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main.py
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"""
TODO: Ajout de la commande 'viens ici'
TODO: Ajout du mécanisme berserk
TODO: Ajout de la commande 'suis moi tout près'
TODO: Ajout de la commande 'suis moi à moyenne distance'
TODO: Ajout de la commande 'arrête de me suivre'
"""
import arcade, pathlib, cProfile, pstats
from itertools import chain
from arcade.sprite_list import _SpatialHash
import engine, pathfinder, task
from engine import BROTHER_SPEED, SISTER_SPEED
from animations import EntitySprite
from levels import LevelOne, LevelTwo, LevelThree, LevelFour
from scale import GLOBAL_SCALE
FOG_OF_WAR_REFRESH_TTL = 10
FOG_OF_WAR_ENABLED = False
CLIP = True
CAMERA_ATTACHED = True
#DOOR_INTERACTION_RANGE = 100
DOOR_INTERACTION_RANGE = 30*GLOBAL_SCALE
SOLDIER_RELOAD = 3
SCREEN_WIDTH = 1000
SCREEN_HEIGHT = 650
SCREEN_TITLE = "Test"
ENTITY_SCALING = GLOBAL_SCALE / 1.5
WALL_SCALING = GLOBAL_SCALE
WEAPON_SCALING = GLOBAL_SCALE
EXCLAMATION_SCALING = GLOBAL_SCALE / 10
GROUND_SCALING = GLOBAL_SCALE
GLASS_SCALING = GLOBAL_SCALE
SPAWN_SCALING = GLOBAL_SCALE
PATHFINDER_SCALING = GLOBAL_SCALE
DOORS_SCALING = GLOBAL_SCALE
PROPS_SCALING = GLOBAL_SCALE
ASSETS_PATH = pathlib.Path("assets")
ANIMATIONS_PATH = ASSETS_PATH / "animations"
BROTHER_SPRITE_PATH = ASSETS_PATH / "brother.png"
SISTER_SPRITE_PATH = ASSETS_PATH / "sister.png"
WALL_SPRITE_PATH = ASSETS_PATH / "wall.png"
WEAPON_SPRITE_PATH = ASSETS_PATH / "weapon.png"
EXCLAMATION_SPRITE_PATH = ASSETS_PATH / "exclamation.png"
BROTHER_RUNNING_RIGHT_SCHEME = ANIMATIONS_PATH / "b_running_{}.png"
BROTHER_IDLE_SCHEME = ANIMATIONS_PATH / "b_idle_{}.png"
BROTHER_DEATH_SCHEME = ANIMATIONS_PATH / "b_death_{}.png"
SISTER_RUNNING_RIGHT_SCHEME = ANIMATIONS_PATH / "g_running_{}.png"
SISTER_IDLE_SCHEME = ANIMATIONS_PATH / "g_idle_{}.png"
SISTER_DEATH_SCHEME = ANIMATIONS_PATH / "g_death_{}.png"
SOLDIER_RUNNING_RIGHT_SCHEME = ANIMATIONS_PATH / "s_running_{}.png"
SOLDIER_IDLE_SCHEME = ANIMATIONS_PATH / "s_idle_{}.png"
DYING_GENERIC_SCHEME = ANIMATIONS_PATH / "death_generic_{}.png"
DEBUG_MAP_PATH = ASSETS_PATH / "debug_map.tmx"
HOUSE_MAP_PATH = ASSETS_PATH / "house.tmx"
PLAY_MAP = HOUSE_MAP_PATH
DEBUG_ROUTE = None
LEVELS = {
2: (ASSETS_PATH / "Jardin.tmx", LevelOne),
3: (ASSETS_PATH / "Moulin.tmx", LevelTwo),
4: (ASSETS_PATH / "Cimetierre.tmx", LevelThree),
5: (ASSETS_PATH / "Eglise.tmx", LevelFour),
}
MAIN_MENU = 0
CREDITS = 1
DEFEAT_BOY = 6
VICTORY = 7
DEFEAT_GIRL = 8
INTRODUCTION = 9
SPACE_TRANSITIONS = {
CREDITS: MAIN_MENU,
INTRODUCTION: 2,
MAIN_MENU: INTRODUCTION,
VICTORY: MAIN_MENU,
}
NEXT_LEVEL = {
2: 3,
3: 4,
4: 5,
5: VICTORY,
}
def is_pure_menu(level):
return level in (MAIN_MENU, CREDITS, DEFEAT_BOY, DEFEAT_GIRL, VICTORY, INTRODUCTION)
INVISIBLE = 0
VISIBLE = 255
def make_static(sprite_list):
sprite_list.is_static = True
def make_use_spatial_hash(sprite_list):
sprite_list.use_spatial_hash = True
sprite_list.spatial_hash = _SpatialHash(cell_size=128)
class Controls:
UP = arcade.key.UP
DOWN = arcade.key.DOWN
LEFT = arcade.key.LEFT
RIGHT = arcade.key.RIGHT
SWITCH_CONTROL = arcade.key.X
TAKE_WEAPON = arcade.key.F
