self.is_bad else self.good_asset
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def become_bad(self) -> None:
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"""Switch this actor to its bad/angry sprite."""
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self.is_bad = True
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def become_good(self) -> None:
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"""Switch this actor back to its good/normal sprite."""
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self.is_bad = False
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def toggle_side(self) -> None:
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"""Switch good -> bad or bad -> good."""
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self.is_bad = not self.is_bad
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# ---------------------------------------------------------------------
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# Movement / collision helpers
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# ---------------------------------------------------------------------
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def move_by(self, movement: Position) -> None:
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"""Move the actor and remember the old position for wall collisions."""
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movement_vector = pygame.Vector2(movement)
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self.previous_position = self.position.copy()
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if movement_vector.length_squared() == 0:
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self.stop_walking()
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return
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self.position += movement_vector
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self.moving = True
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def set_position(self, position: Position) -> None:
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"""Set actor position while keeping the last position for collision rollback."""
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self.previous_position = self.position.copy()
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self.position = pygame.Vector2(position)
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def stop_walking(self) -> None:
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"""Stop movement and show the idle standing frame."""
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self.moving = False
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self.animation_time = DEFAULT_FRAME_TIME
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def hit_wall(self) -> None:
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"""Move back to the last safe position and stop walking."""
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self.position = self.previous_position.copy()
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self.stop_walking()
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def update_animation(self, dt: float) -> None:
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"""Advance walking animation time."""
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if self.moving:
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self.animation_time += dt
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else:
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self.animation_time = DEFAULT_FRAME_TIME
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# ---------------------------------------------------------------------
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# Drawing
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# ---------------------------------------------------------------------
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def get_frame(self, *, frame_time: float = DEFAULT_FRAME_TIME) -> pygame.Surface:
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"""Return the current animation frame for this actor."""
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frames = self.current_asset.frames[self.direction]
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if not self.moving:
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# Frame 2 is the nicest standing/idle frame for this 3-frame cycle.
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return frames[1]
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frame_index = int(self.animation_time / frame_time) % len(frames)
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return frames[frame_index]
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def draw(self, surface: pygame.Surface, *, anchor: str = "midbottom") -> pygame.Rect:
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"""Draw this actor onto any Pygame surface and return the drawn rect."""
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frame = self.get_frame()
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rect = frame.get_rect(**{anchor: self._int_position(self.position)})
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surface.blit(frame, rect)
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return rect
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@staticmethod
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def draw_many(
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surface: pygame.Surface,
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actors: Iterable["Actor"],
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*,
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sort_by_y: bool = True,
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) -> list[pygame.Rect]:
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"""Draw multiple actors and return their drawn rects."""
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actor_list = list(actors)
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if sort_by_y:
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actor_list.sort(key=lambda actor: actor.position.y)
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return [actor.draw(surface) for actor in actor_list]
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@staticmethod
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def _int_position(position: Position) -> tuple[int, int]:
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"""Pygame rect anchors expect pixel coordinates."""
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return round(position[0]), round(position[1])
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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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||||
|
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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()
|
||||
if next_state == "quit":
|
||||
self.running = False
|
||||
elif next_state == "game":
|
||||
self.player_name = self.startscreen.player_name
|
||||
self.state = "game"
|
||||
elif self.state == "game":
|
||||
self.handle_events()
|
||||
self.update(dt)
|
||||
self.draw()
|
||||
|
||||
|
||||
pygame.display.flip()
|
||||
frame_count += 1
|
||||
|
||||
pygame.quit()
|
||||
|
||||
def handle_events(self) -> None:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
self.running = False
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
if event.key in (pygame.K_ESCAPE, pygame.K_q):
|
||||
self.running = False
|
||||
elif event.key == pygame.K_SPACE:
|
||||
self.player.toggle_side()
|
||||
|
||||
def update(self, dt: float) -> None:
|
||||
movement = self.get_player_movement(dt)
|
||||
self.player.move_by(movement)
|
||||
|
||||
if not self.is_position_walkable(self.player.position):
|
||||
self.player.hit_wall()
|
||||
|
||||
self.player.update_animation(dt)
|
||||
|
||||
def get_player_movement(self, dt: float) -> pygame.Vector2:
|
||||
keys = pygame.key.get_pressed()
|
||||
movement = pygame.Vector2(
|
||||
(keys[pygame.K_RIGHT] or keys[pygame.K_d])
|
||||
- (keys[pygame.K_LEFT] or keys[pygame.K_a]),
|
||||
(keys[pygame.K_DOWN] or keys[pygame.K_s])
|
||||
- (keys[pygame.K_UP] or keys[pygame.K_w]),
|
||||
)
|
||||
|
||||
if movement.length_squared() == 0:
|
||||
return movement
|
||||
|
||||
if abs(movement.x) > abs(movement.y):
|
||||
self.player.direction = "right" if movement.x > 0 else "left"
|
||||
else:
|
||||
self.player.direction = "down" if movement.y > 0 else "up"
|
||||
|
||||
return movement.normalize() * PLAYER_SPEED * dt
|
||||
|
||||
def is_position_walkable(self, position: pygame.Vector2) -> bool:
|
||||
"""Check if the actor's feet are standing on a walkable map tile."""
