I've decided because this will constatly be updated and often and having the same things mulitple times but have different traits to the object could be an issue, not to mention overlays aren't so easy in this way.
class NPC:
def __init__(self, x, y, npc_type):
self.x = x
self.y = y
self.type = npc_type
self.active = True # Example state for activity or interaction
def move(self, new_x, new_y):
self.x = new_x
self.y = new_y
# Example NPCs
npcs = [
NPC(3, 4, 1), # Example NPC at position (3, 4) with type 1
NPC(6, 2, 2), # Example NPC at position (6, 2) with type 2
NPC(10, 5, 3) # Example NPC at position (10, 5) with type 3
]
# Updating NPC positions or states
npcs[0].move(4, 4) # Move first NPC to (4, 4)
# Rendering or interacting with NPCs
for npc in npcs:
if npc.active:
# Render or interact with NPC based on its type and position
print(f"NPC Type {npc.type} at ({npc.x}, {npc.y})")
This is an example of a more object-oriented approach. Where the position of everything isn't directly kept in memory and can be updated and moved about much easier.
test code will need to be produced for this to ensure it functions as expected. Impliment the player movement test into this code.
Create a test for generating the starting map.
At the start of the game there will be the following things that should be on the map
The map will not use a 2D matrix such as this.
I've decided because this will constatly be updated and often and having the same things mulitple times but have different traits to the object could be an issue, not to mention overlays aren't so easy in this way.
This is an example of a more object-oriented approach. Where the position of everything isn't directly kept in memory and can be updated and moved about much easier.
test code will need to be produced for this to ensure it functions as expected. Impliment the player movement test into this code.