Handle player position in game display
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@ -14,10 +14,14 @@ class Game:
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def _start_game(self, screen):
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def _start_game(self, screen):
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# TODO Generate map, or make the possibility to load another one
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# TODO Generate map, or make the possibility to load another one
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m = Map.load("example_map.txt")
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m = Map.load("example_map.txt")
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d = MapDisplay(m)
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player = Player()
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self.player = player
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player.y = 1
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player.x = 6
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d = MapDisplay(m, player)
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screen.refresh()
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screen.refresh()
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while True:
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while True:
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d.display(1, 6)
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d.display(player.getPosY(), player.getPosX())
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screen.refresh()
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screen.refresh()
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key = screen.getkey()
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key = screen.getkey()
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self.handle_key_pressed(key)
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self.handle_key_pressed(key)
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@ -25,10 +29,34 @@ class Game:
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def handle_key_pressed(self, key):
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def handle_key_pressed(self, key):
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# TODO load keys from settings
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# TODO load keys from settings
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if key == 'z' or key == 'KEY_UP':
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if key == 'z' or key == 'KEY_UP':
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pass # TODO Go up
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self.player.move_up()
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if key == 's' or key == 'KEY_DOWN':
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if key == 's' or key == 'KEY_DOWN':
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pass # TODO Go down
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self.player.move_down()
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if key == 'q' or key == 'KEY_LEFT':
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if key == 'q' or key == 'KEY_LEFT':
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pass # TODO Go left
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self.player.move_left()
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if key == 'd' or key == 'KEY_RIGHT':
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if key == 'd' or key == 'KEY_RIGHT':
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pass # TODO Go right
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self.player.move_right()
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class Player:
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# FIXME Should be elsewhere, only useful to don't break the previous code
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y: int = 0
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x: int = 0
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def move_up(self):
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self.y -= 1
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def move_down(self):
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self.y += 1
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def move_left(self):
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self.x -= 1
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def move_right(self):
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self.x += 1
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def getPosX(self):
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return self.x
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def getPosY(self):
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return self.y
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@ -4,14 +4,16 @@ from dungeonbattle.interfaces import Map
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class MapDisplay:
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class MapDisplay:
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def __init__(self, m: Map):
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def __init__(self, m: Map, player):
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self.map = m
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self.map = m
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self.pad = curses.newpad(m.height, m.width+1)
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self.pad = curses.newpad(m.height, m.width+1)
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self.player = player
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def update_pad(self):
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def update_pad(self):
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self.pad.addstr(0, 0, self.map.draw_string())
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self.pad.addstr(0, 0, self.map.draw_string())
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for e in self.map.entities:
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for e in self.map.entities:
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self.pad.addch(e.y, e.x, e.img)
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self.pad.addch(e.y, e.x, e.img)
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self.pad.addstr(self.player.getPosY(), self.player.getPosX(), '🐿')
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def display(self, y, x):
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def display(self, y, x):
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deltay, deltax = (curses.LINES // 2) + 1, (curses.COLS //2) + 1
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deltay, deltax = (curses.LINES // 2) + 1, (curses.COLS //2) + 1
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