Redo character sprite and fix player collisions/rendering
commit
df64ac9c09
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@ -1,2 +1,3 @@
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__pycache__/
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.vscode/
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*.xcf
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palette.png
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palette.png
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17
src/game.py
17
src/game.py
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@ -31,8 +31,8 @@ map.generate()
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# Player
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player = Player()
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player.sprite.texture = spritesheet.SpriteSheet(assets.get("character.png"), 16, 24)
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player.sprite.set_rect((0, 8, 16, 24))
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player.sprite.texture = spritesheet.SpriteSheet(assets.get("character.png"), 32, 48)
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player.sprite.set_rect((8, 32, 16, 16))
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# TODO: Scale character up x2 (1.5m)
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# TODO: Use asset loader for spritesheets
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player.sprite.texture.set_animation(0, 0, 0)
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@ -64,15 +64,13 @@ while 1:
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# Move the map based on player position
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psize = player.sprite.rect.size
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camera = [CENTER[0] - (psize[0] / 2 * SCALE), CENTER[1] - (psize[1] / 2 * SCALE)]
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camera = [int(CENTER[0] - (psize[0] / 2 * SCALE)), int(CENTER[1] - (psize[1] / 2 * SCALE))]
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player_rendered = False
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for z in range(len(map.map)):
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for y in range(len(map.map[z])):
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for x in range(len(map.map[z][y])):
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if z == 1 and y == round(player.pos.y) and x == round(player.pos.x):
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# Draw player
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screen.blit(pygame.transform.scale(player.sprite.texture.frame, [round(SCALE * player.sprite.texture.width), round(SCALE * player.sprite.texture.height)]), camera)
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tile = map.get_tile(x, y, z)
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if tile:
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# NOTE: Rotations are clockwise due to Y+ down rendering
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@ -101,5 +99,10 @@ while 1:
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# text = arial.render(str(int(x)) + ", " + str(int(y)), False, (255, 255, 255))
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# screen.blit(text, [x * 64 - (player.pos.x * round(SCALE * METER)) + camera[0], y * 64 - (player.pos.y * round(SCALE * METER)) + camera[1]])
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if not player_rendered and z == 1 and y == round(player.pos.y + player.sprite.get_rect()[3] / METER):
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# Draw player
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screen.blit(pygame.transform.scale(player.sprite.texture.frame, [round(SCALE * player.sprite.texture.width), round(SCALE * player.sprite.texture.height)]), camera)
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player_rendered = True
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pygame.display.update()
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# pygame.display.flip()
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@ -0,0 +1,208 @@
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import random
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import time
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import math
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MSIZE = 80
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def rand(*args):
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random.seed(time.clock())
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return random.randint(*args)
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class Room():
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def __init__(self, x, y, width, height):
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self.x = x
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self.y = y
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self.width = width
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self.height = height
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self.left = x
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self.right = x + width
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self.top = y
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self.bottom = y + height
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self.cx = math.floor(self.x + (width / 2))
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self.cy = math.floor(self.y + (height / 2))
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def intersects(self, other):
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return self.left <= other.right and self.right >= other.left and self.top <= other.bottom and self.bottom >= other.top
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class Generator():
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rooms = []
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board = []
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def __init__(self, width, height = None):
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self.width = width
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self.height = height or width
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for y in range(self.height):
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self.board.append([])
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for _ in range(self.width):
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self.board[y].append(0)
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self.place_rooms()
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self.place_corridors()
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def place_rooms(self):
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for _ in range(rand(10, 30)):
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width = rand(4, 10)
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height = rand(4, 10)
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x = rand(0, 60)
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y = rand(0, 60)
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if x + width > self.width:
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x = self.width - width
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if y + height > self.height:
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y = self.height - height
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collides = False
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room = Room(x, y, width, height)
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for other_room in self.rooms:
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if room.intersects(other_room):
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collides = True
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break
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if not collides:
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self.place_room(room)
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def place_room(self, room):
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for row in range(room.height):
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for col in range(room.width):
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y = room.y + row
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x = room.x + col
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self.board[y][x] = 1
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self.rooms.append(room)
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def place_corridors(self):
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for i in range(0, len(self.rooms) - 1):
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room1 = self.rooms[i]
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room2 = self.rooms[i + 1]
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if rand(0, 2) == 0:
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if room1.cx <= room2.cx:
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self.horiz_corridor(room1.cx, room2.cx, room1.cy)
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else:
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self.horiz_corridor(room2.cx, room1.cx, room1.cy)
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if room1.cy <= room2.cy:
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self.vert_corridor(room1.cy, room2.cy, room2.cx)
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else:
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self.vert_corridor(room2.cy, room1.cy, room2.cx)
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else:
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if room1.cy <= room2.cy:
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self.vert_corridor(room1.cy, room2.cy, room2.cx)
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else:
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self.vert_corridor(room2.cy, room1.cy, room2.cx)
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if room1.cx <= room2.cx:
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self.horiz_corridor(room1.cx, room2.cx, room1.cy)
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else:
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self.horiz_corridor(room2.cx, room1.cx, room1.cy)
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def horiz_corridor(self, x1, x2, y):
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for row in range(y - 1, y + 2):
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for col in range(x1 - 1, x2 + 2):
