cave-survival/cave_survival/underground.py
2023-03-18 12:12:34 -05:00

266 lines
7.1 KiB
Python

from pydantic import BaseModel
import pygame
from rich.console import Console
from cave_survival.map import Map, Point
console = Console()
# Initialize pygame
pygame.init()
# Set up the display
screen_width = 800
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("Underground Survival")
# Set up the clock
clock = pygame.time.Clock()
# Set up the colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREY = (128, 128, 128)
RED = (255, 128, 128)
# Set up the player
class Collisions(BaseModel):
top: bool = False
right: bool = False
bottom: bool = False
left: bool = False
class Player:
def __init__(self):
self.width = 16
self.height = 16
self.x = screen_width / 2
self.y = screen_height / 2
self.speed = 5
self.image = pygame.image.load("player.png").convert_alpha()
self.x_last = self.x
self.y_last = self.y
self.hitbox_surface = pygame.Surface((self.width, self.height))
self.hitbox_surface.fill(WHITE)
pygame.draw.rect(
self.hitbox_surface, (255, 0, 0), (0, 0, self.width, self.height), 1
)
self.hitbox_surface.set_alpha(0)
def draw(self, surface, offset):
surface.blit(
pygame.transform.scale(self.image, (16, 16)),
(self.x - 8 - offset.x, self.y - 8 - offset.y),
)
# def generate_perlin_noise(width, height, scale):
# map.noise_map = [[0 for y in range(height)] for x in range(width)]
# for i in range(width):
# for j in range(height):
# map.noise_map[i][j] = noise.pnoise2(
# i / float(scale),
# j / float(scale),
# octaves=6,
# persistence=0.5,
# lacunarity=2.0,
# repeatx=1024,
# repeaty=1024,
# base=0,
# )
# return map.noise_map
player = Player()
# Set up the enemies
enemy_width = 32
enemy_height = 32
enemy_speed = 2
enemy_image = pygame.image.load("enemy.png").convert_alpha()
# Set up the items
item_width = 32
item_height = 32
item_image = pygame.image.load("item.png").convert_alpha()
# Set up the day/night cycle
day_length = 60 * 60 # 60 seconds * 60 frames
day_timer = 0
# Set up the inventory
inventory = ["sword", "pickaxe", "axe"]
# Set up the map
map = Map()
map_image = pygame.image.load("map.png").convert_alpha()
# Set up the inventory surface
inventory_surface = pygame.Surface((len(inventory) * 32, 32))
inventory_surface.fill(GREY)
# Generate the map using perlin noise
# map.noise_map = [[0 for x in range(map.width)] for y in range(map.height)]
# map.noise_map = generate_perlin_noise(map.width, map.height, map.scale)
# for x in range(map.width):
# for y in range(map.height):
# map.noise_map[x][y] = random.randint(0, 255)
# Make sure the player starts on a white block
# while (
# map.noise_map[int(player.x / map.resolution)][int(player.y / map.resolution)]
# < map.thresh
# ):
# while map.point_check_collision(player.pos.x, player.pos.y):
# player.x += 1
# player.y += 1
# player.x -= 1
# player.y -= 1
# Main game loop
running = True
while running:
# Handle events
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Update the day/night cycle
day_timer += 1
if day_timer > day_length:
day_timer = 0
# Update the player
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
player.y -= player.speed
if keys[pygame.K_s]:
player.y += player.speed
if keys[pygame.K_a]:
player.x -= player.speed
if keys[pygame.K_d]:
player.x += player.speed
# Check for player collisions with the walls and the black tiles on the map
collisions = Collisions()
if player.x < 0:
player.x = 0
collisions.left = True
if player.x > screen_width - player.width:
player.x = screen_width - player.width
collisions.right = True
if player.y < 0:
player.y = 0
collisions.top = True
if player.y > screen_height - player.height:
player.y = screen_height - player.height
collisions.bottom = True
player.pos = pygame.math.Vector2(player.x, player.y)
if map.point_check_collision(player.pos.x, player.pos.y):
start_pos = pygame.math.Vector2(player.x_last, player.y_last)
end_pos = pygame.math.Vector2(player.x, player.y)
movement_vector = end_pos - start_pos
try:
movement_direction = movement_vector.normalize()
except:
end_pos = pygame.math.Vector2(player.x + 128, player.y + 128)
movement_vector = end_pos - start_pos
movement_direction = movement_vector.normalize()
movement_speed = 0.05
player.x = player.x_last
player.y = player.y_last
player.pos = pygame.math.Vector2(start_pos)
while map.point_check_collision(player.pos.x, player.pos.y):
# map.noise_map[int(player.pos.x / map.resolution)][
# int(player.pos.y / map.resolution)
# ] <
# map.thresh
# ):
print("moving")
print(movement_speed)
print(movement_direction)
player.pos += movement_speed * movement_direction
player.x = player.pos.x
player.y = player.pos.y
player.pos -= movement_speed * movement_direction
player.x = player.pos.x
player.y = player.pos.y
player.x_last = player.x
player.y_last = player.y
# Update the enemies
# for enemy in enemies:
# enemy_x += enemy_speed
# enemy_y += enemy_speed
# Draw the screen
screen.fill(BLACK)
# Draw the map
map.offset = Point(x=player.x, y=player.y)
map.offset = Point(x=0, y=0)
map.draw(screen)
# Draw the player
player.draw(screen, offset=map.offset)
# Draw the enemies
# for enemy in enemies:
# screen.blit(enemy_image, (enemy_x, enemy_y))
# Draw the items
# for item in items:
# screen.blit(item_image, (item_x, item_y))
# Draw the inventory
for i, item_name in enumerate(inventory):
inventory_surface.blit(
pygame.image.load(item_name + ".png").convert_alpha(), (i * 32, 0)
)
screen.blit(
inventory_surface,
(
screen_width / 2 - inventory_surface.get_width() / 2,
screen_height - inventory_surface.get_height(),
),
)
# Draw the day/night cycle
pygame.draw.rect(screen, GREY, (0, 0, day_timer / day_length * screen_width, 10))
# collision debug
# top
# pygame.draw.rect(screen, RED, (0, 0, screen_width, 5))
# # bottom
# pygame.draw.rect(screen, RED, (0, screen_height - 5, screen_width, 5))
# # left
# pygame.draw.rect(screen, RED, (0, 0, 5, screen_height))
# # right
# pygame.draw.rect(screen, RED, (screen_width - 5, 0, 5, screen_height))
# Update the display
pygame.display.flip()
# Limit the framerate
clock.tick(60)
# console.log(clock.get_fps())
# Quit pygame
pygame.quit()