Linux Game Jam 2023 mini-contribution
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@ -1,3 +1,4 @@
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#!/bin/bash
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cp src/scripts/*.py bin/linux/scripts/
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cd bin/linux
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./mcrogueface
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@ -8,7 +8,7 @@
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GameEngine::GameEngine()
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{
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font.loadFromFile("./assets/JetbrainsMono.ttf");
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window.create(sf::VideoMode(1024, 768), "McRogueFace - 7DRL Submission by John McCardle");
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window.create(sf::VideoMode(1024, 768), "McRogueFace - LGJ Submission by John McCardle");
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visible = window.getDefaultView();
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window.setFramerateLimit(30);
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scene = "menu";
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@ -4,7 +4,7 @@
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MenuScene::MenuScene(GameEngine* g) : Scene(g)
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{
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text.setFont(game->getFont());
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text.setString("McRogueFace Engine - 7DRL 2023 Submission (Incomplete)");
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text.setString("McRogueFace Engine - LGJ 2023 (Incomplete)");
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text.setCharacterSize(24);
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//std::cout << "MenuScene Initialized. " << game << std::endl;
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//std::cout << "Font: " << game->getFont().getInfo().family << std::endl;
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@ -14,6 +14,11 @@ MenuScene::MenuScene(GameEngine* g) : Scene(g)
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text2.setCharacterSize(16);
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text2.setPosition(0.0f, 50.0f);
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text3.setFont(game->getFont());
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text3.setString("use 'W' 'A' 'S' 'D' to move (even when blank; it's a bug)");
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text3.setCharacterSize(16);
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text3.setPosition(0.0f, 80.0f);
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registerAction(ActionCode::KEY + sf::Keyboard::Space, "start_game");
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registerAction(ActionCode::KEY + sf::Keyboard::Up, "up");
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registerAction(ActionCode::KEY + sf::Keyboard::Down, "down");
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@ -43,5 +48,6 @@ void MenuScene::sRender()
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game->getWindow().clear();
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game->getWindow().draw(text);
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game->getWindow().draw(text2);
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game->getWindow().draw(text3);
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game->getWindow().display();
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}
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@ -8,6 +8,7 @@ class MenuScene: public Scene
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{
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sf::Text text;
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sf::Text text2;
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sf::Text text3;
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public:
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MenuScene(GameEngine*);
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@ -26,6 +26,7 @@ class TestEntity:
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self.facing_direction = 0
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self.do_fov = do_fov
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self.label = label
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self.inventory = []
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#print(f"Calling C++ with: {repr((self.grid, label, tex_index, self.basesprite, x, y, self))}")
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grids = mcrfpy.listGrids()
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for g in grids:
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@ -34,7 +35,8 @@ class TestEntity:
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mcrfpy.createEntity(self.grid, label, tex_index, self.basesprite, x, y, self)
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def ai_act(self):
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if self.label == "player": return
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return # no AI motion
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#if self.label == "player": return
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self.move(randint(-1, 1), randint(-1, 1))
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scene.actors += 1
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@ -43,15 +45,38 @@ class TestEntity:
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mcrfpy.unlockPlayerInput()
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scene.updatehints()
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def move(self, dx, dy):
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def die(self):
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#self.x = -2
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#self.y = -2
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self.move(-1000,-1000)
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self.animate(0,animove=(-1000,-1000))
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self.x = -1000
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self.y = -1000
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self.label = "dead"
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def interact(self, initiator, callback):
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print(f"Interacted with {self.label}. ", end='')
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if self.label == 'item':
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print("'taking' item.")
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callback()
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self.die()
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else:
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print("blocking movement.")
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def move(self, dx, dy, force=False):
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# select animation direction
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# prefer left or right for diagonals.
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#grids = mcrfpy.listGrids()
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for g in scene.grids:
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if g.title == self.grid:
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if g.at(self.x + dx, self.y + dy) is None or not g.at(self.x + dx, self.y + dy).walkable:
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if not force and g.at(self.x + dx, self.y + dy) is None or not g.at(self.x + dx, self.y + dy).walkable:
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#print("Blocked at target location.")
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return
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if not force: # entities can be stepped on when force=True (like collecting items!)
