Mercurial > rinkhals
view gamelib/animations.py @ 225:97a22d0b0471
Add sprite cursor for fence buying.
author | Simon Cross <hodgestar@gmail.com> |
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date | Fri, 04 Sep 2009 23:18:06 +0000 |
parents | 3074784c93f4 |
children | d3d5352f5853 |
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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.""" def __init__(self, sequence, tile_pos): # Create the first frame 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): SEQUENCE_LEFT = [imagecache.load_image('sprites/muzzle_flash.png')] SEQUENCE_RIGHT = [imagecache.load_image('sprites/muzzle_flash.png', ("right_facing",))] def __init__(self, chicken): if chicken.facing == 'right': Animation.__init__(self, self.SEQUENCE_RIGHT, chicken.pos) else: Animation.__init__(self, self.SEQUENCE_LEFT, chicken.pos)