|
||||
|
||||
column = int(position.x // tile_size)
|
||||
row = int(position.y // tile_size)
|
||||
return self.map.is_accessible(column, row)
|
||||
|
||||
def find_start_position(self) -> tuple[int, int]:
|
||||
"""Find the first S tile and place the actor's feet near its center."""
|
||||
|
||||
for row_index, row in enumerate(self.map.map):
|
||||
column_index = row.find("S")
|
||||
if column_index != -1:
|
||||
# The S tile is at the very top of the current map, so place the
|
||||
# actor one tile lower to keep the sprite visible on screen.
|
||||
return (
|
||||
column_index * tile_size + tile_size // 2,
|
||||
(row_index + 1) * tile_size + tile_size // 2,
|
||||
)
|
||||
|
||||
return tile_size, tile_size
|
||||
|
||||
def draw(self) -> None:
|
||||
self.screen.fill(color_void)
|
||||
self.map.draw_map(self.screen, self.font)
|
||||
|
||||
|
||||
# Draw by Y position so actors lower on the map appear in front.
|
||||
for actor in sorted([self.player], key=lambda item: item.position.y):
|
||||
actor.draw(self.screen)
|
||||
|
||||
+47
@@ -0,0 +1,47 @@
|
||||
import pygame
|
||||
from src.settings import (
|
||||
HUD_FONT, HUD_FONT_SIZE, HUD_FONT_BOLD,
|
||||
COLOR_HUD_TEXT, COLOR_HP_BAR_GREEN, COLOR_HP_BAR_RED, COLOR_HP_BAR_BG,
|
||||
HUD_BAR_WIDTH, HUD_BAR_HEIGHT,
|
||||
HUD_X_OFFSET, HUD_BAR_X, HUD_Y_DOOR, HUD_Y_ZOMBIE, HUD_Y_ECTS
|
||||
)
|
||||
|
||||
# draw status bar (background bar and the colored hp bar)
|
||||
def _draw_status_bar(screen, x, y, current, max_val, color):
|
||||
# bg bar is always the same
|
||||
pygame.draw.rect(screen, COLOR_HP_BAR_BG, (x, y, HUD_BAR_WIDTH, HUD_BAR_HEIGHT))
|
||||
|
||||
# hp bar
|
||||
if max_val > 0:
|
||||
hp_width = (current / max_val) * HUD_BAR_WIDTH
|
||||
pygame.draw.rect((screen, color), (x, y, hp_width, HUD_BAR_HEIGHT))
|
||||
|
||||
# time formatter for MM:SS
|
||||
def _format_time(total_seconds):
|
||||
mins = total_seconds // 60
|
||||
secs = total_seconds % 60
|
||||
return f"TIME {mins:02}:{secs:02}"
|
||||
|
||||
|
||||
class HUD:
|
||||
def __init__(self):
|
||||
self.font = pygame.font.SysFont(HUD_FONT, HUD_FONT_SIZE, bold=HUD_FONT_BOLD)
|
||||
|
||||
def draw(self, screen, door, zombie, ects, total_time):
|
||||
# --- DOOR HP ---
|
||||
_draw_status_bar(screen, HUD_BAR_X, HUD_Y_DOOR, door.current_hp, COLOR_HP_BAR_GREEN)
|
||||
# -5 px, small off-set to align the text better with hp bar
|
||||
screen.blit(self.font.render("DOOR HP ", True, COLOR_HUD_TEXT), (HUD_X_OFFSET, HUD_Y_DOOR - 5))
|
||||
|
||||
# --- ZOMBIE HP ---
|
||||
if zombie:
|
||||
_draw_status_bar(screen, HUD_BAR_X, HUD_Y_ZOMBIE, zombie.current_hp, zombie.max_hp, COLOR_HP_BAR_RED)
|
||||
screen.blit(self.font.render("Zombie HP:", True, COLOR_HUD_TEXT), (HUD_X_OFFSET, HUD_Y_ZOMBIE - 5))