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for entity in scene.tes:
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if (entity.x, entity.y) == (self.x + dx, self.y + dy):
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print(f"Blocked by entity {entity.label} at ({entity.x}, {entity.y})")
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return entity.interact(self, lambda: self.move(dx, dy, force=True))
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if self.label == "player":
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mcrfpy.lockPlayerInput()
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scene.updatehints()
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@ -70,7 +95,7 @@ class TestEntity:
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start_sprite = self.basesprite + (self.texture_width * (direction + (4 if attacking else 0)))
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animation_frames = [start_sprite + i for i in range((self.attack_frames if attacking else self.walk_frames))]
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mcrfpy.createAnimation(
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0.25, # duration, seconds
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0.15, # duration, seconds
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self.grid, # parent: a UIMenu or Grid key
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"entity", # target type: 'menu', 'grid', 'caption', 'button', 'sprite', or 'entity'
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self.entity_index, # target id: integer index for menu or grid objs; None for grid/menu
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@ -119,10 +144,41 @@ class TestEntity:
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#animations_in_progress -= 1
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scene.actors -= 1
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#print(f"{self} done animating - {scene.actors} remaining")
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if scene.actors == 0:
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if scene.actors <= 0:
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scene.actors = 0
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mcrfpy.unlockPlayerInput()
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scene.updatehints()
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class TestItemEntity(TestEntity):
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def __init__(self, grid, label, tex_index, basesprite, x, y, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, item="Nothing"):
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super().__init__(grid, label, tex_index, basesprite, x, y, texture_width, walk_frames, attack_frames, do_fov)
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self.item = item
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def interact(self, initiator, callback):
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if self.label == 'dead': return super().interact(initiator, callback)
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print(f"Interacted with {self.label}, an item. Adding {self.item} to {initiator.label}'s inventory")
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initiator.inventory.append(self.item)
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callback()
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scene.itemguis()
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self.die()
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class TestDoorEntity(TestEntity):
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def __init__(self, grid, label, tex_index, basesprite, x, y, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, key="Nothing"):
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super().__init__(grid, label, tex_index, basesprite, x, y, texture_width, walk_frames, attack_frames, do_fov)
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self.key = key
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def interact(self, initiator, callback):
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if self.label == 'dead': return super().interact(initiator, callback)
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print(f"Interacted with {self.label}, a Door. ", end='')
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if self.key in initiator.inventory:
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initiator.inventory.remove(self.key)
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print("Taking key & passing.")
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callback()
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scene.itemguis()
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self.die()
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else:
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print("The door is locked.")
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class TestScene:
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def __init__(self, ui_name = "demobox1", grid_name = "demogrid"):
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# Texture & Sound Loading
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@ -132,9 +188,12 @@ class TestScene:
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mcrfpy.createTexture("./assets/alives_other.png", 16, 64, 64) #1 - TinyWorld NPCs
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mcrfpy.createTexture("./assets/alives_other.png", 32, 32, 32) #2 - TinyWorld NPCs - 2x2 sprite
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mcrfpy.createTexture("./assets/custom_player.png", 16, 5, 13) #3 - player
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mcrfpy.createTexture("./assets/Sprite-0001.png", 80, 10, 10) #4 - LGJ2023 keycard + other icons
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mcrfpy.createTexture("./assets/tiny_keycards.png", 16, 8, 8) #5 - tiny keycards (ground items)
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self.ui_name = ui_name
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self.grid_name = grid_name
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# Menu index = 0
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#print("Create UI")
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# Create dialog UI
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mcrfpy.createMenu(ui_name, 20, 540, 500, 200)
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@ -142,18 +201,20 @@ class TestScene:
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mcrfpy.createCaption(ui_name, "", 24, RED)
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#mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKBLUE, (0, 0, 0), "clicky", "testaction")
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mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKRED, (0, 0, 0), "REPL", "startrepl")