DOOR = arcade.key.F
COME_HERE = arcade.key.C
DEBUG_PRINT_COORD = arcade.key.P
DEBUG_NO_CLIP = arcade.key.I
DEBUG_CAMERA_DETACH = arcade.key.O
@staticmethod
def fill_keyboard(keyboard):
keyboard[Controls.UP] = False
keyboard[Controls.DOWN] = False
keyboard[Controls.LEFT] = False
keyboard[Controls.RIGHT] = False
keyboard[Controls.TAKE_WEAPON] = False
class Bag:
route_key = None
route = None
class Camera:
def __init__(self, x, y, speed=160*GLOBAL_SCALE):
self.x = x
self.y = y
self.dx = 0
self.dy = 0
self.speed = speed
def set_command(self, x, y):
self.dx = x
self.dy = y
def follow(self, obj):
self.x = obj.x
self.y = obj.y
def update(self, dt):
self.x += self.dx*self.speed*dt
self.y += self.dy*self.speed*dt
class Game(arcade.Window):
DEFEAT_BOY = DEFEAT_BOY
DEFEAT_GIRL = DEFEAT_GIRL
VICTORY = VICTORY
NEXT_LEVEL = NEXT_LEVEL
TILE_SIZE = 20*GLOBAL_SCALE
ORDER_COME_HERE = 0
ENTITY_KIND_BROTHER = engine.MainEntity.BROTHER
ENTITY_KIND_SISTER = engine.MainEntity.SISTER
ENTITY_KIND_SOLDIER = engine.MainEntity.SOLDIER
DOOR_INTERACTION_RANGE = DOOR_INTERACTION_RANGE
def __init__(self):
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
self.walls = None
self.exclamations = None
self.grounds = None
self.glasses = None
self.entities = None
self.props = None
self.animators = None
self.sticks = None
self.axes = None
self.doors = None
self.doors_storage = []
self.open_doors = None
self.open_doors_storage = []
self.door_pairing = [] # [(Sprite (door), Sprite (open))]
self.spawn = None
self.pf_data = None
self.fog_of_war = None
self.brother = None
self.sister = None
self.engine = None
self.brother_physics_engine = None
self.brother_glass_physics_engine = None
self.brother_doors_physics_engine = None
self.sister_physics_engine = None
self.sister_glass_physics_engine = None
self.sister_doors_physics_engine = None
self.keyboard = {}
Controls.fill_keyboard(self.keyboard)
self.controlled = None
arcade.set_background_color(arcade.csscolor.BLACK)
self.mouse_x = 0
self.mouse_y = 0
self.fog_of_war_refresh_ttl = 0
#self.current_order = None
#self.currently_executed_order = None
#self.current_order_data = None
self.pf_tree = None
self.index_pool = None
self.tasks = {} # {int: Task}
self.camera = None
self.level_instance = None
self.task_keys = None # list
self.glasses_y_cache = None
self.current_order_task_key = None
self.latest_play_level = 2
self.jukebox = None
def try_shoot(self, soldier, target):
if self.xcan_see(soldier, target) and engine.distance(soldier, target) < 100*GLOBAL_SCALE:
if soldier.reload > 0:
return
self.add_task(task.SoldierShot(target.x, target.y))
soldier.reload = SOLDIER_RELOAD
def create_route_points(self, x, y, x_dst, y_dst):
return pathfinder.create_route_points(x, y, x_dst, y_dst, self.index_pool, self)
def add_task(self, task):
key = self.index_pool.create()
self.tasks[key] = task
self.task_keys.append(key)
task.setup(self)
return key
def rem_task(self, key):
if key in self.tasks: del self.tasks[key]
if key in self.index_pool.indexes: self.index_pool.destroy(key)
if key in self.task_keys: del self.task_keys[self.task_keys.index(key)]
def xcan_see(self, e1, e2):
"""
can e1 see e2 ?
