Mercurial > rinkhals
view gamelib/animations.py @ 336:82a18615a0ab
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author | Neil Muller <drnlmuller@gmail.com> |
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date | Sat, 05 Sep 2009 22:30:17 +0000 |
parents | a655ae452b4e |
children | 1586eccdefe4 |
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"""Animation Loops""" from pgu.vid import Sprite import imagecache from misc import Position class Animation(Sprite): """Animation loop. These are derived from sprites, since they behave similiary in most respects, but, to ensure draw ordering, we don't add them to the sprites list. Ideally, animations should be quite short.""" # In the current implementation, sequences longer than 4 frames # will cause issues as this will overrun the next move loop. # (assuming all animations are triggered by the move loop, of course) def __init__(self, tile_pos, sequence=None): # Create the first frame if sequence is None: sequence = self.SEQUENCE self.iter = iter(sequence) Sprite.__init__(self, self.iter.next(), (-1000, -1000)) if hasattr(tile_pos, 'to_tuple'): self.pos = tile_pos else: self.pos = Position(tile_pos[0], tile_pos[1]) self.removed = False def fix_pos(self, tv): ppos = tv.tile_to_view(self.pos.to_tuple()) self.rect.x = ppos[0] self.rect.y = ppos[1] def animate(self): """Step to the next frame. Set removed flag when we hit the end of the sequence""" try: self.setimage(self.iter.next()) except StopIteration: self.removed = True class MuzzleFlash(Animation): FLASH_LEFT = imagecache.load_image('sprites/muzzle_flash.png') FLASH_RIGHT = imagecache.load_image('sprites/muzzle_flash.png', ("right_facing",)) SEQUENCE_LEFT = [FLASH_LEFT, FLASH_LEFT] SEQUENCE_RIGHT = [FLASH_RIGHT, FLASH_RIGHT] def __init__(self, chicken): if chicken.facing == 'right': Animation.__init__(self, chicken.pos, self.SEQUENCE_RIGHT) else: Animation.__init__(self, chicken.pos, self.SEQUENCE_LEFT) class FenceExplosion(Animation): FLASH_1 = imagecache.load_image('sprites/boom1.png') FLASH_2 = imagecache.load_image('sprites/boom2.png') FLASH_3 = imagecache.load_image('sprites/boom3.png') FLASH_4 = imagecache.load_image('sprites/boom4.png') SEQUENCE = [FLASH_1, FLASH_2, FLASH_3, FLASH_4] class FoxDeath(Animation): BLOOD_SPLAT = imagecache.load_image('sprites/fox_death.png') SEQUENCE = [BLOOD_SPLAT, BLOOD_SPLAT] class ChickenDeath(Animation): BLOOD_SPLAT = imagecache.load_image('sprites/fox_death.png') FEATHER_SPLAT = imagecache.load_image('sprites/chkn_death.png') SEQUENCE = [BLOOD_SPLAT, FEATHER_SPLAT, FEATHER_SPLAT]