squirrel-battle/dungeonbattle/interfaces.py

106 lines
2.7 KiB
Python

#!/usr/bin/env python
from enum import Enum
from dungeonbattle.settings import Settings
import dungeonbattle.texturepack as tp
class Map:
"""
Object that represents a Map with its width, height
and the whole tiles, with their custom properties.
"""
width: int
height: int
tiles: list
currentx : int #coordinates of the point that should be on the topleft corner of the screen
currenty : int
def __init__(self, width: int, height: int, tiles: list, entities = []):
self.width = width
self.height = height
self.tiles = tiles
self.entities = entities
@staticmethod
def load(filename: str):
"""
Read a file that contains the content of a map, and build a Map object.
"""
with open(filename, "r") as f:
file = f.read()
return Map.load_from_string(file)
@staticmethod
def load_from_string(content: str):
"""
Load a map represented by its characters and build a Map object.
"""
lines = content.split("\n")
lines = [line for line in lines if line]
height = len(lines)
width = len(lines[0])
tiles = [[Tile(c)
for x, c in enumerate(line)] for y, line in enumerate(lines)]
return Map(width, height, tiles, [])
def draw_string(self) -> str:
"""
Draw the current map as a string object that can be rendered
in the window.
"""
return "\n".join("".join(tile.value for tile in line)
for line in self.tiles)
class Tile(Enum):
if self.settings.TEXTURE_PACK == 'ASCII'
self.textures = tp.ascii_textures
if self.settings.TEXTURE_PACK == 'SQUIRREL'
self.textures = tp.squirrel_textures
EMPTY = self.textures["EMPTY"]
WALL = self.textures["WALL"]
FLOOR = self.textures["FLOOR"]
def is_wall(self) -> bool:
return self == Tile.WALL
def can_walk(self) -> bool:
"""
Check if an entity (player or not) can move in this tile.
"""
return not self.is_wall()
class Entity:
x: int
y: int
name : str
def move(self, x: int, y: int) -> None:
self.x = x
self.y = y
def act(self, m:Map):
pass
class FightingEntity(Entity):
maxhealth: int
health: int
strength: int
def __init__(self):
self.health = self.maxhealth
def hit(self, opponent) -> None:
opponent.take_damage(self, self.strength)
def take_damage(self, attacker, amount:int) -> None:
self.health -= amount
if self.health <= 0:
self.die()
def die(self) -> None:
pass