game/blocks.py

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Python
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2020-05-12 07:20:00 -05:00
import pygame
import os
import lib.constants as constants
from lib.gameregistry import GameRegistry
from lib.block import Block
from lib.inventory import Inventory
dy_blocks={}
def make_block(klass_name,name,clear=False,drops=False):
def blk_init():
pass
def init(self,x,y,screen):
Block.__init__(self,x,y,screen)
self.setTextureName(name)
self.clear=clear
self.drops=drops
self.unlocalisedName=name
attr_table={
"unlocalisedName":name,
"__init__":init,
"init":blk_init,
}
klass=type(klass_name,(Block,),attr_table)
GameRegistry.registerBlock(klass,name)
Block.registerTexture(name)
glob=globals()
glob[klass_name]=klass
global dy_blocks
dy_blocks[klass_name]=name
return klass
make_block("BlockStone","stone")
make_block("BlockTree","tree",False,("wood",8))
make_block("BlockGrass","grass",True)
make_block("BlockWood","wood")
make_block("BlockCoal","coal_ore")
GameRegistry.registerFuel("coal_ore",8)
make_block("BlockIron","iron_ore")
make_block("ItemIronIngot","iron_ingot",False)
#make_block("ItemCoal","coal",False)
# class BlockDoor(Block):
# unlocalisedName="door"
# openDoor=pygame.image.load(os.path.join("tiles","door_open.png"))
#
# @classmethod
# def init(cls):
# GameRegistry.registerBlock(cls,cls.unlocalisedName)
# Block.registerTexture(cls.unlocalisedName)
#
# def __init__(self,x,y,screen):
# Block.__init__(self,x,y,screen)
# self.setTextureName(BlockDoor.unlocalisedName)
# self.unlocalisedName=BlockDoor.unlocalisedName
#
# def interact(self,inv):
# self.clear=not self.clear
# pygame.mixer.Sound("door.ogg").play().set_volume(0.2)
#
# def getTexture(self):
# if self.clear:
# return BlockDoor.openDoor
# else:
# return False
#
# def interactData(self):
# return {"clear":self.clear}
#
# def loadData(self,data):
# self.clear=data["clear"]
#
# class BlockWorkbench(Block):
# unlocalisedName="workbench"
#
# @classmethod
# def init(cls):
# GameRegistry.registerBlock(cls,cls.unlocalisedName)
# Block.registerTexture(cls.unlocalisedName)
#
# def __init__(self,x,y,screen):
# Block.__init__(self,x,y,screen)
# self.setTextureName(BlockWorkbench.unlocalisedName)
# self.unlocalisedName=BlockWorkbench.unlocalisedName
# self.inv=Inventory()
#
# def interact(self,inv):
# selected=inv.selected
# if selected!="":
# inv.remove(selected)
# self.inv.addTile(selected,1)
# else:
# if self.inv.inv in GameRegistry.recipes.values():
# out=""
# for outp,reqs in GameRegistry.recipes.items():
# if self.inv.inv==reqs:
# out=outp
# break
# inv.addTile(out,1)
# self.inv.clear()
#
# def interactData(self):
# return {"inv":self.inv}
#
# def loadData(self,data):
# self.inv=data["inv"]
#
# class BlockFurnace(Block):
# unlocalisedName="furnace"
# frames=[]
#
# @classmethod
# def init(cls):
# GameRegistry.registerBlock(cls,cls.unlocalisedName)
# Block.registerTexture(cls.unlocalisedName)
# for i in range(3):
# path=os.path.join("animation",cls.unlocalisedName,"{}.png".format(i))
# img=pygame.image.load(path)
# cls.frames.append(img)
#
# def __init__(self,x,y,screen):
# Block.__init__(self,x,y,screen)
# self.setTextureName(BlockFurnace.unlocalisedName)
# self.unlocalisedName=BlockFurnace.unlocalisedName
# self.frameno=0
# self.forward=True
# self.burn=False
# self.count=0
# self.inp=""
# self.inp_amount=0
# self.outp=""
# self.outp_amount=0
# self.fuel=""
# self.fuel_amount=0
# self.fuel_num=0
# self.originator=True
#
# def interact(self,inv):
# sel=inv.selected
# if sel!="":
# if sel in GameRegistry.fuels.keys():
# if self.fuel!="" and sel!=self.fuel:
# return
# self.fuel=sel
# self.fuel_num=GameRegistry.fuels[sel]
# self.fuel_amount+=1
# if self.inp!="":
# if self.burn==False:
# self.fuel_amount-=1
# self.burn=True
# else:
# if self.inp!="" and sel!=self.inp:
# return
# if not sel in GameRegistry.smelting.keys():
# return
# self.inp_amount+=1
# self.inp=sel
# if self.burn==False and self.fuel!="":
# self.fuel_amount-=1
# self.burn=True
# inv.remove(sel)
# else:
# if self.outp!="":
# inv.addTile(self.outp,self.outp_amount)
# self.outp=""
# self.outp_amount=0
# self.originator=True
#
# def getTexture(self):
# if self.burn:
# self.count+=1
# if self.count==10:
# self.update()
# self.count=0
# img=BlockFurnace.frames[self.frameno]
# if self.forward:
# self.frameno+=1
# if self.frameno>2:
# self.frameno=1
# self.forward=False
# else:
# self.frameno-=1
# if self.frameno<0:
# self.frameno=1
# self.forward=True
# return img
# else:
# return False
# self.mp_upd=True
#
# def update(self):
# self.fuel_num-=1
# if self.inp=="":
# self.burn=False
# return
# if self.fuel_num<=0:
# if self.fuel_amount<=0:
# self.burn=False
# self.fuel=""
# return
# else:
# self.fuel_amount-=1
# self.fuel_num=GameRegistry.fuels[self.fuel]
# if self.inp!="":
# if self.inp in GameRegistry.smelting:
# self.inp_amount-=1
# self.outp=GameRegistry.smelting[self.inp]
# self.outp_amount+=1
# if self.inp_amount<=0:
# self.inp=""
# if self.originator:
# self.mp_upd=True
#
# def loadData(self,data):
# self.frameno=data["frameno"]
# self.forward=data["forward"]
# self.burn=data["burn"]
# self.count=data["count"]
# self.inp=data["inp"]
# self.inp_amount=data["inp_amount"]
# self.outp=data["outp"]
# self.outp_amount=data["outp_amount"]
# self.fuel=data["fuel"]
# self.fuel_amount=data["fuel_amount"]
# self.fuel_num=data["fuel_num"]
# self.originator=False
#
# def interactData(self):
# self.mp_upd=False
# return {
# "frameno":self.frameno,
# "forward":self.forward,
# "burn":self.burn,
# "count":self.count,
# "inp":self.inp,
# "inp_amount":self.inp_amount,
# "outp":self.outp,
# "outp_amount":self.outp_amount,
# "fuel":self.fuel,
# "fuel_amount":self.fuel_amount,
# "fuel_num":self.fuel_num
# }