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mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKGREEN, (0, 0, 0), "map gen", "gridgen")
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##mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKGREEN, (0, 0, 0), "map gen", "gridgen")
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#mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKGREEN, (0, 0, 0), "mapL", "gridgen2")
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#mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKBLUE, (192, 0, 0), "a_menu", "animtest")
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#mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKRED, GREEN, "a_spr", "animtest2")
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#mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, GREEN, "Next sp", "nextsp")
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#mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, RED, "Prev sp", "prevsp")
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#mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, DARKGREEN, "+16 sp", "skipsp")
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mcrfpy.createSprite(ui_name, 0, 0, 20, 20, 5.0)
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mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKGREEN, (0, 0, 0), "Next", "nextsp")
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mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, (0, 0, 0), "Prev", "prevsp")
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mcrfpy.createSprite(ui_name, 4, 1, 10, 10, 2.0)
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# Menu index = 1
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#print("Create UI 2")
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entitymenu = "entitytestmenu"
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mcrfpy.createMenu(entitymenu, 840, 20, 20, 500)
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mcrfpy.createButton(entitymenu, 0, 10, 150, 40, DARKBLUE, BLACK, "Up", "test_up")
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mcrfpy.createButton(entitymenu, 0, 60, 150, 40, DARKBLUE, BLACK, "Down", "test_down")
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@ -162,39 +223,69 @@ class TestScene:
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mcrfpy.createButton(entitymenu, 0, 210, 150, 40, DARKBLUE, BLACK, "Attack", "test_attack")
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mcrfpy.createButton(entitymenu, 0, 210, 150, 40, DARKBLUE, RED, "TE", "testent")
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# Menu index = 2
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mcrfpy.createMenu( "gridtitlemenu", 0, -10, 0, 0)
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mcrfpy.createCaption("gridtitlemenu", "<grid name>", 18, WHITE)
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#mcrfpy.createCaption("gridtitlemenu", "<camstate>", 16, WHITE)
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# Menu index = 3
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mcrfpy.createMenu( "hintsmenu", 0, 505, 0, 0)
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mcrfpy.createCaption("hintsmenu", "<hintline>", 16, WHITE)
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# Menu index = 4
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# menu names must be created in alphabetical order (?!) - thanks, C++ hash map
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mcrfpy.createMenu( "i", 600, 20, 0, 0)
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#mcrfpy.createMenu( "camstatemenu", 600, 20, 0, 0)
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mcrfpy.createCaption("i", "<camstate>", 16, WHITE)
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# Menu index = 5
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mcrfpy.createMenu( "j", 600, 500, 0, 0)
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mcrfpy.createButton( "j", 0, 0, 80, 40, DARKBLUE, WHITE, "Recenter", "activatecamfollow")
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# Menu index = 6, 7, 8, 9, 10: keycard sprites
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mcrfpy.createMenu("k", 540, 540, 80, 80) #6
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mcrfpy.createSprite("k", 4, 0, 10, 10, 1.0)
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mcrfpy.createMenu("l", 540 + (80 * 1), 540, 80, 80) #7
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mcrfpy.createSprite("l", 4, 1, 10, 10, 1.0)
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mcrfpy.createMenu("m", 540 + (80 * 2), 540, 80, 80) #8
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mcrfpy.createSprite("m", 4, 2, 10, 10, 1.0)
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mcrfpy.createMenu("n", 540 + (80 * 3), 540, 80, 80) #9
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mcrfpy.createSprite("n", 4, 3, 10, 10, 1.0)
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mcrfpy.createMenu("o", 540 + (80 * 4), 540, 80, 80) #10
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mcrfpy.createSprite("o", 4, 4, 10, 10, 1.0)
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#print("Make UIs visible")
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self.menus = mcrfpy.listMenus()
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self.menus[0].visible = True
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self.menus[1].w = 170
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self.menus[1].visible = True
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#self.menus[2].visible = True
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self.menus[2].bgcolor = BLACK
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self.menus[3].visible = True
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self.menus[3].bgcolor = BLACK
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self.menus[4].visible = True
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self.menus[4].bgcolor = BLACK
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self.menus[5].visible = True
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mcrfpy.modMenu(self.menus[0])
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mcrfpy.modMenu(self.menus[1])
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mcrfpy.modMenu(self.menus[2])
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mcrfpy.modMenu(self.menus[3])
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mcrfpy.modMenu(self.menus[4])
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mcrfpy.modMenu(self.menus[5])
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for mn in range(2, 6):
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self.menus[mn].bgcolor = BLACK
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self.menus[mn].visible = True
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mcrfpy.modMenu(self.menus[mn])
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for mn in range(6, 11):
