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Entity.py
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414 lines (377 loc) · 13.5 KB
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import math
import os
from colorama import Fore
import time
enemy = "X"
player = "O"
distance = " "
tile = "#"
lvl_1 = "1"
lvl_2 = "2"
lvl_3 = "3"
lvl_4 = "4"
Exit = "0"
tileSprite = Fore.GREEN + tile
limit_x = 49
limit_y = 16
down = "\n"
key = "K"
tiles = []
#*TOD0 :assinging ints for each class
playerInt = 0
keyInt = 1
tileInt = 2
enemyInt = 3
#! assinging world limit for the world
worldLimitY = 100
worldLimitX = 100
#* Remeber to add all types here for reffereral
tile_type = "TileSet"
key_type = "Key"
player_type ="Player"
class Pos:
def __init__(self,x:int,y:int):
self.x = x
self.y = y
self.tuple = (x,y)
def dist(self,pos)->float:return math.sqrt((pos.x-self.x)**2+ (pos.y-self.y)**2)
class CollidingObj:
def __init__(self,colliding:bool,typ:str) -> None:
self.colliding = colliding
self.type = typ
class Gate:
def __init__(self,x:int,y:int,destination:int,key_needed:bool = False,key:list=None) -> None:
self.type = "Gate"
self.x = x
self.y = y
self.destination = destination
self.key_needed = key_needed
self.key = key
def get_pos(self) -> Pos: return Pos(self.x,self.y)
def check_entry(self,keys:list) ->bool:
if self.key != None:
if self.key == keys: return True
else: return False
else:
return True
def is_there(self,x,y) -> bool:
for item in self.items:
if item.get_pos().tuple == (x,y):
return True
else:
return False
class Player:
def __init__(self,x:int,y:int,sprite:str,game):
self.type = "Player"
self.x = x
self.y = y
self.af_x = x
self.af_y = y
self.sprite = sprite
self.path = []
self.game = game
self.keys = []
def update_path(self,x,y):
self.path.append((x,y))
def collishion_check(self,x,y,entities:list,typ:str = "Tile")->bool:
#[tile,tile,player]
for entity in entities:
if (x,y) == (entity.x,entity.y):
match entity.type:
case "Tile":
return True if typ == "Tile" else False
case "Enemy":
return True if typ == "Enemy" else False
case "Gate":
return True if not entity.check_entry(self.keys) else False
case "Key":
self.keys.append(entity.key)
entity.visible = False
entity.collected = True
return False
def get_pos(self) -> Pos: return Pos(self.x,self.y)
def move(self,direction):
self.collishion_check(self.x,self.y,self.game.entities)
if direction == "a":
self.x -= 1
elif direction == "d":
self.x += 1
elif direction == "w":
self.y -= 1
elif direction == "s":
self.y += 1
if self.collishion_check(self.x,self.y,self.game.entities):
self.x = self.af_x
self.y = self.af_y
else:
self.af_x,self.af_y = self.x,self.y
for i in self.game.gates:
if (self.x,self.y) == i.get_pos().tuple:
self.game.lvl_change(i.destination)
class Key:
def __init__(self,x:int,y:int,sprite:str,key:int):
self.type = "Key"
self.c_x = x
self.c_y = y
self.x = x
self.y = y
self.sprite = sprite
self.visible = False
self.key = key
self.collected = False
def get_pos(self) -> Pos: return Pos(self.x,self.y)
class Tile:
def __init__(self,x,y,sprite):
self.type = "Tile"
self.sprite = sprite
self.x = x
self.y = y
self.af_x = x
self.af_y = y
def get_pos(self) -> Pos: return Pos(self.x,self.y)
class TileSet():
def __init__(self,tiles:list) -> None:
