This commit is contained in:
Waylon Walker 2023-03-19 13:00:17 -05:00
parent 80d7ebf7eb
commit cedb02e77e
No known key found for this signature in database
GPG key ID: 66E2BF2B4190EFE4
5 changed files with 110 additions and 90 deletions

View file

@ -4,6 +4,8 @@ import pydantic
class Config(pydantic.BaseModel): class Config(pydantic.BaseModel):
screen_width: int = 800 screen_width: int = 800
screen_height: int = 600 screen_height: int = 600
fps: int = 60
day_length: int = 60 * 1000
BLACK: tuple[int] = (0, 0, 0) BLACK: tuple[int] = (0, 0, 0)
WHITE: tuple[int] = (255, 255, 255) WHITE: tuple[int] = (255, 255, 255)

View file

@ -0,0 +1,37 @@
import pygame
from cave_survival.config import config
from cave_survival.console import console
class DayLightCycle:
def __init__(self, game):
self.game = game
self.console = console
self.day_length = config.day_length
self.day_timer = 0
@property
def game_time(self):
return pygame.time.get_ticks() / self.day_length
@property
def days(self):
return int(self.game_time)
@property
def time(self):
return self.game_time - self.days
def draw(self):
pygame.draw.rect(
self.game.screen,
config.GREY,
(
0,
0,
self.time * config.screen_width,
10,
),
)

View file

@ -3,6 +3,7 @@ from pydantic import BaseModel
from cave_survival.config import config from cave_survival.config import config
from cave_survival.console import console from cave_survival.console import console
from cave_survival.daylightcycle import DayLightCycle
from cave_survival.map import Map, Point from cave_survival.map import Map, Point
from cave_survival.player import Player from cave_survival.player import Player
@ -17,11 +18,10 @@ class Game:
(config.screen_width, config.screen_height) (config.screen_width, config.screen_height)
) )
self.clock = pygame.time.Clock() self.clock = pygame.time.Clock()
self.player = Player() self.player = Player(game=self)
self.day_length = 60 * 60 # 60 seconds * 60 frames self.map = Map(self)
self.day_timer = 0 self.daylightcycle = DayLightCycle(self)
self.inventory = ["sword", "pickaxe", "axe"] self.inventory = ["sword", "pickaxe", "axe"]
self.map = Map()
self.inventory_surface = pygame.Surface((len(self.inventory) * 32, 32)) self.inventory_surface = pygame.Surface((len(self.inventory) * 32, 32))
self.inventory_surface.fill(config.GREY) self.inventory_surface.fill(config.GREY)
@ -36,76 +36,12 @@ class Game:
self.running = False self.running = False
# Update the day/night cycle # Update the day/night cycle
self.day_timer += 1
if self.day_timer > self.day_length:
self.day_timer = 0
# Update the self.player
if self.keys[pygame.K_w]:
self.player.y -= self.player.speed
if self.keys[pygame.K_s]:
self.player.y += self.player.speed
if self.keys[pygame.K_a]:
self.player.x -= self.player.speed
if self.keys[pygame.K_d]:
self.player.x += self.player.speed
# Check for self.player collisions with the walls and the black tiles on the map
if self.player.x < 0:
self.player.x = 0
if self.player.x > config.screen_width - self.player.width:
self.player.x = config.screen_width - self.player.width
if self.player.y < 0:
self.player.y = 0
if self.player.y > config.screen_height - self.player.height:
self.player.y = config.screen_height - self.player.height
self.player.pos = pygame.math.Vector2(self.player.x, self.player.y)
if self.map.point_check_collision(self.player.pos.x, self.player.pos.y):
start_pos = pygame.math.Vector2(self.player.x_last, self.player.y_last)
end_pos = pygame.math.Vector2(self.player.x, self.player.y)
movement_vector = end_pos - start_pos
try:
movement_direction = movement_vector.normalize()
except:
end_pos = pygame.math.Vector2(
self.player.x + 128, self.player.y + 128
)
movement_vector = end_pos - start_pos
movement_direction = movement_vector.normalize()
movement_speed = 0.05
self.player.x = self.player.x_last
self.player.y = self.player.y_last
self.player.pos = pygame.math.Vector2(start_pos)
while self.map.point_check_collision(
self.player.pos.x, self.player.pos.y
):
self.player.pos += movement_speed * movement_direction
self.player.x = self.player.pos.x
self.player.y = self.player.pos.y
self.player.pos -= movement_speed * movement_direction
self.player.x = self.player.pos.x
self.player.y = self.player.pos.y
self.player.x_last = self.player.x
self.player.y_last = self.player.y
# Draw the screen # Draw the screen
self.screen.fill(config.BLACK) self.screen.fill(config.BLACK)
# Draw the map self.map.draw()
self.map.offset = Point(x=self.player.x, y=self.player.y) self.player.draw()
self.map.offset = Point(x=0, y=0)
self.map.draw(self.screen)
# Draw the self.player
self.player.draw(self.screen, offset=self.map.offset)
# Draw the inventory # Draw the inventory
for i, item_name in enumerate(self.inventory): for i, item_name in enumerate(self.inventory):
@ -119,19 +55,8 @@ class Game:
config.screen_height - self.inventory_surface.get_height(), config.screen_height - self.inventory_surface.get_height(),
), ),
) )
self.daylightcycle.draw()
# Draw the day/night cycle
pygame.draw.rect(
self.screen,
config.GREY,
(0, 0, self.day_timer / self.day_length * config.screen_width, 10),
)
# Update the display
pygame.display.flip() pygame.display.flip()
self.clock.tick(config.fps)
# Limit the framerate
self.clock.tick(60)
# Quit pygame
pygame.quit() pygame.quit()

