Overworld objektumok
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@@ -17,6 +17,10 @@ class BalthasarRenderer:
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self.direction = DIR_UP
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self.walking = False
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self.anim_timer = 0
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self.x = 0
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self.y = 0
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self.w = B_SPRITE_WIDHT
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self.h = B_SPRITE_HEIGHT
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def set_direction(self, direction):
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self.direction = direction
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@@ -26,12 +30,15 @@ class BalthasarRenderer:
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if walking == False:
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self.anim_timer = 0
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def get_aabb(self):
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return 0, 0, 0, 0
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def update(self):
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self.anim_timer += 1
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if self.anim_timer > 30:
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self.anim_timer = 0
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def render(self, game):
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def render(self, game, _):
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sprite_h = self.direction if self.direction < 3 else 2
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sprite_v = 1 if (self.walking and self.anim_timer <= 15) else 0
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flip_h = self.direction == DIR_LEFT
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@@ -106,22 +113,15 @@ class OverworldMap:
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return OVERWORLD_MAP[OVERWORLD_HEIGHT - 1 - tile_y][tile_x]
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return None # Out of bounds / wall
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def is_box_walkable(self, world_x, world_y, width, height):
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def is_box_walkable(self, left, bottom, right, top):
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"""Checks if a bounding box (e.g., player's feet) is entirely on walkable tiles."""
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feet_offset_y = (B_SPRITE_HEIGHT - height) / 2
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box_center_y = world_y - feet_offset_y
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left = world_x - (width / 2)
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right = world_x + (width / 2) - 1
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bottom = box_center_y - (height / 2)
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top = box_center_y + (height / 2) - 1
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# Check the four corners of the bounding box
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corners = [
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(left, bottom),
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(right, bottom),
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(left, top),
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(right, top)
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(right, top),
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]
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for cx, cy in corners:
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@@ -129,23 +129,43 @@ class OverworldMap:
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tile_y = int(cy // OVERWORLD_TILE_HEIGHT)
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# Check map bounds
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if not (0 <= tile_x < OVERWORLD_WIDTH and 0 <= tile_y < OVERWORLD_HEIGHT):
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if not (
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0 <= tile_x < OVERWORLD_WIDTH and
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0 <= tile_y < OVERWORLD_HEIGHT
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):
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return False # Out of bounds is a wall
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return True
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# !!! CHATGPT VÉGE !!!
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def get_translation(self, game):
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return (
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self.scroll_x + (game.screen_width / 2) - ((OVERWORLD_WIDTH * OVERWORLD_TILE_WIDTH) / 2),
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self.scroll_y + (game.screen_height / 2) - ((OVERWORLD_HEIGHT * OVERWORLD_TILE_HEIGHT) / 2)
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)
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def render(self, game):
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for s in self.sprites:
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arcade.draw_texture_rect(
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s[0],
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s[1].move(
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self.scroll_x + (game.screen_width / 2) - ((OVERWORLD_WIDTH * OVERWORLD_TILE_WIDTH) / 2),
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self.scroll_y + (game.screen_height / 2) - ((OVERWORLD_HEIGHT * OVERWORLD_TILE_HEIGHT) / 2)
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),
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s[1].move(*self.get_translation(game)),
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pixelated=True
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)
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# Teszt objektum
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class TestObject:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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self.w = 16
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self.h = 16
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def get_aabb(self):
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return self.x, self.y, self.x + self.w, self.y + self.h
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def render(self, game, translation):
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arcade.draw_rect_filled(
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arcade.LBWH(self.x, self.y, 16, 16).move(*translation),
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arcade.color.PURPLE,
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)
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