ADD player state tracking
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8
controllers/info_controller.py
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8
controllers/info_controller.py
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@@ -0,0 +1,8 @@
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class InfoController:
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def __init__(self, info_renderer, player_controller):
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self.info_renderer = info_renderer
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self.player_controller = player_controller
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def update(self, event):
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self.info_renderer.selected_player = self.player_controller.selected_player
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@@ -8,22 +8,33 @@ class PlayerController:
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self.match = match
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self.game_box_top = game_box_top
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self.selected_player = None
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## Private Methods
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def _is_player_at_mouse(self, player, mouse_x, mouse_y):
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player_x, player_y = self.player_renderer.map_coord_converter.map_to_screen(player.x, player.y)
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# Adjust for game box position
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player_x += self.game_box_top[0]
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player_y += self.game_box_top[1]
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distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5
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return distance < self.player_renderer.get_radius()
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def _update_hover_state(self, event, player):
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if event.type == pygame.MOUSEMOTION:
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mouse_x, mouse_y = event.pos
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player_x, player_y = self.player_renderer.map_coord_converter.map_to_screen(player.x, player.y)
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# Adjust for game box position
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player_x += self.game_box_top[0]
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player_y += self.game_box_top[1]
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distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5
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if distance < self.player_renderer.get_radius():
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if self._is_player_at_mouse(player, mouse_x, mouse_y):
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player.is_hovered = True
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else:
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player.is_hovered = False
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elif event.type == pygame.MOUSEBUTTONDOWN:
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mouse_x, mouse_y = event.pos
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if self._is_player_at_mouse(player, mouse_x, mouse_y):
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player.is_selected = not player.is_selected
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self.selected_player = player if player.is_selected else None
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print(f"Selected player: {player.name}" if player.is_selected else "Player deselected")
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## Public Methods
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def update(self, event):
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2
main.py
2
main.py
@@ -69,7 +69,7 @@ def main():
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current_state.draw()
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pygame.display.flip()
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clock.tick(60)
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clock.tick(144)
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pygame.quit()
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@@ -37,6 +37,7 @@ class Match:
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player.dead = self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["is_alive"].values[0] == 0
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player.is_shooting = self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["shots_fired"].values[0]
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player.health = int(self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["health"].values[0])
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player.current_weapon = self.current_tick[self.current_tick["player_steamid"] == player.steam_id]["active_weapon_name"].values[0]
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def _update_round(self) -> None:
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if self.current_tick.empty:
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@@ -11,6 +11,7 @@ class Player:
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self.health = 100
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self.dead = False
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self.is_shooting = False
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self.current_weapon = None
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## UI-related state
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self.is_selected = False
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27
render/info_renderer.py
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27
render/info_renderer.py
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@@ -0,0 +1,27 @@
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import pygame
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class InfoRenderer:
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def __init__(self, screen, styling):
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self.screen = screen
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self.styling = styling
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self.font = self.styling["small_font"]
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self.selected_player = None
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# Private methods
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def _draw_player_info(self):
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"""Draws the player info on the screen."""
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if self.selected_player is None:
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return
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player_info = f"Player: {self.selected_player.name}\n"
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player_info += f"Active Weapon: {self.selected_player.current_weapon}\n"
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player_info += f"Health: {self.selected_player.health}\n"
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text_surface = self.font.render(player_info, True, self.styling["text_colour"])
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self.screen.blit(text_surface, (10, 100))
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# Public methods
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def render(self):
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"""Renders the info on the screen."""
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self._draw_player_info()
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@@ -3,8 +3,10 @@ from controllers.player_controller import PlayerController
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from render.map_renderer import MapRenderer
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from render.gui_renderer import GUIRenderer
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from render.player_renderer import PlayerRenderer
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from render.info_renderer import InfoRenderer
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from utils.map_coord_converter import MapCoordConverter
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from controllers.gui_controller import GUIController
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from controllers.info_controller import InfoController
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import pygame
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class Game(GameState):
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@@ -14,7 +16,7 @@ class Game(GameState):
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match_data_path = f"maps/{self.match.map_name}.json"
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match_image_path = f"maps/{self.match.map_name}.png"
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# Game Box
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# Screen Areas
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self.game_box = pygame.Surface((600, 600), pygame.SRCALPHA)
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self.game_box_top_left = (350, 0)
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@@ -25,11 +27,12 @@ class Game(GameState):
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self.map_renderer = MapRenderer(self.game_box, match_data_path, match_image_path)
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self.player_renderer = PlayerRenderer(self.game_box, self.match, self.map_coord_controller, self.options)
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self.gui_render = GUIRenderer(self.screen, self.match)
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self.info_render = InfoRenderer(self.screen, self.styling)
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# Controllers
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self.player_controller = PlayerController(self.player_renderer, self.match, self.game_box_top_left)
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self.gui_controller = GUIController(self.gui_render, self.switch_state, self.context["previous_states"])
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self.info_controller = InfoController(self.info_render, self.player_controller)
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def handle_events(self, events):
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"""Handles user inputs."""
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@@ -38,6 +41,7 @@ class Game(GameState):
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self.switch_state("menu")
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self.player_controller.update(event)
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self.gui_controller.update(event)
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self.info_controller.update(event)
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def update(self):
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"""Updates game objects."""
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@@ -51,4 +55,5 @@ class Game(GameState):
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self.map_renderer.render()
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self.player_renderer.render()
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self.gui_render.render()
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self.info_render.render()
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self.screen.blit(self.game_box, self.game_box_top_left)
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@@ -75,7 +75,7 @@ class StartMenu(GameState):
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demo_parser = demoparser2.DemoParser(demo_file)
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game_info = demo_parser.parse_ticks(["X", "Y", "Z", "pitch", "yaw", "is_alive", "team", "player_steamid",
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"team_rounds_total", "team_num", "total_rounds_played", "shots_fired",
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"health"])
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"health", "active_weapon_name"])
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header_info = demo_parser.parse_header()
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map_name = header_info['map_name']
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players = demo_parser.parse_player_info()
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