Mercurial > rinkhals
view gamelib/animations.py @ 267:9cc7bc5cd10c
Refactor sprite cursor a bit to make sub-classing easier. Add (unused) SmallSpriteCursor sub-class. Remove unnecessary pygame.font import.
author | Simon Cross <hodgestar@gmail.com> |
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date | Sat, 05 Sep 2009 14:02:04 +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]