ADD: Map scaling issue fixed, though fine-tuning may be needed.
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45
game.py
45
game.py
@@ -1,10 +1,16 @@
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import pygame
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from match import Match
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from player import Player
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from coordinate_manager import CoordinateManager
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from map_coord_controller import MapCoordController
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from image_coord_controller import ImageCoordController
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from json_object import JSONObject
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from utils import mapped_value
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WIDTH, HEIGHT = 800, 800
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MAP_SIZE = 700
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WIDTH, HEIGHT = 700, 700
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MAP_WIDTH, MAP_HEIGHT = 1024,1024
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MAP_MIDDLE_X, MAP_MIDDLE_Y = 650, 320
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MAP_SCALE = 0.6
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MAP_ROTATION = 270
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FPS = 60
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class Game:
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@@ -20,7 +26,24 @@ class Game:
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self.running = True
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self.match = match
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self.coordinate_manager = CoordinateManager(WIDTH, HEIGHT)
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try:
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self.json_object = JSONObject(f"maps/{match.map_name}.json")
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except FileNotFoundError:
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raise NotImplementedError(f"Map {match.map_name} not implemented.")
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self.image_path = self.json_object.get("image_path")
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self.image_width = self.json_object.get("image_width")
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self.image_height = self.json_object.get("image_height")
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self.ingame_zero_x = self.json_object.get("middle_x")
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self.ingame_zero_y = self.json_object.get("middle_y")
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self.rotation_degrees = self.json_object.get("rotation")
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self.scaler = self.json_object.get("scale")
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self.map_coord_controller = MapCoordController(WIDTH, HEIGHT, -3000, 3000, -3000, 3000)
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self.image_coord_controller = ImageCoordController(self.image_width, self.image_height, WIDTH, HEIGHT, self.ingame_zero_x, self.ingame_zero_y)
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self.image_coord_controller.scale(self.scaler)
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self.image_coord_controller.rotate(self.rotation_degrees)
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def handle_events(self):
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"""Handles user inputs."""
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@@ -37,12 +60,14 @@ class Game:
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self.screen.fill((30, 30, 30)) # Clear screen
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# Draw map from image
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map_image = pygame.image.load(f"maps/{self.match.map_name}.png")
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map_x, map_y = self.coordinate_manager.get_top_left(WIDTH, HEIGHT, MAP_SIZE)
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map_image = pygame.image.load(self.image_path)
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map_image = pygame.transform.scale(map_image, (MAP_SIZE, MAP_SIZE))
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map_image = pygame.transform.rotate(map_image, 270)
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self.screen.blit(map_image, (map_x, map_y))
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# Scale and rotate map image
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map_image = pygame.transform.scale(map_image, (self.image_width*self.scaler, self.image_height*self.scaler))
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map_image = pygame.transform.rotate(map_image, self.rotation_degrees)
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# Draw map image
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self.screen.blit(map_image, self.image_coord_controller.top_left_screen())
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# Draw current tick
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text = self.font.render(f"Tick: {self.match.tick}/{self.match.max_tick}", True, (255, 255, 255))
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@@ -55,7 +80,7 @@ class Game:
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for player in self.match.players:
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if player.dead:
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continue
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mapped_x, mapped_y = self.coordinate_manager.coord_to_pixel(player.x, player.y)
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mapped_x, mapped_y = self.map_coord_controller.map_to_screen(player.x, player.y)
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pygame.draw.circle(self.screen, (255, 255, 255), (mapped_x, mapped_y), 5)
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# Draw player name
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