137 lines
4.9 KiB
Python
137 lines
4.9 KiB
Python
import pygame
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from pydantic import BaseModel
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from cave_survival.config import config
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from cave_survival.console import console
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from cave_survival.map import Map, Point
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from cave_survival.player import Player
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class Game:
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def __init__(self):
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# Initialize pygame
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pygame.init()
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pygame.display.set_caption("Underground Survival")
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self.screen = pygame.display.set_mode(
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(config.screen_width, config.screen_height)
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)
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self.clock = pygame.time.Clock()
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self.player = Player()
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self.day_length = 60 * 60 # 60 seconds * 60 frames
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self.day_timer = 0
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self.inventory = ["sword", "pickaxe", "axe"]
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self.map = Map()
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self.inventory_surface = pygame.Surface((len(self.inventory) * 32, 32))
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self.inventory_surface.fill(config.GREY)
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self.running = True
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def run(self):
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while self.running:
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self.events = pygame.event.get()
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self.keys = pygame.key.get_pressed()
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for event in self.events:
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if event.type == pygame.QUIT:
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self.running = False
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# Update the day/night cycle
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self.day_timer += 1
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if self.day_timer > self.day_length:
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self.day_timer = 0
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# Update the self.player
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if self.keys[pygame.K_w]:
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self.player.y -= self.player.speed
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if self.keys[pygame.K_s]:
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self.player.y += self.player.speed
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if self.keys[pygame.K_a]:
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self.player.x -= self.player.speed
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if self.keys[pygame.K_d]:
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self.player.x += self.player.speed
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# Check for self.player collisions with the walls and the black tiles on the map
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if self.player.x < 0:
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self.player.x = 0
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if self.player.x > config.screen_width - self.player.width:
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self.player.x = config.screen_width - self.player.width
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if self.player.y < 0:
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self.player.y = 0
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if self.player.y > config.screen_height - self.player.height:
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self.player.y = config.screen_height - self.player.height
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self.player.pos = pygame.math.Vector2(self.player.x, self.player.y)
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if self.map.point_check_collision(self.player.pos.x, self.player.pos.y):
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start_pos = pygame.math.Vector2(self.player.x_last, self.player.y_last)
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end_pos = pygame.math.Vector2(self.player.x, self.player.y)
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movement_vector = end_pos - start_pos
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try:
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movement_direction = movement_vector.normalize()
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except:
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end_pos = pygame.math.Vector2(
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self.player.x + 128, self.player.y + 128
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)
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movement_vector = end_pos - start_pos
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movement_direction = movement_vector.normalize()
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movement_speed = 0.05
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self.player.x = self.player.x_last
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self.player.y = self.player.y_last
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self.player.pos = pygame.math.Vector2(start_pos)
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while self.map.point_check_collision(
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self.player.pos.x, self.player.pos.y
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):
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self.player.pos += movement_speed * movement_direction
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self.player.x = self.player.pos.x
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self.player.y = self.player.pos.y
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self.player.pos -= movement_speed * movement_direction
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self.player.x = self.player.pos.x
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self.player.y = self.player.pos.y
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self.player.x_last = self.player.x
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self.player.y_last = self.player.y
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# Draw the screen
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self.screen.fill(config.BLACK)
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# Draw the map
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self.map.offset = Point(x=self.player.x, y=self.player.y)
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self.map.offset = Point(x=0, y=0)
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self.map.draw(self.screen)
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# Draw the self.player
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self.player.draw(self.screen, offset=self.map.offset)
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# Draw the inventory
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for i, item_name in enumerate(self.inventory):
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self.inventory_surface.blit(
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pygame.image.load(item_name + ".png").convert_alpha(), (i * 32, 0)
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)
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self.screen.blit(
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self.inventory_surface,
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(
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config.screen_width / 2 - self.inventory_surface.get_width() / 2,
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config.screen_height - self.inventory_surface.get_height(),
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),
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)
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# Draw the day/night cycle
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pygame.draw.rect(
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self.screen,
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config.GREY,
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(0, 0, self.day_timer / self.day_length * config.screen_width, 10),
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)
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# Update the display
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pygame.display.flip()
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# Limit the framerate
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self.clock.tick(60)
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# Quit pygame
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pygame.quit()
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