feat(sim): projectiles, items and inventory
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class Inventory:
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def __init__(self):
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self.counts = {}
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self.keys = 0
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def add(self, kind, amount=1):
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self.counts[kind] = self.counts.get(kind, 0) + amount
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if kind == "key":
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self.keys += amount
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return self.counts[kind]
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def count(self, kind):
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return self.counts.get(kind, 0)
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def has(self, kind, amount=1):
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return self.count(kind) >= amount
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def consume(self, kind, amount=1):
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if self.count(kind) < amount:
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return False
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self.counts[kind] -= amount
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if kind == "key":
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self.keys -= amount
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return True
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def asDict(self):
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return {"counts": dict(self.counts), "keys": self.keys}
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def loadDict(self, record):
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self.counts = dict(record.get("counts", {}))
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self.keys = record.get("keys", 0)
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@@ -0,0 +1,51 @@
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from ..constants import tileSize
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from .geometry import Aabb
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itemDefs = {
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"coin": {"score": 100, "size": 12, "bob": True},
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"gem": {"score": 500, "size": 12, "bob": True},
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"key": {"score": 50, "size": 12, "bob": False},
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"heart": {"score": 0, "size": 14, "bob": True, "heal": 2},
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}
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class Collectible:
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def __init__(self, kind, x, y):
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self.kind = kind
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self.x = float(x)
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self.y = float(y)
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self.collected = False
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definition = itemDefs.get(kind, itemDefs["coin"])
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self.size = definition["size"]
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self.score = definition["score"]
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self.heal = definition.get("heal", 0)
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self.bob = definition.get("bob", False)
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self.bobPhase = 0.0
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@property
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def aabb(self):
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pad = (tileSize - self.size) * 0.5
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return Aabb(self.x + pad, self.y + pad, self.size, self.size)
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def update(self):
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if self.bob:
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self.bobPhase = (self.bobPhase + 0.15) % 6.2831853
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def collect(self, player, world):
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if self.collected:
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return
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self.collected = True
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player.score += self.score
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world.score += self.score
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if self.kind == "coin":
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player.coins += 1
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world.coins += 1
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elif self.heal:
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player.heal(self.heal)
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player.inventory.add(self.kind)
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world.playSound("pickup", self.x)
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world.spawnBurst("pickup", self.x + tileSize * 0.5, self.y + tileSize * 0.5, 5)
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@classmethod
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def fromSpawn(cls, spawn):
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return cls(spawn.kind, spawn.x, spawn.y)
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@@ -0,0 +1,32 @@
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from .. import constants
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from .entity import Actor
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from . import physics
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class Projectile(Actor):
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def __init__(self, x, y, vx, vy, owner="enemy", damage=1):
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super().__init__(x, y, 6, 6)
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self.vx = vx
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self.vy = vy
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self.owner = owner
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self.damage = damage
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self.life = constants.projectileLife
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self.gravityScale = 0.0
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def update(self, world):
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self.life -= 1
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if self.life <= 0:
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self.alive = False
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return
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if self.gravityScale:
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self.vy += constants.gravity * self.gravityScale
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self.x += self.vx
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self.y += self.vy
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box = self.aabb
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for tileBox in physics.solidTilesOverlapping(world.level, box):
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if box.intersects(tileBox):
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self.alive = False
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world.spawnBurst("spark", self.centerX, self.centerY, 4)
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return
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if self.centerX < -32 or self.centerX > world.level.pixelWidth() + 32:
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self.alive = False
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