|
||||
|
||||
# --- ECTS ---
|
||||
ects_info = f"ECTS: {ects.ects_balance} ({ects.ects_per_second}/s)"
|
||||
screen.blit(self.font.render(ects_info, True, COLOR_HUD_TEXT), (HUD_X_OFFSET, HUD_Y_ECTS))
|
||||
|
||||
# --- TIME ---
|
||||
time_str = _format_time(total_time)
|
||||
screen.blit(self.font.render(time_str, True, COLOR_HUD_TEXT), (screen.get_width() - 150, HUD_Y_DOOR - 5))
|
||||
|
||||
+32
-2
@@ -1,8 +1,11 @@
|
||||
# --- DESK ---
|
||||
from typing import Mapping, Literal, Tuple
|
||||
|
||||
from src.map import tile_size
|
||||
|
||||
DESK_WIDTH = 70
|
||||
DESK_HEIGHT = 40
|
||||
|
||||
|
||||
# --- DOOR ---
|
||||
DOOR_WIDTH = 20
|
||||
DOOR_HEIGHT = 100
|
||||
@@ -13,6 +16,22 @@ COLOR_DOOR_BORDER = (100, 90, 80)
|
||||
COLOR_HP_BAR_GREEN = (0, 255, 0)
|
||||
COLOR_HP_BAR_BG = (50, 50, 50)
|
||||
|
||||
# Players Constants / Settings
|
||||
# Valid movement/animation directions.
|
||||
Direction = Literal["down", "left", "right", "up"]
|
||||
|
||||
# Sprite files are grouped by direction.
|
||||
# Example: "down" uses sprite_01.png, sprite_02.png, sprite_03.png.
|
||||
DIRECTION_FRAMES: Mapping[Direction, Tuple[int, int, int]] = {
|
||||
"down": (1, 2, 3),
|
||||
"left": (4, 5, 6),
|
||||
"right": (7, 8, 9),
|
||||
"up": (10, 11, 12),
|
||||
}
|
||||
|
||||
# Default drawing size and animation speed.
|
||||
DEFAULT_SPRITE_HEIGHT: int = 138
|
||||
DEFAULT_FRAME_TIME: float = 0.16
|
||||
|
||||
# --- ECTS ---
|
||||
START_ECTS_VALUE = 1 # how many ECTS are generated at the beginning
|
||||
@@ -78,4 +97,15 @@ COLOR_HP_BAR_RED = (200, 0, 0)
|
||||
COLOR_HP_BAR_YELLOW = (255, 255, 0)
|
||||
|
||||
HUD_BAR_WIDTH = 100
|
||||
HUD_BAR_HEIGHT = 15
|
||||
HUD_BAR_HEIGHT = 15
|
||||
|
||||
PLAYER_SPEED = 180.0
|
||||
DEMO_ACTOR_HEIGHT = tile_size * 3
|
||||
FPS = 60
|
||||
|
||||
HUD_X_OFFSET = 20 # left startpoint for texts
|
||||
HUD_BAR_X = 150 # left startpoint for hp bars
|
||||
|
||||
HUD_Y_DOOR = 20
|
||||
HUD_Y_ZOMBIE = 50
|
||||
HUD_Y_ECTS = 85
|
||||
|
||||
+9
-7
@@ -1,11 +1,13 @@
|
||||
import pygame
|
||||
from button import Button
|
||||
from settings import (COLOR_BUTTON,
|
||||
COLOR_BUTTON_HOVER,
|
||||
COLOR_STARTSCREEN_BACKGROUND,
|
||||
COLOR_STARTSCREEN_FONT_TITLE,
|
||||
COLOR_STARTSCREEN_FONT_LABEL)
|
||||
from text_input import TextInput
|
||||
from src.button import Button
|
||||
from src.settings import (
|
||||
COLOR_BUTTON,
|
||||
COLOR_BUTTON_HOVER,
|
||||
COLOR_STARTSCREEN_BACKGROUND,
|
||||
COLOR_STARTSCREEN_FONT_TITLE,
|
||||
COLOR_STARTSCREEN_FONT_LABEL,
|
||||
)
|
||||
from src.text_input import TextInput
|
||||
|
||||
class Startscreen:
|
||||
def __init__(self, screen):
|
||||
|
||||
Reference in New Issue
Block a user