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self.menus[mn].bgcolor = BLACK
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self.menus[mn].visible = False
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mcrfpy.modMenu(self.menus[mn])
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#self.menus[2].bgcolor = BLACK
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#self.menus[3].visible = True
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#self.menus[3].bgcolor = BLACK
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#self.menus[4].visible = True
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#self.menus[4].bgcolor = BLACK
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#self.menus[5].visible = True
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#mcrfpy.modMenu(self.menus[0])
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#mcrfpy.modMenu(self.menus[1])
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#mcrfpy.modMenu(self.menus[2])
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#mcrfpy.modMenu(self.menus[3])
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#mcrfpy.modMenu(self.menus[4])
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#mcrfpy.modMenu(self.menus[5])
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#pprint(mcrfpy.listMenus())
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#print(f"UI 1 gave back this sprite: {self.menus[0].sprites}")
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@ -209,19 +300,42 @@ class TestScene:
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#mcrfpy.createEntity("demogrid", "tinyenemy", 1, 1538, 3, 6, lambda: None)
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#print("Create fancy entity")
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self.player = TestEntity("demogrid", "player", 3, 20, 17, 3, 5, walk_frames=4, attack_frames=5, do_fov=True)
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self.tes = [
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TestEntity("demogrid", "classtest", 1, 1538, 5, 7, 64, walk_frames=5, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 1545, 7, 9, 64, walk_frames=5, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 1552, 9, 11, 64, walk_frames=5, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 1566, 11, 13, 64, walk_frames=4, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 1573, 13, 15, 64, walk_frames=4, attack_frames=6),
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#TestEntity("demogrid", "item", 1, 1573, 13, 15, 64, walk_frames=4, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 1583, 15, 17, 64, walk_frames=4, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 130, 9, 7, 64, walk_frames=5, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 136, 11, 9, 64, walk_frames=5, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 143, 13, 11, 64, walk_frames=5, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 158, 15, 13, 64, walk_frames=5, attack_frames=6),
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TestEntity("demogrid", "classtest", 1, 165, 17, 15, 64, walk_frames=5, attack_frames=6),
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TestEntity("demogrid", "player", 3, 20, 17, 3, 5, walk_frames=4, attack_frames=5, do_fov=True)
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self.player,
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TestItemEntity("demogrid", "GreenKeyCard", 5, 0, 19, 3, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, item="Green Keycard"),
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TestItemEntity("demogrid", "BlueKeyCard", 5, 1, 21, 3, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, item="Blue Keycard"),
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TestItemEntity("demogrid", "RedKeyCard", 5, 2, 23, 3, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, item="Red Keycard"),
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TestItemEntity("demogrid", "OrangeKeyCard", 5, 3, 25, 3, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, item="Orange Keycard"),
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TestItemEntity("demogrid", "DevilKeyCard", 5, 4, 27, 3, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, item="Devil Keycard"),
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TestDoorEntity("demogrid", "GreenKeyDoor", 5, 8, 19, 5, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, key="Green Keycard"),
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TestDoorEntity("demogrid", "BlueKeyDoor", 5, 9, 21, 5, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, key="Blue Keycard"),
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TestDoorEntity("demogrid", "RedKeyDoor", 5, 10, 23, 5, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, key="Red Keycard"),
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TestDoorEntity("demogrid", "OrangeKeyDoor", 5, 11, 25, 5, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, key="Orange Keycard"),
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TestDoorEntity("demogrid", "DevilKeyDoor", 5, 12, 27, 5, texture_width=64,
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walk_frames=5, attack_frames=6, do_fov=False, key="Devil Keycard")
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]
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self.grids = mcrfpy.listGrids()
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@ -251,6 +365,13 @@ class TestScene:
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self.updatehints()
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mcrfpy.camFollow(True)
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def itemguis(self):
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print(self.player.inventory)
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items = ["Green Keycard", "Blue Keycard", "Red Keycard", "Orange Keycard", "Devil Keycard"]
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for mn in range(6, 11):
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self.menus[mn].visible = items[mn-6] in self.player.inventory
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mcrfpy.modMenu(self.menus[mn])
|
||||
|
||||
def animate_entity(self, direction, attacking=False):
|
||||
if direction is None:
|
||||
direction = self.entity_direction
|
||||
|
@ -332,7 +453,7 @@ class TestScene:
|
|||
p.walkable = False
|
||||
p.transparent = False
|
||||
|
||||
room_centers = [(randint(0, self.grids[0].grid_x-1), randint(0, self.grids[0].grid_y-1)) for i in range(20)] + [(17, 3)]
|
||||
room_centers = [(randint(0, self.grids[0].grid_x-1), randint(0, self.grids[0].grid_y-1)) for i in range(20)] + [(17, 3), (20,10) + (20,5)]
|
||||
#room_centers.append((3, 5))
|
||||
for r in room_centers:
|
||||
# random hallway
|
||||
|
@ -420,4 +541,5 @@ def start():
|
|||
global scene
|
||||
#print("TestScene.start called")
|
||||
scene = TestScene()
|
||||
|
||||
mcrfpy.refreshFov()
|
||||
scene.updatehints()
|
||||
|
|
Loading…
Reference in New Issue