View file

@ -15,7 +15,8 @@ class Point(pydantic.BaseModel):
class Map: class Map:
def __init__(self): def __init__(self, game):
self.game = game
self.grass = pygame.image.load("grass.webp").convert_alpha() self.grass = pygame.image.load("grass.webp").convert_alpha()
self.rock = pygame.image.load("rock.jpg").convert_alpha() self.rock = pygame.image.load("rock.jpg").convert_alpha()
self.dirt = pygame.image.load("dirt.jpg").convert_alpha() self.dirt = pygame.image.load("dirt.jpg").convert_alpha()
@ -45,8 +46,8 @@ class Map:
value = (value + 1) / 2 * 255 value = (value + 1) / 2 * 255
return value return value
def draw(self, screen): def draw(self):
screen.blit( self.game.screen.blit(
pygame.transform.scale(self.surf, (self.screen_width, self.screen_height)), pygame.transform.scale(self.surf, (self.screen_width, self.screen_height)),
(0, 0), (0, 0),
) )

View file

@ -5,7 +5,8 @@ from cave_survival.console import console
class Player: class Player:
def __init__(self): def __init__(self, game):
self.game = game
self.width = 16 self.width = 16
self.height = 16 self.height = 16
self.x = config.screen_width / 2 self.x = config.screen_width / 2
@ -21,8 +22,62 @@ class Player:
) )
self.hitbox_surface.set_alpha(0) self.hitbox_surface.set_alpha(0)
def draw(self, surface, offset): def move(self):
surface.blit( # Update the self
if self.game.keys[pygame.K_w]:
self.y -= self.speed
if self.game.keys[pygame.K_s]:
self.y += self.speed
if self.game.keys[pygame.K_a]:
self.x -= self.speed
if self.game.keys[pygame.K_d]:
self.x += self.speed
# Check for self collisions with the walls and the black tiles on the map
if self.x < 0:
self.x = 0
if self.x > config.screen_width - self.width:
self.x = config.screen_width - self.width
if self.y < 0:
self.y = 0
if self.y > config.screen_height - self.height:
self.y = config.screen_height - self.height
self.pos = pygame.math.Vector2(self.x, self.y)
if self.game.map.point_check_collision(self.pos.x, self.pos.y):
start_pos = pygame.math.Vector2(self.x_last, self.y_last)
end_pos = pygame.math.Vector2(self.x, self.y)
movement_vector = end_pos - start_pos
try:
movement_direction = movement_vector.normalize()
except:
end_pos = pygame.math.Vector2(self.x + 128, self.y + 128)
movement_vector = end_pos - start_pos
movement_direction = movement_vector.normalize()
movement_speed = 0.05
self.x = self.x_last
self.y = self.y_last
self.pos = pygame.math.Vector2(start_pos)
while self.game.map.point_check_collision(self.pos.x, self.pos.y):
self.pos += movement_speed * movement_direction
self.x = self.pos.x
self.y = self.pos.y
self.pos -= movement_speed * movement_direction
self.x = self.pos.x
self.y = self.pos.y
self.x_last = self.x
self.y_last = self.y
def draw(self):
self.move()
self.game.screen.blit(
pygame.transform.scale(self.image, (16, 16)), pygame.transform.scale(self.image, (16, 16)),
(self.x - 8 - offset.x, self.y - 8 - offset.y), (self.x - 8 - self.game.map.offset.x, self.y - 8 - self.game.map.offset.y),
) )