:param e1:
:param e2:
:return:
"""
if arcade.is_point_in_polygon(
x=e2.x,
y=e2.y,
polygon_point_list=e1.get_vision_polygon(),
):
return self.can_see_sprite(e1.x, e1.y, e2.associated_sprite)
return False
def can_see(self, x, y, dest_x, dest_y):
line = [[x, y], [dest_x, dest_y]]
for s in chain(self.walls, self.doors):
if min(x, dest_x) < s.center_x < max(x, dest_x)\
or min(y, dest_y) < s.center_y < max(y, dest_y):
if not arcade.is_point_in_polygon(dest_x, dest_y, s.points)\
and arcade.are_polygons_intersecting(line, s.points):
return False
return True
def can_see_sprite(self, x, y, sprite):
for point in sprite.points:
if self.can_see(x, y, *point):
return True
return False
def on_key_press(self, symbol: int, modifiers: int):
if not self.ready: return
if is_pure_menu(self.level):
if symbol == arcade.key.SPACE:
if self.level in (DEFEAT_GIRL, DEFEAT_BOY):
self.setup(self.latest_play_level)
return
if self.level in SPACE_TRANSITIONS: self.setup(SPACE_TRANSITIONS[self.level])
if symbol == arcade.key.ENTER:
if self.level == MAIN_MENU:
self.setup(CREDITS)
return
self.keyboard[symbol] = True
if symbol == Controls.SWITCH_CONTROL:
if self.current_order_task_key is not None:
self.tasks[self.current_order_task_key].quit()
self.current_order_task_key = None
if self.controlled.can_be_commanded: self.controlled.stop_commands()
self.controlled = [self.engine.brother, self.engine.sister][self.controlled is self.engine.brother]
if symbol == Controls.COME_HERE:
if self.current_order_task_key is None:
follower = [self.engine.brother, self.engine.sister][self.controlled is self.engine.brother]
followed = self.controlled
if not follower.can_be_commanded:
print("Cant be commanded")
return
self.current_order_task_key = self.add_task(task.XGuideTo(
follower,
followed.x,
followed.y,
))
if symbol == Controls.DOOR:
self.entity_switch_door(self.controlled)
if symbol == Controls.DEBUG_PRINT_COORD:
print(f"{int(self.controlled.x)};{int(self.controlled.y)}")
if symbol == Controls.DEBUG_NO_CLIP:
global CLIP
CLIP = not CLIP
print(f"No clip : {not CLIP}")
if symbol == Controls.DEBUG_CAMERA_DETACH:
global CAMERA_ATTACHED
CAMERA_ATTACHED = not CAMERA_ATTACHED
print(f"Camera attached : {CAMERA_ATTACHED}")
def on_key_release(self, symbol: int, modifiers: int):
if not self.ready: return
if is_pure_menu(self.level): return
self.keyboard[symbol] = False
def on_mouse_motion(self, x: float, y: float, dx: float, dy: float):
self.mouse_x = x
self.mouse_y = y
