feat(sim): projectiles, items and inventory

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dualfroz committed 2026-08-24 23:10:30 +02:00
1 parent 9f40874f53
commit 8c5c8b8fe0
3 files changed
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class Inventory:
def __init__(self):
self.counts = {}
self.keys = 0
def add(self, kind, amount=1):
self.counts[kind] = self.counts.get(kind, 0) + amount
if kind == "key":
self.keys += amount
return self.counts[kind]
def count(self, kind):
return self.counts.get(kind, 0)
def has(self, kind, amount=1):
return self.count(kind) >= amount
def consume(self, kind, amount=1):
if self.count(kind) < amount:
return False
self.counts[kind] -= amount
if kind == "key":
self.keys -= amount
return True
def asDict(self):
return {"counts": dict(self.counts), "keys": self.keys}
def loadDict(self, record):
self.counts = dict(record.get("counts", {}))
self.keys = record.get("keys", 0)
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from ..constants import tileSize
from .geometry import Aabb
itemDefs = {
"coin": {"score": 100, "size": 12, "bob": True},
"gem": {"score": 500, "size": 12, "bob": True},
"key": {"score": 50, "size": 12, "bob": False},
"heart": {"score": 0, "size": 14, "bob": True, "heal": 2},
}
class Collectible:
def __init__(self, kind, x, y):
self.kind = kind
self.x = float(x)
self.y = float(y)
self.collected = False
definition = itemDefs.get(kind, itemDefs["coin"])
self.size = definition["size"]
self.score = definition["score"]
self.heal = definition.get("heal", 0)
self.bob = definition.get("bob", False)
self.bobPhase = 0.0
@property
def aabb(self):
pad = (tileSize - self.size) * 0.5
return Aabb(self.x + pad, self.y + pad, self.size, self.size)
def update(self):
if self.bob:
self.bobPhase = (self.bobPhase + 0.15) % 6.2831853
def collect(self, player, world):
if self.collected:
return
self.collected = True
player.score += self.score
world.score += self.score
if self.kind == "coin":
player.coins += 1
world.coins += 1
elif self.heal:
player.heal(self.heal)
player.inventory.add(self.kind)
world.playSound("pickup", self.x)
world.spawnBurst("pickup", self.x + tileSize * 0.5, self.y + tileSize * 0.5, 5)
@classmethod
def fromSpawn(cls, spawn):
return cls(spawn.kind, spawn.x, spawn.y)
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from .. import constants
from .entity import Actor
from . import physics
class Projectile(Actor):
def __init__(self, x, y, vx, vy, owner="enemy", damage=1):
super().__init__(x, y, 6, 6)
self.vx = vx
self.vy = vy
self.owner = owner
self.damage = damage
self.life = constants.projectileLife
self.gravityScale = 0.0
def update(self, world):
self.life -= 1
if self.life <= 0:
self.alive = False
return
if self.gravityScale:
self.vy += constants.gravity * self.gravityScale
self.x += self.vx
self.y += self.vy
box = self.aabb
for tileBox in physics.solidTilesOverlapping(world.level, box):
if box.intersects(tileBox):
self.alive = False
world.spawnBurst("spark", self.centerX, self.centerY, 4)
return
if self.centerX < -32 or self.centerX > world.level.pixelWidth() + 32:
self.alive = False