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