def entity_switch_door(self, entity):
player_sprite = entity.associated_sprite
r = arcade.get_closest_sprite(player_sprite, self.doors)
if r is None:
nearest_closed_door, distance_c = None, float("inf")
else:
nearest_closed_door, distance_c = r
r = arcade.get_closest_sprite(player_sprite, self.open_doors)
if r is None:
nearest_open_door, distance_o = None, float("inf")
else:
nearest_open_door, distance_o = r
if distance_c < distance_o and distance_c < DOOR_INTERACTION_RANGE:
for door, open_door in self.door_pairing:
if door is nearest_closed_door:
nearest_closed_door.remove_from_sprite_lists()
self.open_doors.append(open_door)
break
if distance_o < distance_c and distance_o < DOOR_INTERACTION_RANGE:
for door, open_door in self.door_pairing:
if open_door is nearest_open_door:
nearest_open_door.remove_from_sprite_lists()
self.doors.append(door)
break
def setup(self, level):
self.ready = False
self.index_pool = pathfinder.IndexPool.new()
self.task_keys = []
if self.jukebox is None:
self.jukebox = task.SoundPlayer(str(ASSETS_PATH / "main.mp3"), 0.05)
self.add_task(self.jukebox)
self.level = level
self.menu = arcade.SpriteList()
self.defeat_b = arcade.SpriteList()
self.defeat_g = arcade.SpriteList()
self.victory = arcade.SpriteList()
if level == DEFEAT_BOY:
self.defeat_b.append(arcade.Sprite(
str(ASSETS_PATH / "Ecrans" / "Ecran de mort garcon.png"),
center_x=SCREEN_WIDTH//2,
center_y=SCREEN_HEIGHT//2,
scale=0.3,
))
self.ready = True
if level == DEFEAT_GIRL:
self.defeat_g.append(arcade.Sprite(
str(ASSETS_PATH / "Ecrans" / "Ecran de mort fille.png"),
center_x=SCREEN_WIDTH//2,
center_y=SCREEN_HEIGHT//2,
scale=0.3,
))
self.ready = True
if level == CREDITS:
self.menu.append(arcade.Sprite(
str(ASSETS_PATH / "Ecrans" / "Crédits.png"),
center_x=SCREEN_WIDTH // 2,
center_y=SCREEN_HEIGHT // 2,
scale=0.3,
))
self.ready = True
if level == INTRODUCTION:
self.menu.append(arcade.Sprite(
str(ASSETS_PATH / "Ecrans" / "Introduction.png"),
center_x=SCREEN_WIDTH // 2,
center_y=SCREEN_HEIGHT // 2,
scale=0.3,
))
self.ready = True
if level == VICTORY:
self.victory.append(arcade.Sprite(
str(ASSETS_PATH / "Ecrans" / "Ecran de victoire.png"),
center_x=SCREEN_WIDTH // 2,
center_y=SCREEN_HEIGHT // 2,
scale=0.3,
))
self.ready = True
if level == MAIN_MENU:
self.menu.append(arcade.Sprite(
str(ASSETS_PATH / "Ecrans" / "Ecran titre.png"),
center_x=SCREEN_WIDTH // 2,
center_y=SCREEN_HEIGHT // 2,
scale=0.3,
))
self.ready = True
if is_pure_menu(self.level): return
print("Setting up ...")
