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sandbox.py
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sandbox.py
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import sys
import esper
import utils
import pygame
import pygame_gui
from copy import deepcopy
from utils.consts import FPS
from ai import *
from menu import *
from item import *
from render import *
from movement import *
from location import *
from creature import *
from animation import *
from shoot import *
from event import EventProcessor
from bind import BindingProcessor
from camera import CameraProcessor
from roof import RoofTogglingProcessor
from object import SizeComputingProcessor
from effect import ScreenReddingProcessor
from chrono import DayNightCyclingProcessor
from ui import UiDrawingProcessor, UiMakingProcessor
from chunk import ChunkUnloadingProcessor, ChunkLoadingProcessor
PROCESSORS = (
# Location / Positioning
InitLocationProcessor,
SpawnablePositioningProcessor,
#
# Bindings
BindingProcessor,
#
# Rendering Sprites / Applying Transformations
SpriteMakingProcessor,
SpriteAnimationSyncingProcessor,
SpriteSortingProcessor,
SizeApplyingProcessor,
DirectionApplyingProcessor,
InvisibilityApplyingProcessor,
SpriteRectUpdatingProcessor,
SpriteMaskComputingProcessor,
CollisionHandlingProcessor,
SpriteDrawingProcessor,
#
# Shooting
ShootingProcessor,
ShotDelayingProcessor,
#
# Movement / Deformations
MovementProcessor,
RotationProcessor,
DirectionSettingProcessor,
#
# Damage
DamageMakingProcessor,
DamageDelayingProcessor,
#
# Enemy
EnemyRoutingProcessor,
EnemyRotationProcessor,
EnemyDamagingProcessor,
#
# Bot instructions
InstructingProcessor,
InstructionExecutingProcessor,
#
# Inventory / Items
InventoryInitializingProcessor,
ItemCollisionDetectingProcessor,
ItemsTakingProcessor,
ItemGroundingProcessor,
InventoryFillingProcessor,
GunReloadingProcessor,
#
# Camera focus
CameraProcessor,
#
# Roofs
RoofTogglingProcessor,
#
# Events
EventProcessor,
#
# Animation
FrameCyclingProcessor,
StateChangingProcessor,
StateHandlingProcessor,
SizeComputingProcessor,
#
# Time
DayNightCyclingProcessor,
#
# UI
UiMakingProcessor,
UiDrawingProcessor,
ScreenReddingProcessor,
#
# Removers
SpriteRemovingProcessor,
DamageMarkerRemovingProcessor,
RemoveItemCollidingMarker,
ShotMarkerRemovingProcessor,
SpriteImageChangedMarkerRemovingProcessor,
CollisionRemovingProcessor,
)
CHUNK_LOADER_PROCESSORS = (
ChunkUnloadingProcessor,
ChunkLoadingProcessor,
)
MENU_MANAGER_PROCESSORS = (
MenuCreationProcessor,
MenuTogglingProcessor,
MenuUpdatingProcessor,
MenuDrawingProcessor,
)
def fill_world(world: esper.World):
world.create_entity(LocationInitRequest("sandbox/map"))
player = utils.make.creature(
world,
"player",
SpawnPoint("player"),
PlayerMarker(),
LookAfterMouseCursor(),
Inventory(5),
Equipment(),
extra_parts={"legs"},
surface_preprocessor=lambda s: pygame.transform.rotate(
pygame.transform.scale2x(s), 90
),
)
def fill_registers(world: esper.World):
init_creatures_registry(world)
init_items_registry(world)
if __name__ == "__main__":
settings = deepcopy(utils.consts.DEFAULT_SETTINGS)
pygame.init()
screen = pygame.display.set_mode(settings["resolution"])
pygame.display.set_caption("Corpse inc.")
clock = pygame.time.Clock()
uimanager = pygame_gui.UIManager(screen.get_size())
uistorage = {}
world = esper.World()
fill_world(world)
fill_registers(world)
for processor in PROCESSORS:
world.add_processor(processor())
chunkloader = esper.World()
for processor in CHUNK_LOADER_PROCESSORS:
chunkloader.add_processor(processor())
menumanager = esper.World()
for processor in MENU_MANAGER_PROCESSORS:
menumanager.add_processor(processor())
running = [True]
paused = [False]
started = [True if "--debug" in sys.argv else False]
current_menu = ["main_menu"]
while running[0]:
events = pygame.event.get()
menumanager.process(
current_menu=current_menu,
screen=screen,
settings=settings,
events=events,
paused=paused,
started=started,
world=world,
)
if not started[0] or paused[0]:
pygame.display.flip()
continue
world.process(
screen=screen,
paused=paused,
started=started,
events=events,
running=running,
settings=settings,
dt=clock.tick(FPS),
uimanager=uimanager,
uistorage=uistorage,
)
chunkloader.process(settings["resolution"], world)
pygame.display.flip()
pygame.quit()