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main.py
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128 lines (92 loc) · 3.67 KB
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from core.game import Game
#from core.level import Level
from core.camera import Camera
from core.drawable import Drawable
from levels import Level0
import pygame
import numpy as np
import random
# Define constants
WINDOW_SIZE = (1280, 800)
VIEW_SIZE = (320, 400)
# Define helpers
def bind_keys(game: Game, camera: Camera):
# Create actions for key_presses
def player_move_forward():
camera.move_collide(1., game.get_dt(), level)
def player_move_backwards():
camera.move_collide(-1., game.get_dt(), level)
def player_move_left():
camera.strafe_collide(-1., game.get_dt(), level)
def player_move_right():
camera.strafe_collide(1., game.get_dt(), level)
def player_turn_left():
camera.turn(-1., game.get_dt())
def player_turn_right():
camera.turn(1., game.get_dt())
def player_turn_up():
camera.tilt(1., game.get_dt())
def player_turn_down():
camera.tilt(-1., game.get_dt())
def player_increase_height():
camera.height += 32 * game.get_dt()
def player_decrease_height():
camera.height -= 32 * game.get_dt()
# Bind actions to keys
game.bind_key_pressed(pygame.K_w, player_move_forward)
game.bind_key_pressed(pygame.K_s, player_move_backwards)
game.bind_key_pressed(pygame.K_a, player_move_left)
game.bind_key_pressed(pygame.K_d, player_move_right)
game.bind_key_pressed(pygame.K_LEFT, player_turn_left)
game.bind_key_pressed(pygame.K_RIGHT, player_turn_right)
game.bind_key_pressed(pygame.K_UP, player_turn_up)
game.bind_key_pressed(pygame.K_DOWN, player_turn_down)
game.bind_key_pressed(pygame.K_LSHIFT, player_increase_height)
game.bind_key_pressed(pygame.K_LCTRL, player_decrease_height)
# Bind mouse look
def game_toggle_enable_mouse():
game.set_mouse_enabled(not(game.get_mouse_enabled()))
game.bind_key_down(pygame.K_TAB, game_toggle_enable_mouse)
def player_look(deltaMouseX, deltaMouseY):
camera.turn(deltaMouseX / (2*game.get_frame_size()[0]), 1.)
camera.tilt(-deltaMouseY / game.get_frame_size()[1], 1.)
game.bind_mouse_move(player_look)
# Bind misc keys
def game_toggle_debug_info():
game.set_debug_enabled(not(game.get_debug_enabled()))
def game_quit():
game.quit()
game.bind_key_down(pygame.K_x, game_toggle_debug_info)
game.bind_key_down(pygame.K_ESCAPE, game_quit)
# Load a level from the levels folder
level = Level0()
# Create a camera
camera = Camera(position=level.player_start, angle=level.player_start_angle, view_width=VIEW_SIZE[0], view_height=VIEW_SIZE[1])
# Create a game object
game = Game(window_size=WINDOW_SIZE, frame_size=VIEW_SIZE)
# Set level and camera
game.set_level(level)
game.set_camera(camera)
# Bind keys
bind_keys(game, camera)
# Define update function for game
def update(game: Game, dt: float):
# Do nothing for now
pass
game.set_update(update)
# Add a custom drawable (a magic lamp that moves to a random place when pressing x)
magic_lamp = Drawable(0, 2, 2.5, 11.5, 32)
game.add_drawable(magic_lamp)
game.set_custom_variable("magic_lamp", magic_lamp)
# Define a function to move magic lamp
def move_magic_lamp():
# Move magic lamp to a random spot on the level that is not a wall
while True:
magic_lamp.x_pos = random.randint(0, game.get_level().get_walls().shape[1] - 1) + 0.5
magic_lamp.y_pos = random.randint(0, game.get_level().get_walls().shape[0] - 1) + 0.5
if game.get_level().get_walls()[int(magic_lamp.y_pos - 0.5), int(magic_lamp.x_pos - 0.5), 0] == 0:
break
# Bind key to move magic lamp
game.bind_key_down(pygame.K_x, move_magic_lamp)
# Run game loop
game.run()