First steps

This commit is contained in:
staubsauger 2024-08-16 19:58:37 +02:00
parent 81190c687e
commit 1e731f5a80
191 changed files with 65 additions and 7 deletions

View file

@ -5,6 +5,7 @@ from __future__ import annotations
from typing import Final, Self
import attrs
import math
import tcod.ecs.callbacks
from tcod.ecs import Entity
@ -18,9 +19,19 @@ class Position:
def __add__(self, direction: tuple[int, int]) -> Self:
"""Add a vector to this position."""
match direction:
case Position(x, y):
return self.__class__(self.x + x, self.y + y)
x, y = direction
return self.__class__(self.x + x, self.y + y)
def __sub__(self, direction: tuple[int, int]):
match direction:
case Position(x, y):
return self.__class__(self.x - x, self.y - y)
x, y = direction
return self.__class__(self.x - x, self.y - y)
def length(self):
return math.sqrt(self.x**2+self.y**2)
@tcod.ecs.callbacks.register_component_changed(component=Position)
def on_position_changed(entity: Entity, old: Position | None, new: Position | None) -> None:

View file

@ -4,6 +4,8 @@ from typing import Final
from tcod.event import KeySym
from game.world_tools import unlock_door
DIRECTION_KEYS: Final = {
# Arrow keys
KeySym.LEFT: (-1, 0),
@ -34,3 +36,7 @@ DIRECTION_KEYS: Final = {
KeySym.u: (1, -1),
KeySym.n: (1, 1),
}
ACTION_KEYS: Final = {
KeySym.SPACE: unlock_door
}

View file

@ -12,9 +12,9 @@ import g
import game.menus
import game.world_tools
from game.components import Gold, Graphic, Position
from game.constants import DIRECTION_KEYS
from game.constants import DIRECTION_KEYS, ACTION_KEYS
from game.state import Push, Reset, State, StateResult
from game.tags import IsItem, IsPlayer
from game.tags import IsItem, IsPlayer, IsWall, IsDoor
@attrs.define()
@ -25,10 +25,17 @@ class InGame(State):
"""Handle events for the in-game state."""
(player,) = g.world.Q.all_of(tags=[IsPlayer])
match event:
case tcod.event.KeyDown(sym=sym) if sym in ACTION_KEYS:
for door in g.world.Q.all_of(tags=[IsDoor]):
if (player.components[Position] - door.components[Position]).length() < 2:
ACTION_KEYS[sym](door)
case tcod.event.Quit():
raise SystemExit()
case tcod.event.KeyDown(sym=sym) if sym in DIRECTION_KEYS:
player.components[Position] += DIRECTION_KEYS[sym]
new_pos = player.components[Position] + DIRECTION_KEYS[sym]
if g.world.Q.all_of(tags=[new_pos, IsWall]):
return None
player.components[Position] = new_pos
# Auto pickup gold
for gold in g.world.Q.all_of(components=[Gold], tags=[player.components[Position], IsItem]):
player.components[Gold] += gold.components[Gold]

View file

@ -12,3 +12,9 @@ IsActor: Final = "IsActor"
IsItem: Final = "IsItem"
"""Entity is an item."""
IsWall: Final = "IsWall"
"""Entity is a wall."""
IsDoor: Final = "IsDoor"
"""Entiy is a door."""

View file

@ -4,16 +4,17 @@ from __future__ import annotations
from random import Random
from tcod.ecs import Registry
import g
from tcod.ecs import Registry, Entity
from game.components import Gold, Graphic, Position
from game.tags import IsActor, IsItem, IsPlayer
from game.tags import IsActor, IsItem, IsPlayer, IsWall, IsDoor
def new_world() -> Registry:
"""Return a freshly generated world."""
world = Registry()
rng = world[None].components[Random] = Random()
player = world[object()]
@ -29,4 +30,21 @@ def new_world() -> Registry:
gold.components[Gold] = rng.randint(1, 10)
gold.tags |= {IsItem}
for i in range(20):
if i == 5 or i == 9:
door = world[object()]
door.components[Position] = Position(10, i)
door.components[Graphic] = Graphic(ord("\\"))
door.tags |= {IsDoor}
continue
wall = world[object()]
wall.components[Position] = Position(10, i)
wall.components[Graphic] = Graphic(ord("#"))
wall.tags |= {IsWall}
return world
def unlock_door(door: Entity):
door.components[Graphic] = Graphic(ord("_"))
door.tags.discard(IsDoor)