self.latest_play_level = level
data = LEVELS[level]
#self.walls = arcade.SpriteList()
#self.weapons = arcade.SpriteList()
self.exclamations = arcade.SpriteList()
self.fog_of_war = arcade.SpriteList()
self.entities = arcade.SpriteList()
self.animators = arcade.SpriteList()
map = arcade.tilemap.read_tmx(str(data[0]))
self.map = map
self.walls = arcade.tilemap.process_layer(map, "walls", WALL_SCALING)
print("Walls")
self.sticks = arcade.tilemap.process_layer(map, "sticks", WEAPON_SCALING)
print("Sticks")
self.axes = arcade.tilemap.process_layer(map, "axes", WEAPON_SCALING)
print("Axes")
self.grounds = arcade.tilemap.process_layer(map, "ground", GROUND_SCALING)
print("Grounds")
self.glasses = arcade.tilemap.process_layer(map, "glasses", GLASS_SCALING)
print("Glasses")
self.spawn = arcade.tilemap.process_layer(map, "spawn", SPAWN_SCALING)
print("Spawn")
self.pf_data = arcade.tilemap.process_layer(map, "pathfinder", PATHFINDER_SCALING)
print("PF data")
self.doors = arcade.tilemap.process_layer(map, "doors", DOORS_SCALING)
print("Doors")
self.open_doors = arcade.tilemap.process_layer(map, "open_doors", DOORS_SCALING)
print("Open doors")
self.props = arcade.tilemap.process_layer(map, "props", PROPS_SCALING)
print("Props")
#make_static(self.walls)
#make_static(self.grounds); make_use_spatial_hash(self.grounds)
#make_static(self.pf_data); make_use_spatial_hash(self.pf_data)
self.doors_storage = self.doors[:]
self.open_doors_storage = self.open_doors[:]
while self.open_doors:
self.open_doors[0].remove_from_sprite_lists()
self.door_pairing = []
for door in self.open_doors_storage:
closed_door, distance = arcade.get_closest_sprite(door, self.doors)
self.door_pairing.append((closed_door, door))
print(str(distance))
if self.spawn:
spawn_x = self.spawn[0].center_x
spawn_y = self.spawn[0].center_y
else:
spawn_x = 0
spawn_y = 0
self.glasses_y_cache = []
for sprite in self.glasses:
self.glasses_y_cache.append((sprite._get_bottom(), sprite, 0))
self.glasses_y_cache = sorted(self.glasses_y_cache, key=lambda i: i[0], reverse=True)
#self.brother = arcade.Sprite(str(BROTHER_SPRITE_PATH), ENTITY_SCALING)
demonics = ASSETS_PATH / "Démonique"
demon_pace = 2
self.brother = EntitySprite(
running_right_file_scheme=str(BROTHER_RUNNING_RIGHT_SCHEME),
running_right_amount=5,
running_right_pace=0.5,
idle_right_file_scheme=str(BROTHER_IDLE_SCHEME),
idle_right_amount=2,
idle_pace=2,
dying_right_file_scheme=str(BROTHER_DEATH_SCHEME),
dying_right_amount=2,
dying_right_pace=4,
m_scale=ENTITY_SCALING,
scale=ENTITY_SCALING,
kind="brother",
running_right_s_demon_scheme=str(demonics / "Semi démon {}.png"),
running_right_s_demon_amount=5,
running_right_s_demon_pace=demon_pace,
running_right_demon_scheme=str(demonics / "Démon {}.png"),
running_right_demon_amount=5,
running_right_demon_pace=demon_pace,
running_right_demon_stick_scheme=str(demonics / "Démon avec bâton {}.png"),
running_right_demon_stick_amount=5,
running_right_demon_stick_pace=demon_pace,
running_right_demon_axe_scheme=str(demonics / "Démon avec hache {}.png"),
running_right_demon_axe_amount=5,
running_right_demon_axe_pace=demon_pace,
)
self.brother.center_x = spawn_x
self.brother.center_y = spawn_y
self.entities.append(self.brother)
#self.sister = arcade.Sprite(str(SISTER_SPRITE_PATH), ENTITY_SCALING)
self.sister = EntitySprite(
running_right_file_scheme=str(SISTER_RUNNING_RIGHT_SCHEME),
running_right_amount=5,
running_right_pace=0.5,
idle_right_file_scheme=str(SISTER_IDLE_SCHEME),
idle_right_amount=2,
idle_pace=2,
dying_right_file_scheme=str(SISTER_DEATH_SCHEME),
dying_right_amount=2,
dying_right_pace=4,
m_scale=ENTITY_SCALING,
