203 lines
6.7 KiB
Python
203 lines
6.7 KiB
Python
import assets
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import arcade
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# Main character renderer
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DIR_DOWN = 0
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DIR_UP = 1
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DIR_RIGHT = 2
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DIR_LEFT = 3
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B_SPRITE_WIDHT = 16
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B_SPRITE_HEIGHT = 24
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B_SPRITE_WALKING = 3
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class BalthasarRenderer:
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def __init__(self, x, y):
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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.interactive = False
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self.x = x
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self.y = y
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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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def set_walking(self, walking):
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self.walking = walking
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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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sprite_h = self.direction if self.direction < 3 else 2
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sprite_v = ((self.anim_timer // 15) + 1) if self.walking else 0
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flip_h = self.direction == DIR_LEFT
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sprite = assets.sprites["balthasar"].get_texture(arcade.LBWH(B_SPRITE_WIDHT*sprite_h, B_SPRITE_HEIGHT*sprite_v, B_SPRITE_WIDHT, B_SPRITE_HEIGHT))
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arcade.draw_texture_rect(
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sprite.flip_horizontally() if flip_h else sprite,
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arcade.LBWH((game.screen_width / 2) - (B_SPRITE_WIDHT / 2), (game.screen_height / 2) - (B_SPRITE_HEIGHT / 2), B_SPRITE_WIDHT, B_SPRITE_HEIGHT),
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pixelated=True
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)
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# Overworld Map
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OVERWORLD_LB_X = 0
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OVERWORLD_LB_Y = 0
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OVERWORLD_TILE_WIDTH = 16
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OVERWORLD_TILE_HEIGHT = 16
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OVERWORLD_WIDTH = 12
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OVERWORLD_HEIGHT = 12
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OVERWORLD_MAP = [
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[9, 9, 9, 5, 3, 3, 3, 3, 6, 9, 9, 9],
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[9, 9, 5, 0, 0, 0, 0, 0, 0, 6, 9, 9],
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[9, 5, 0, 0, 0, 0, 0, 0, 0, 0, 6, 9],
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[5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6],
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[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2],
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[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2],
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[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2],
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[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2],
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[7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8],
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[9, 7, 0, 0, 0, 0, 0, 0, 0, 0, 8, 9],
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[9, 9, 7, 0, 0, 0, 0, 0, 0, 8, 9, 9],
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[9, 9, 9, 7, 4, 4, 4, 4, 8, 9, 9, 9],
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]
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class OverworldMap:
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def __init__(self):
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self.sprites = []
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self.scroll_x = 0
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self.scroll_y = 0
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x = 0
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y = len(OVERWORLD_MAP)
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for row in OVERWORLD_MAP:
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y -= 1
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for tile in row:
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self.sprites.append([
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assets.sprites["overworld"].get_texture(
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arcade.LBWH((tile % 4) * OVERWORLD_TILE_WIDTH, (tile // 4) * OVERWORLD_TILE_HEIGHT,
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OVERWORLD_TILE_WIDTH, OVERWORLD_TILE_HEIGHT)
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),
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arcade.LBWH(
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(x * OVERWORLD_TILE_WIDTH),
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(y * OVERWORLD_TILE_HEIGHT),
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OVERWORLD_TILE_WIDTH,
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OVERWORLD_TILE_HEIGHT
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)
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])
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x += 1
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x = 0
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# !!! CHATGPT !!!
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def get_player_world_pos(self, game):
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"""Calculates the player's world pixel position based on scroll."""
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base_offset_x = (game.screen_width / 2) - ((OVERWORLD_WIDTH * OVERWORLD_TILE_WIDTH) / 2)
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base_offset_y = (game.screen_height / 2) - ((OVERWORLD_HEIGHT * OVERWORLD_TILE_HEIGHT) / 2)
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# Player pixel position in the world coordinate space
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player_world_x = (game.screen_width / 2) - base_offset_x - self.scroll_x
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player_world_y = (game.screen_height / 2) - base_offset_y - self.scroll_y
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return player_world_x, player_world_y
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def set_player_world_pos(self, game, target_x, target_y):
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"""Sets the player's world position by adjusting the scroll offsets."""
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half_world_width = (OVERWORLD_WIDTH * OVERWORLD_TILE_WIDTH) / 2
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half_world_height = (OVERWORLD_HEIGHT * OVERWORLD_TILE_HEIGHT) / 2
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# Reverse the math from get_player_world_pos to solve for scroll_x and scroll_y
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self.scroll_x = half_world_width - target_x
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self.scroll_y = half_world_height - target_y
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def get_tile_at(self, world_x, world_y):
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"""Returns the map tile ID at a given world pixel position."""
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tile_x = int(world_x // OVERWORLD_TILE_WIDTH)
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tile_y = int(world_y // OVERWORLD_TILE_HEIGHT)
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# Check bounds
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if 0 <= tile_x < OVERWORLD_WIDTH and 0 <= tile_y < OVERWORLD_HEIGHT:
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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, 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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# 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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]
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for cx, cy in corners:
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tile_x = int(cx // OVERWORLD_TILE_WIDTH)
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tile_y = int(cy // OVERWORLD_TILE_HEIGHT)
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# Check map bounds
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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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tile_id = OVERWORLD_MAP[OVERWORLD_HEIGHT - 1 - tile_y][tile_x]
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if tile_id > 8:
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return False
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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(*self.get_translation(game)),
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pixelated=True
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)
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# Csata Szobor
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PODIUM_WIDTH = 48
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PODIUM_HEIGHT = 32
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class BattlePodium:
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def __init__(self, x, y, battle_id):
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self.x = x
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self.y = y
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self.w = PODIUM_WIDTH
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self.h = PODIUM_HEIGHT
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self.interactive = True
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self.battle = battle_id
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self.texture = assets.sprites["podium"].get_texture(arcade.LBWH(battle_id * PODIUM_WIDTH, 0, PODIUM_WIDTH, PODIUM_HEIGHT))
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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_texture_rect(
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self.texture,
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arcade.LBWH(self.x, self.y, self.w, self.h).move(*translation),
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pixelated=True
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)
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def on_interact(self, start_battle_func, delete_obj_func):
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start_battle_func(self.battle)
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delete_obj_func(self)
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