Merge branch 'collisions' into 'master'
Collisions See merge request ynerant/dungeon-battle!9
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commit
f7d63dabdc
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@ -4,3 +4,15 @@ from ..interfaces import FightingEntity
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class Player(FightingEntity):
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maxhealth = 20
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strength = 5
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def move_up(self) -> bool:
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return self.check_move(self.y - 1, self.x, True)
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def move_down(self) -> bool:
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return self.check_move(self.y + 1, self.x, True)
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def move_left(self) -> bool:
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return self.check_move(self.y, self.x - 1, True)
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def move_right(self) -> bool:
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return self.check_move(self.y, self.x + 1, True)
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@ -1,5 +1,6 @@
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from typing import Any
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from .entities.player import Player
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from .interfaces import Map
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from .mapdisplay import MapDisplay
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from .settings import Settings
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@ -22,8 +23,8 @@ class Game:
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m = Map.load("example_map.txt")
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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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m.add_entity(player)
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player.move(1, 6)
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d = MapDisplay(m, player)
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while True:
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screen.clear()
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@ -42,21 +43,3 @@ class Game:
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self.player.move_left()
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if key == 'd' or key == 'KEY_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) -> None:
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self.y -= 1
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def move_down(self) -> None:
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self.y += 1
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def move_left(self) -> None:
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self.x -= 1
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def move_right(self) -> None:
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self.x += 1
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@ -11,12 +11,18 @@ class Map:
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height: int
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tiles: list
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def __init__(self, width: int, height: int, tiles: list,
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entities: list = None):
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def __init__(self, width: int, height: int, tiles: list):
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self.width = width
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self.height = height
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self.tiles = tiles
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self.entities = entities or []
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self.entities = []
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def add_entity(self, entity: "Entity") -> None:
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"""
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Register a new entity in the map.
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"""
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self.entities.append(entity)
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entity.map = self
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@staticmethod
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def load(filename: str):
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@ -39,7 +45,7 @@ class Map:
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tiles = [[Tile(c)
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for x, c in enumerate(line)] for y, line in enumerate(lines)]
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return Map(width, height, tiles, [])
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return Map(width, height, tiles)
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def draw_string(self) -> str:
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"""
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@ -68,11 +74,19 @@ class Tile(Enum):
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class Entity:
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y: int
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x: int
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map: Map
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def __init__(self):
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self.y = 0
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self.x = 0
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def check_move(self, y: int, x: int, move_if_possible: bool = False)\
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-> bool:
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tile = self.map.tiles[y][x]
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if tile.can_walk() and move_if_possible:
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self.move(y, x)
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return tile.can_walk()
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def move(self, y: int, x: int) -> None:
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self.y = y
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self.x = x
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@ -1,22 +1,21 @@
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#!/usr/bin/env python
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import curses
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from typing import Any
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from dungeonbattle.entities.player import Player
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from dungeonbattle.interfaces import Map
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class MapDisplay:
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def __init__(self, m: Map, player: Any):
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# TODO Type the player field with the good type
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def __init__(self, m: Map, player: Player):
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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.player = player
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def update_pad(self) -> None:
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self.pad.addstr(0, 0, self.map.draw_string())
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# TODO Not all entities should be a player
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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.addstr(self.player.getPosY(), self.player.getPosX(), '🐿')
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self.pad.addstr(e.y, e.x, '🐿')
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def display(self, y: int, x: int) -> None:
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deltay, deltax = (curses.LINES // 2) + 1, (curses.COLS // 2) + 1
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@ -59,8 +59,8 @@ class TestEntities(unittest.TestCase):
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"""
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item = Bomb()
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squirrel = Squirrel()
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self.map.entities.append(item)
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self.map.entities.append(squirrel)
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self.map.add_entity(item)
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self.map.add_entity(squirrel)
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squirrel.health = 2
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squirrel.move(41, 42)
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item.act(self.map)
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@ -76,6 +76,22 @@ class TestEntities(unittest.TestCase):
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Test some random stuff with players.
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"""
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player = Player()
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self.map.add_entity(player)
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player.move(1, 6)
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self.assertEqual(player.strength, 5)
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self.assertEqual(player.health, player.maxhealth)
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self.assertEqual(player.maxhealth, 20)
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# Test movements and ensure that collisions are working
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self.assertFalse(player.move_up())
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self.assertTrue(player.move_left())
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self.assertFalse(player.move_left())
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for i in range(8):
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self.assertTrue(player.move_down())
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self.assertFalse(player.move_down())
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self.assertTrue(player.move_right())
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self.assertTrue(player.move_right())
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self.assertTrue(player.move_right())
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self.assertFalse(player.move_right())
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self.assertTrue(player.move_down())
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self.assertTrue(player.move_down())
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