scale=ENTITY_SCALING,
)
self.sister.center_x = spawn_x
self.sister.center_y = spawn_y
self.entities.append(self.sister)
self.brother_physics_engine = arcade.PhysicsEngineSimple(self.brother, self.walls)
self.brother_glass_physics_engine = arcade.PhysicsEngineSimple(self.brother, self.glasses)
self.brother_doors_physics_engine = arcade.PhysicsEngineSimple(self.brother, self.doors)
self.sister_physics_engine = arcade.PhysicsEngineSimple(self.sister, self.walls)
self.sister_glass_physics_engine = arcade.PhysicsEngineSimple(self.sister, self.glasses)
self.sister_doors_physics_engine = arcade.PhysicsEngineSimple(self.sister, self.doors)
self.engine = engine.GameEngine.new(
self,
self.brother.center_x,
self.brother.center_y,
self.sister.center_x,
self.sister.center_y,
)
self.engine.brother.associated_sprite = self.brother
self.engine.sister.associated_sprite = self.sister
self.controlled = self.engine.brother
self.camera = Camera(0, 0)
self.camera.follow(self.controlled)
print("Camera set up")
if FOG_OF_WAR_ENABLED:
for sprite in chain(self.grounds, self.entities, self.walls, self.glasses, self.doors, self.open_doors, self.sticks, self.axes):
sprite._set_alpha(INVISIBLE)
self.pf_tree = pathfinder.Tree.generate(self)
self.level_instance = data[1]()
self.level_instance.setup(self)
"""
self.add_task(task.After(2,
lambda self=self:
self.debug_shot()
))
"""
self.ready = True
def debug_shot(self):
self.add_task(task.SoldierShot(self.brother.center_x, self.brother.center_y))
self.add_task(task.After(2,
lambda self=self:
self.debug_shot()
))
def draw_out_level_indicators(self):
for e in (self.engine.brother, self.engine.sister):
if e.is_out_leveled and e.associated_exclamation is None:
s = arcade.Sprite(str(EXCLAMATION_SPRITE_PATH), EXCLAMATION_SCALING)
s.center_x = e.x
s.center_y = e.y
self.exclamations.append(s)
e.associated_exclamation = s
elif not e.is_out_leveled and e.associated_exclamation is not None:
e.associated_exclamation.remove_from_sprite_lists()
e.associated_exclamation = None
def draw_debug(self):
ui_line_size = 20
arcade.draw_text(f"Berserk: {self.engine.brother.level:.2f}",
self.brother.center_x, self.brother.center_y - ui_line_size,
arcade.csscolor.WHITE, 25)
if self.engine.brother.has_weapon:
arcade.draw_text("Armé",
self.brother.center_x, self.brother.center_y - 2 * ui_line_size,
arcade.csscolor.WHITE, 25)
arcade.draw_text(f"Proba: {max(self.engine.brother.level, 0.1):.2f}",
self.brother.center_x, self.brother.center_y - 3 * ui_line_size,
arcade.csscolor.WHITE, 25)
arcade.draw_text(f"Essai: {self.engine.brother.mood_trial_ttl:.2f}",
self.brother.center_x, self.brother.center_y - 4 * ui_line_size,
arcade.csscolor.WHITE, 25)
arcade.draw_text(f"Panique: {self.engine.sister.level:.2f}",
self.sister.center_x, self.sister.center_y - ui_line_size,
arcade.csscolor.WHITE, 25)
"""
for r in (engine.BROTHER_BERSERK_DECREASE_RANGE, engine.BROTHER_BERSERK_INCREASE_RANGE):
arcade.draw_circle_outline(
self.brother.center_x,
self.brother.center_y,
r,
arcade.csscolor.WHITE,
)
"""
for e in (self.engine.sister, self.engine.brother):
arcade.draw_text(f"{e.x:.2f};{e.y:.2f}",
e.x, e.y + 2 * ui_line_size,
arcade.csscolor.WHITE, 25)
for r in (engine.SISTER_PANIC_DECREASE_RANGE, engine.SISTER_PANIC_INCREASE_RANGE):
arcade.draw_circle_outline(
self.sister.center_x,
self.sister.center_y,
r,
arcade.csscolor.WHITE,
)
ig_mouse = (
self.controlled.x - (SCREEN_WIDTH / 2) + self.mouse_x,
self.controlled.y - (SCREEN_HEIGHT / 2) + self.mouse_y,
)
color = [arcade.csscolor.RED, arcade.csscolor.WHITE][self.can_see(
self.controlled.x, self.controlled.y,
*ig_mouse,
)]
arcade.draw_line(self.controlled.x, self.controlled.y,
