McRogueFace/src/scripts/cos_entities.py

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import mcrfpy
#t = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
t = mcrfpy.Texture("assets/kenney_TD_MR_IP.png", 16, 16)
#def iterable_entities(grid):
# """Workaround for UIEntityCollection bug; see issue #72"""
# entities = []
# for i in range(len(grid.entities)):
# entities.append(grid.entities[i])
# return entities
class COSEntity(): #mcrfpy.Entity): # Fake mcrfpy.Entity integration; engine bugs workarounds
def __init__(self, g:mcrfpy.Grid, x=0, y=0, sprite_num=86, *, game):
#self.e = mcrfpy.Entity((x, y), t, sprite_num)
#super().__init__((x, y), t, sprite_num)
self._entity = mcrfpy.Entity((x, y), t, sprite_num)
#grid.entities.append(self.e)
self.grid = g
#g.entities.append(self._entity)
self.game = game
self.game.add_entity(self)
## Wrapping mcfrpy.Entity properties to emulate derived class... see issue #76
@property
def draw_pos(self):
return self._entity.draw_pos
@draw_pos.setter
def draw_pos(self, value):
self._entity.draw_pos = value
@property
def sprite_number(self):
return self._entity.sprite_number
@sprite_number.setter
def sprite_number(self, value):
self._entity.sprite_number = value
def __repr__(self):
return f"<COSEntity ({self.draw_pos}) on {self.grid}>"
def die(self):
# ugly workaround! grid.entities isn't really iterable (segfaults)
for i in range(len(self.grid.entities)):
e = self.grid.entities[i]
if e == self._entity:
#if e == self:
self.grid.entities.remove(i)
break
else:
print(f"!!! {self!r} wasn't removed from grid on call to die()")
def bump(self, other, dx, dy, test=False):
raise NotImplementedError
def do_move(self, tx, ty):
"""Base class method to move this entity
Assumes try_move succeeded, for everyone!
from: self._entity.draw_pos
to: (tx, ty)
calls ev_exit for every entity at (draw_pos)
calls ev_enter for every entity at (tx, ty)
"""
old_pos = self.draw_pos
self.draw_pos = (tx, ty)
for e in self.game.entities:
if e is self: continue
if e.draw_pos == old_pos: e.ev_exit(self)
for e in self.game.entities:
if e is self: continue
if e.draw_pos == (tx, ty): e.ev_enter(self)
def ev_enter(self, other):
pass
def ev_exit(self, other):
pass
def try_move(self, dx, dy, test=False):
x_max, y_max = self.grid.grid_size
tx, ty = int(self.draw_pos[0] + dx), int(self.draw_pos[1] + dy)
#for e in iterable_entities(self.grid):
# sorting entities to test against the boulder instead of the button when they overlap.
for e in sorted(self.game.entities, key = lambda i: i.draw_order, reverse = True):
if e.draw_pos == (tx, ty):
#print(f"bumping {e}")
return e.bump(self, dx, dy)
if tx < 0 or tx >= x_max:
return False
if ty < 0 or ty >= y_max:
return False
if self.grid.at((tx, ty)).walkable == True:
if not test:
#self.draw_pos = (tx, ty)
self.do_move(tx, ty)
return True
else:
#print("Bonk")
return False
def _relative_move(self, dx, dy):
tx, ty = int(self.draw_pos[0] + dx), int(self.draw_pos[1] + dy)
#self.draw_pos = (tx, ty)
self.do_move(tx, ty)
class PlayerEntity(COSEntity):
def __init__(self, *, game):
#print(f"spawn at origin")
self.draw_order = 10
super().__init__(game.grid, 0, 0, sprite_num=84, game=game)
def respawn(self, avoid=None):
# find spawn point
x_max, y_max = g.size
spawn_points = []
for x in range(x_max):
for y in range(y_max):
if g.at((x, y)).walkable:
spawn_points.append((x, y))
random.shuffle(spawn_points)
## TODO - find other entities to avoid spawning on top of
for spawn in spawn_points:
for e in avoid or []:
if e.draw_pos == spawn: break
else:
break
self.draw_pos = spawn
def __repr__(self):
return f"<PlayerEntity {self.draw_pos}, {self.grid}>"
class BoulderEntity(COSEntity):
def __init__(self, x, y, *, game):
self.draw_order = 8
super().__init__(game.grid, x, y, 66, game=game)
def bump(self, other, dx, dy, test=False):
if type(other) == BoulderEntity:
#print("Boulders can't push boulders")
return False
#tx, ty = int(self.e.position[0] + dx), int(self.e.position[1] + dy)
tx, ty = int(self.draw_pos[0] + dx), int(self.draw_pos[1] + dy)
# Is the boulder blocked the same direction as the bumper? If not, let's both move
old_pos = int(self.draw_pos[0]), int(self.draw_pos[1])
if self.try_move(dx, dy, test=test):
if not test:
other.do_move(*old_pos)
#other.draw_pos = old_pos
return True
class ButtonEntity(COSEntity):
def __init__(self, x, y, exit_entity, *, game):
self.draw_order = 1
super().__init__(game.grid, x, y, 42, game=game)
self.exit = exit_entity
def ev_enter(self, other):
print("Button makes a satisfying click!")
self.exit.unlock()
def ev_exit(self, other):
print("Button makes a disappointing click.")
self.exit.lock()
def bump(self, other, dx, dy, test=False):
#if type(other) == BoulderEntity:
# self.exit.unlock()
# TODO: unlock, and then lock again, when player steps on/off
if not test:
other._relative_move(dx, dy)
return True
class ExitEntity(COSEntity):
def __init__(self, x, y, bx, by, *, game):
self.draw_order = 2
super().__init__(game.grid, x, y, 45, game=game)
self.my_button = ButtonEntity(bx, by, self, game=game)
self.unlocked = False
#global cos_entities
#cos_entities.append(self.my_button)
def unlock(self):
self.sprite_number = 21
self.unlocked = True
def lock(self):
self.sprite_number = 45
self.unlocked = False
def bump(self, other, dx, dy, test=False):
if type(other) == BoulderEntity:
return False
if self.unlocked:
if not test:
other._relative_move(dx, dy)
#TODO - player go down a level logic
if type(other) == PlayerEntity:
self.game.create_level(self.game.depth + 1)
self.game.swap_level(self.game.level, self.game.spawn_point)