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self.board[row][col] = 1
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def vert_corridor(self, y1, y2, x):
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for row in range(y1, y2 + 2):
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for col in range(x - 1, x + 2):
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self.board[row][col] = 1
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def get_map(self):
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# Map object
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map = {
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"tiles": [
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"floor_cobble.png",
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"wall_cobble_down.png",
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"wall_cobble_right.png",
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"wall_cobble_up.png",
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"wall_cobble_left.png",
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"wall_cobble_corner_nw_inner.png",
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"wall_cobble_corner_ne_inner.png",
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"wall_cobble_corner_se_inner.png",
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"wall_cobble_corner_sw_inner.png",
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"wall_cobble_corner_nw_outer.png",
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"wall_cobble_corner_ne_outer.png",
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"wall_cobble_corner_se_outer.png",
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"wall_cobble_corner_sw_outer.png"
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],
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"renderLayers": []
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}
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# Generate walls
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bounds = []
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for y in range(self.height):
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bounds.append([])
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for x in range(self.width):
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wall = 0
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if self.board[y][x] > 0:
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for x2 in range(x - 1, x + 2):
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for y2 in range(y - 1, y + 2):
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if self.board[y2][x2] == 0:
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wall += 1
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bounds[y].append(wall)
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map["boundaries"] = bounds
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# Floor layer
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layer1 = self.board.copy()
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map["renderLayers"].append(layer1)
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# Wall layer
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layer2 = []
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for y in range(self.height):
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layer2.append([])
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for _ in range(self.width):
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layer2[y].append(0)
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# Straight walls
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for y in range(self.height):
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for x in range(self.width):
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if self.board[y][x] == 1:
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tile = 0
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if x > 0 and x < self.width and self.board[y][x - 1] == 1 and self.board[y][x + 1] == 1:
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if y == 0 or self.board[y - 1][x] == 0:
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tile = 2
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elif y == self.height or self.board[y + 1][x] == 0:
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tile = 4
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if y > 0 and y < self.height and self.board[y - 1][x] == 1 and self.board[y + 1][x] == 1:
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if x == 0 or self.board[y][x - 1] == 0:
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tile = 3
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elif x == self.width or self.board[y][x + 1] == 0:
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tile = 5
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layer2[y][x] = tile
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# Corner walls (Im not sure how some of it works but whatever)
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for y in range(self.height):
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for x in range(self.width):
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if bounds[y][x] > 0 and layer2[y][x] == 0:
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tile = 0
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if (y > self.height or bounds[y + 1][x] > 0) and (x > self.width or bounds[y][x + 1] > 0):
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if bounds[y][x] > 1:
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tile = 6
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else:
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tile = 10
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elif (y > self.height or bounds[y + 1][x] > 0) and (x < 1 or bounds[y][x - 1] > 0):
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if bounds[y][x] > 1:
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tile = 7
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else:
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tile = 11
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elif (y < 1 or bounds[y - 1][x] > 0) and (bounds[y][x - 1] > 0):
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if bounds[y][x] > 1:
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tile = 8
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else:
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tile = 12
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elif (y < 1 or bounds[y - 1][x] > 0) and (x >= self.width or bounds[y][x + 1] > 0):
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if bounds[y][x] > 1:
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tile = 9
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else:
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tile = 13
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layer2[y][x] = tile
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map["renderLayers"].append(layer2)
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return map
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16
src/map.py
16
src/map.py
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@ -21,15 +21,19 @@ class Map:
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# self.map = self.placer.populate(self.map)
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def collides(self, pos, rect):
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px = int(math.floor(pos.x))
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py = int(math.floor(pos.y))
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for y in range(py - 1, py + 2):
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METER = self.METER
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cx = pos.x + (rect[0] / METER)
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cy = pos.y + (rect[1] / METER)
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px = int(math.floor(cx))
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py = int(math.floor(cy))
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cw = cx + (rect[2] / METER)
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ch = cy + (rect[3] / METER)
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for y in range(py - 1, py + 1 + math.ceil(rect[3] / METER)):
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for x in range(px - 1, px + 2):
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if y >= 0 and y < len(self.map[1]) and x >=0 and x < len(self.map[1][y]):
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if y >= 0 and y < len(self.map[1]) and x >= 0 and x < len(self.map[1][y]):
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tile = self.map[1][y][x]
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if tile and tile.is_solid():
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if pos.x + (rect[2] / self.METER) >= x and pos.x + (rect[0] / self.METER) <= (x + 1) and \
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pos.y + (rect[3] / self.METER) >= y and pos.y + (rect[1] / self.METER) <= (y + 1):
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if cw >= x and cx <= (x + 1) and ch >= y and cy <= (y + 1):
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return True
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return False
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@ -59,6 +59,6 @@ class Player:
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if controller.is_down("up") or controller.is_down("down") or \
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controller.is_down("left") or controller.is_down("right"):
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self.sprite.texture.set_animation(self.dir * 4, (self.dir * 4) + 3, self.speed * 3)
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self.sprite.texture.set_animation(self.dir * 4, (self.dir * 4) + 3, self.speed * 2)
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else:
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self.sprite.texture.set_animation(self.dir * 4, self.dir * 4, 0)
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@ -13,3 +13,6 @@ class Sprite:
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def set_rect(self, rect):
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self.rect = pygame.Rect(*rect)
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def get_rect(self):
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return self.rect
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