*ig_mouse,
color)
global DEBUG_ROUTE
if DEBUG_ROUTE is not None: arcade.draw_lines(DEBUG_ROUTE, arcade.csscolor.GREEN)
def on_draw(self):
arcade.start_render()
self.menu.draw()
self.defeat_b.draw()
self.defeat_g.draw()
self.victory.draw()
if not self.ready: return
if is_pure_menu(self.level):
return
if CAMERA_ATTACHED:
self.camera.follow(self.controlled)
self.grounds.draw()
#self.draw_out_level_indicators()
self.walls.draw()
self.doors.draw()
self.open_doors.draw()
sprs = sorted(chain(
self.glasses_y_cache,
[(sprite._get_bottom(), sprite, 1) for sprite in self.entities]
), key=lambda i: i[0], reverse=True)
"""
self.glasses.draw()
for entity in self.entities:
entity.texture.draw_scaled(
center_x=entity.center_x,
center_y=entity.center_y,
scale=ENTITY_SCALING,
)
"""
for y, sprite, t in sprs:
if t == 0:
sprite.draw()
else:
sprite.texture.draw_scaled(
center_x=sprite.center_x,
center_y=sprite.center_y,
scale=ENTITY_SCALING
)
self.engine.sister.try_health_display()
self.exclamations.draw()
self.sticks.draw()
self.axes.draw()
for animator in self.animators:
animator.texture.draw_scaled(
center_x=animator.center_x,
center_y=animator.center_y,
scale=animator.m_scale,
)
#for e in self.engine.entities.values():
# e.draw_vision()
#self.draw_debug()
#self.draw_pf()
def draw_pf(self):
if self.current_order_task_key is None:
return
t = self.tasks[self.current_order_task_key]
key = t.key
for node in self.pf_tree.nodes:
h = node.safe.get(key, {"height": None})["height"]
arcade.draw_text(
text=str(h) + f" {node.rx};{node.ry}",
start_x=node.x - 20,
start_y=node.y,
color=arcade.csscolor.WHITE,
font_size=10,
)
for sub_node in node.links.values():
arcade.draw_line(
node.x,
node.y,
sub_node.x,
sub_node.y,
color=arcade.csscolor.WHITE,
)
"""
def update_order(self):
if self.current_order != self.currently_executed_order:
self.currently_executed_order = self.current_order
if self.current_order == Game.ORDER_COME_HERE:
followed = self.controlled
follower = [self.engine.brother, self.engine.sister][self.controlled is self.engine.brother]
self.current_order_data = Bag()
points, key = pathfinder.create_route_points(
src_x=follower.x,
src_y=follower.y,
dst_x=followed.x,
dst_y=followed.y,
index_pool=self.index_pool,
game=self,
)
if points is None:
print("Unable to do that")
self.current_order = None
return
global DEBUG_ROUTE
DEBUG_ROUTE = points
self.current_order_data.route_key = key
self.current_order_data.route = points
if self.current_order == Game.ORDER_COME_HERE:
follower = [self.engine.brother, self.engine.sister][self.controlled is self.engine.brother]
if abs(follower.x - self.current_order_data.route[0][0]) < 10\
and abs(follower.y - self.current_order_data.route[0][1]) < 10:
del self.current_order_data.route[0]
if self.current_order_data.route:
follower.set_command(
self.current_order_data.route[0][0] - follower.x,
self.current_order_data.route[0][1] - follower.y,
)
else:
follower.stop_commands()
self.current_order = None
"""
def update_checking_keyboard(self):
command_x = 0
command_y = 0
if self.keyboard[Controls.LEFT]: command_x -= 1
if self.keyboard[Controls.RIGHT]: command_x += 1
if self.keyboard[Controls.UP]: command_y += 1
if self.keyboard[Controls.DOWN]: command_y -= 1
if CAMERA_ATTACHED:
if self.controlled.can_be_commanded:
self.controlled.set_command(command_x, command_y)
else:
self.camera.set_command(command_x, command_y)
self.controlled.command_take_weapon = self.keyboard[Controls.TAKE_WEAPON]
def update_fog_of_war(self):
self.fog_of_war_refresh_ttl -= 1
if self.fog_of_war_refresh_ttl <= 0:
self.fog_of_war_refresh_ttl = FOG_OF_WAR_REFRESH_TTL