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Added better player movement and 2 cameras #70

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4 changes: 4 additions & 0 deletions rpg/constants.py
Original file line number Diff line number Diff line change
@@ -1,3 +1,7 @@
# Window
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Community RPG"

# Player
MOVEMENT_SPEED = 10
2 changes: 1 addition & 1 deletion rpg/debug_tools.py
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ class TestPlayer(arcade.Sprite):
def __init__(
self,
path_or_texture=":resources:images/animated_characters/female_person/femalePerson_idle.png",
scale=0.3,
scale=0.5,
center_x=50,
center_y=50,
):
Expand Down
73 changes: 57 additions & 16 deletions rpg/views/game.py
Original file line number Diff line number Diff line change
Expand Up @@ -2,50 +2,91 @@

import arcade
import arcade.hitbox
from pyglet.math import Vec2

from rpg import debug_tools

MOVEMENT_SPEED = 3
from constants import MOVEMENT_SPEED


class ViewGame(arcade.View):
def __init__(self):
super().__init__()

# Player
self.player_sprite = debug_tools.TestPlayer()
self.left_pressed = False
self.right_pressed = False
self.up_pressed = False
self.down_pressed = False

# Map And Scene
self.tile_map = arcade.load_tilemap(
":assets:world.tmj", hit_box_algorithm=arcade.hitbox.algo_bounding_box
":assets:world.tmj", hit_box_algorithm=arcade.hitbox.algo_simple
)

self.scene = arcade.Scene.from_tilemap(self.tile_map)

# Physics
self.physics_engine = arcade.PhysicsEngineSimple(
self.player_sprite, [self.scene["cliffs"], self.scene["forest"]]
)

# Cameras
self.camera_sprites = arcade.Camera()
self.camera_gui = arcade.Camera()

def set_player_movement_state(self, key, value):
if key == arcade.key.UP:
self.up_pressed = value
elif key == arcade.key.DOWN:
self.down_pressed = value
elif key == arcade.key.LEFT:
self.left_pressed = value
elif key == arcade.key.RIGHT:
self.right_pressed = value

def player_movement(self):
self.player_sprite.change_x, self.player_sprite.change_y = 0, 0

if self.up_pressed:
self.player_sprite.change_y = MOVEMENT_SPEED
elif self.down_pressed:
self.player_sprite.change_y = -MOVEMENT_SPEED

if self.left_pressed:
self.player_sprite.change_x = -MOVEMENT_SPEED
elif self.right_pressed:
self.player_sprite.change_x = MOVEMENT_SPEED

def scroll_to_player(self, speed=1):
vector = Vec2(
self.player_sprite.center_x - self.window.width / 2,
self.player_sprite.center_y - self.window.height / 2,
)
self.camera_sprites.move_to(vector, speed)

def on_draw(self):
self.clear()
self.camera_sprites.use()
self.scene.draw()
self.player_sprite.draw()
debug_tools.draw_hitboxes(self.player_sprite, self.physics_engine)

# GUI
self.camera_gui.use()

def on_update(self, delta_time):
self.player_sprite.update()
self.physics_engine.update()
self.scroll_to_player()

def on_key_press(self, key, modifiers):
if key == arcade.key.UP:
self.player_sprite.change_y = MOVEMENT_SPEED
elif key == arcade.key.DOWN:
self.player_sprite.change_y = -MOVEMENT_SPEED
elif key == arcade.key.LEFT:
self.player_sprite.change_x = -MOVEMENT_SPEED
elif key == arcade.key.RIGHT:
self.player_sprite.change_x = MOVEMENT_SPEED
self.set_player_movement_state(key, True)
self.player_movement()

def on_key_release(self, key, modifiers):
if key in [arcade.key.UP, arcade.key.DOWN]:
self.player_sprite.change_y = 0
elif key in [arcade.key.LEFT, arcade.key.RIGHT]:
self.player_sprite.change_x = 0
self.set_player_movement_state(key, False)
self.player_movement()

def on_resize(self, width, height):
self.camera_sprites.resize(int(width), int(height))
self.camera_gui.resize(int(width), int(height))