self.tiles = tiles
def is_there(self,x,y) -> bool:
for tile in self.tiles:
if (tile.x,tile.y) == (x,y):
return True
else:
return False
class Set():
def __init__(self,items:list) -> None:
self.items = items
def is_there(self,x,y,item_needed = False) -> bool:
for item in self.items:
if item.get_pos().tuple == (x,y):
return True
else:
return False
class Enemy:
def __init__(self,x:int,y:int,sprite:str):
self.type = "Enemy"
self.x = x
self.y = y
self.af_x = x
self.af_y = y
self.sprite = sprite
self.game_over = False
self.game = ""
self.states = ["FOLLOW","HIT"]
self.state = self.states[0]
self.times_traped = 0
def get_pos(self) -> Pos: return Pos(self.x,self.y)
def collishion_check(self,x,y,entities:list,typ:str = "Tile")->bool:
#[tile,tile,player]
for entity in entities:
if (x,y) == (entity.x,entity.y):
match entity.type:
case "Tile":
return True if typ == "Tile" else False
case "Player":
self.game.game_over = True
return False
case "Enemy":
return True if typ == "Enemy" else False
def move(self,player:Player):
pass
def follow(self,game_obj):
#*Wall collishion
#sis colliding -> CollidingObs
self.collishion_check(self.x,self.y,game_obj.entities)
player_pos = game_obj.player.get_pos()
enemy_pos = self.get_pos()
up_pos = Pos(enemy_pos.x,enemy_pos.y - 1)
down_pos = Pos(enemy_pos.x ,enemy_pos.y + 1)
right_pos = Pos(enemy_pos.x + 1,enemy_pos.y)
left_pos = Pos(enemy_pos.x - 1,enemy_pos.y)
updist = up_pos.dist(player_pos)
downdist = down_pos.dist(player_pos)
rightdist = right_pos.dist(player_pos)
leftdist = left_pos.dist(player_pos)
self.af_x = self.x
self.af_y = self.y
if updist < downdist and not game_obj.is_colliding(up_pos.tuple):
enemy_pos.y -= 1
elif updist > downdist and not game_obj.is_colliding(down_pos.tuple):
enemy_pos.y += 1
elif rightdist < leftdist and not game_obj.is_colliding(right_pos.tuple):
enemy_pos.x += 1
elif rightdist > leftdist and not game_obj.is_colliding(left_pos.tuple):
enemy_pos.x -= 1
self.x = enemy_pos.x
self.y = enemy_pos.y
if (self.af_x,self.af_y) == (self.x,self.y):
self.times_traped += 1
game_obj.enemy = self
class Game():
def __init__(self,file_name,lvl_obj,lvl_num:int) -> None:
self.lvl_obj = lvl_obj
self.lvl_num = lvl_num
self.entities = self.lvl_load(file_name)
self.gates = []
self.tiles=[]
self.enemies = []
self.exit_gate =[]
self.game_over = False
for entity in self.entities:
if entity.type == "Enemy":
self.enemy:Enemy = entity
self.enemies.append(entity)
elif entity.type == "Player":
self.player:Player = entity
elif entity.type == "Tile":
self.tiles.append(entity)
elif entity.type == "Key":
self.key = entity
elif entity.type == "Gate":
self.gates.append(entity)
if entity.destination == -1:
self.exit_gate.append(entity)
self.exitgateSet = Set(self.exit_gate)
self.tilesSet = TileSet(self.tiles)
self.enemySet = Set(self.enemies)
def get_player(self)->Player:return self.player
def get_enemy(self)->Enemy: return self.enemy
def is_colliding(self,pos:tuple) -> bool:
obj = None
colliding = False
for tile in self.tiles:
if tile.get_pos().tuple == pos:
obj = "Tile"
colliding = True
return colliding
if self.player.get_pos().tuple == pos:
obj = "Player"
colliding = True
elif self.enemy.get_pos().tuple == pos:
obj = "Enemy"
colliding = True
