-
Notifications
You must be signed in to change notification settings - Fork 0
/
world.py
97 lines (75 loc) · 3.13 KB
/
world.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
from vector2 import Vector2
from pygame.surface import Surface
from pytmx.util_pygame import load_pygame
from game_funcs import draw_background_with_tiled_map
from settings import game_settings
class World(object):
def __init__(self, screen):
self.entities = {}
self.entity_id = 0
self.energy_stores = {}
self.game_map = load_pygame(game_settings.MAP_DIR)
self.hero_nums = {"green": 0, "red": 0}
self.background_layer = Surface(game_settings.SCREEN_SIZE).convert_alpha()
self.player_layer = Surface(game_settings.SCREEN_SIZE).convert_alpha()
self.player_layer.fill((0, 0, 0, 0))
# initial double-side heroes
draw_background_with_tiled_map(self.background_layer, self.game_map)
screen.blit(self.background_layer, game_settings.SCREEN_SIZE)
def add_entity(self, entity):
self.entities[self.entity_id] = entity
entity.id = self.entity_id
self.entity_id += 1
self.hero_nums[entity.hero_type] += 1
def remove_entity(self, entity):
self.hero_nums[entity.hero_type] -= 1
del self.entities[entity.id]
def get(self, entity_id):
if entity_id in self.entities:
return self.entities[entity_id]
return None
def process(self, time_passed):
time_passed_seconds = time_passed / 1000.0
for entity in self.entities.values():
entity.process(time_passed_seconds)
def render(self, surface):
surface.fill((255, 255, 255))
self.player_layer.fill((0, 0, 0, 0))
# render entities
for entity in self.energy_stores.values():
entity.render(self.player_layer)
for entity in self.entities.values():
entity.render(self.player_layer)
render_score_message(self.player_layer)
surface.blit(self.background_layer, (0, 0))
surface.blit(self.player_layer, (0, 0))
def get_close_entity(self, name, location, search_range=100.0):
location = Vector2(*location)
for entity in self.entities.values():
if entity.name == name:
distance = location.get_distance_to(entity.location)
if distance < search_range:
return entity
return None
def get_close_energy(self, location, search_range=100.0):
location = Vector2(*location)
for entity in self.energy_stores.values():
distance = location.get_distance_to(entity.location)
if distance < search_range:
return entity
return None
def get_energy_store(self, energy_id):
if energy_id in self.energy_stores.keys():
return self.energy_stores[energy_id]
return None
def add_energy_store(self, store):
self.energy_stores[self.entity_id] = store
store.id = self.entity_id
self.entity_id += 1
def remove_energy_store(self, store):
if store in self.energy_stores.values():
del self.energy_stores[store.id]
def min_hero_type(self):
if self.hero_nums['red'] < self.hero_nums['green']:
return 'red'
return 'green'