elif self.key.get_pos().tuple == pos:
obj = "Key"
colliding = True
else:
colliding = False
return colliding
def lvl_load(self,file_name:str):
entities = []
x = 0
y = 0
lvl_file = open(file_name,'r')
self.lvl_filename = file_name
lvl_string = lvl_file.readline()
while lvl_string:
for i in lvl_string:
x += 1
if x > 50:
x = 1
y +=1
if i == player:
entities.append(Player(x,y,player,self))
elif i == tile :
entities.append(Tile(x,y,tile))
elif i == key:
entities.append(Key(x,y,key,self.lvl_num))
elif i == enemy:
entities.append(Enemy(x,y,enemy))
elif i == lvl_1:
entities.append(Gate(x,y,1))
elif i == lvl_2:
entities.append(Gate(x,y,2,True,[1]))
elif i == lvl_3:
entities.append(Gate(x,y,3,True,[1,2]))
elif i == lvl_4:
entities.append(Gate(x,y,4,True,[1,2,3]))
elif i == Exit:
entities.append(Gate(x,y,-1,True,[1,2,3,4]))
lvl_string = lvl_file.readline()
lvl_file.close()
return entities
def lv1_draw(self) -> str:
x = 1
y = 0
game = ""
self.game = ""
while True and not self.game_over:
if self.tilesSet.is_there(x,y):
game = game + Fore.WHITE +tile
self.game = self.game + tile
elif self.player.get_pos().tuple == (x,y):
game = game + Fore.BLUE+player
self.game = self.game + player
elif self.enemySet.is_there(x,y):
game = game +Fore.RED+ enemy
self.game = self.game + enemy
elif self.key.get_pos().tuple == (x,y) and self.key.visible :
game = game + Fore.YELLOW + key
self.game = self.game + key
elif self.exitgateSet.is_there(x,y):
game = game+ Fore.GREEN + Exit
self.game = self.game + Exit
else:
game = game + " "
self.game = self.game + " "
x += 1
if x > 49:
x = 1
y += 1
game = game + "\n"
self.game = self.game + "\n"
self.game = self.game.lstrip()
if y > 17:
break
return game
def lvl_change(self,to):
self.lvl_obj.changed_lvl = True
self.lvl_obj.changed_to = to
def lvl_save(self):
f = open(self.lvl_filename,'w')
f.write(self.game)
f.close()
def lvl_update(self,direction):
if self.enemySet.is_there(self.player.x,self.player.y):
self.game_over = True
self.player.move(direction)
for enemy in self.enemies:
enemy.follow(self)
class Level():
def __init__(self,lvl_file:str,level_num:int,player:Player = None,win_con:int = 2) -> None:
self.game_obj = Game(lvl_file,self,level_num)
self.changed_lvl = False
self.changed_to = 0
self.player = self.game_obj.player
self.win_con = win_con
def run(self,player:Player =None):
if player != None:
self.game_obj.player = player
while not self.changed_lvl and not self.game_obj.game_over:
print(Fore.WHITE + self.game_obj.lv1_draw())
direction = input(Fore.CYAN+"You'r move : ")
if os.name == "posix":
os.system("clear")
else:
os.system("cls")
direction = direction.lower()
if direction == "esc":
os._exit(0)
self.game_obj.lvl_update(direction)
if self.game_obj.enemy.times_traped > self.win_con and not self.game_obj.key.collected:
self.game_obj.key.visible = True
pl = self.game_obj.player
if self.game_obj.game_over:
with open("assets/gameover.txt",encoding="utf8") as over_f:
over = over_f.read()
print(Fore.RED + over)
time.sleep(2)
self.changed_to = -1
if pl.y == 0:
pl.y = limit_y - 1
elif pl.x == 1:
pl.x = limit_x - 1
elif pl.y == limit_y:
pl.y = 0 + 1
elif pl.x == limit_x:
pl.x = 0 + 1
pl.af_x,pl.af_y = (pl.x,pl.y)
self.changed_lvl = False
return self.changed_to,pl