annotate skaapsteker/sprites/base.py @ 248:129afb4417cf

Some light cleanup.
author Jeremy Thurgood <firxen@gmail.com>
date Thu, 07 Apr 2011 19:44:04 +0200
parents c30fcf903d29
children 30ae3c681507
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1 """Basic sprite classes."""
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2
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3 import re
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4
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5 from pygame import Rect
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6
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7 from ..physics import Sprite
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8 from ..constants import Layers
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9 from .. import data
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10 from .. import dialogue
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11
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13 TILE_SIZE = (64, 64)
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15 # Collision Layers (values are ids not numbers)
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16 PC_LAYER = 0
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17 MONSTER_LAYER = 1
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18 NPC_LAYER = 2
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21
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22 class GameSprite(Sprite):
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23 image_dir = 'sprites/'
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24 image_file = None
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26 def __init__(self, pos, **opts):
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27 Sprite.__init__(self)
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28 self.image = data.load_image(self.image_dir + self.image_file)
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29 self.rect = self.image.get_rect(midbottom=(pos[0]*TILE_SIZE[0]+TILE_SIZE[0]/2, (pos[1]+1)*TILE_SIZE[1]))
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30 self.collide_rect = self.rect.move(0, 0)
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31 self.setup(**opts)
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32
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33
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34 class AnimatedGameSprite(Sprite):
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35 # folder for animation files, e.g. sprites/foo
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36 image_dir = None
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37
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38 # first item is the starting animation
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39 animation_regexes = [
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40 # TODO: swap back once we know how to swap
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41 ("running", r"^.*_\d+.png$"),
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42 ("standing", r"^.*_standing.png$"),
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43 ("attacking", r"^.*_attacking.png$"),
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44 ]
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45
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46 wants_updates = True
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47
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48 facings = {}
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49
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50 def __init__(self, pos, **opts):
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51 Sprite.__init__(self)
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52 self._animations = dict((k, []) for k, r in self.animation_regexes)
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53 self._frame = 0
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54 self._tick = 0 # TODO: hack to show some animation; kill shortly
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55 self._animation = self.animation_regexes[0][0]
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56 if self.facings and self._animation in self.facings:
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57 self.facing = self.facings[self._animation][0][0]
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58 else:
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59 self.facing = None
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60
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61 for image in data.get_files(self.image_dir):
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62 for name, pattern in self.animation_regexes:
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63 if re.match(pattern, image):
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64 img = data.load_image("%s/%s" % (self.image_dir, image))
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65 if self.facings and name in self.facings:
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66 if not self._animations[name]:
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67 self._animations[name] = dict((k, []) for k, t in self.facings[name])
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68 for facing, transform in self.facings[name]:
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69 if transform:
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70 mod_img = transform(img)
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71 else:
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72 mod_img = img
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73 collide_rect = mod_img.get_bounding_rect(1).inflate(-2,-2)
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74 self._animations[name][facing].append((mod_img, collide_rect))
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75 else:
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76 collide_rect = img.get_bounding_rect(1).inflate(-2,-2)
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77 self._animations[name].append((img, collide_rect))
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78
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79 self.collide_rect = Rect((0, 0), (2, 2))
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80 self.collide_rect.midbottom = (pos[0]*TILE_SIZE[0]+TILE_SIZE[0]/2, (pos[1]+1)*TILE_SIZE[1])
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81 self._update_image()
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82 self.setup(**opts)
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83
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84 def _update_image(self, force=False):
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85 if self.facing:
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86 images = self._animations[self._animation][self.facing]
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87 else:
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88 images = self._animations[self._animation]
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89 if self._frame >= len(images):
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90 self._frame = 0
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91 cand_image, cand_collide_rect = images[self._frame]
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92 cand_collide_rect = cand_collide_rect.move(0, 0) # copy collide rect before we move it
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93
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94 cur_pos = self.collide_rect.midbottom
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95
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96 cand_rect = cand_image.get_rect()
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97 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom
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98 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1]
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99 cand_collide_rect.midbottom = cur_pos
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100
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101 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image) and not force:
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102 return
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103
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104 self.image = cand_image
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105 self.collide_rect = cand_collide_rect
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106 self.rect = cand_rect
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107 self.rect_offset = cand_rect_offset
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108 self.init_pos()
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109
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110 def update(self):
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111 if self._tick > 10:
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112 self._tick = 0
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113 self._frame += 1
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114 force = False
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115 if self._animation == 'attacking':
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116 force = True
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117 self._update_image(force)
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118 self._tick += 1
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119
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120
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121 class Monster(AnimatedGameSprite):
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122
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123 collision_layer = MONSTER_LAYER
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124 collides_with = set([PC_LAYER])
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125
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126 debug_color = (240, 120, 120)
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127
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128 block = True
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129
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130 attack_frame = None # Mark a spefici frame in the animatio n as when the attack lands
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131 attack_damage = 1
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132
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133 def __init__(self, pos, **opts):
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134 AnimatedGameSprite.__init__(self, pos, **opts)
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135 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2))
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136 self._layer = Layers.PLAYER
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137 self.health = 10
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138 self.setup(**opts)
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140
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141 def collided_player(self, player):
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142 print "%s collided with player" % self
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143 self.start_attack(player)
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144
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diff changeset
145 def update(self):
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146 AnimatedGameSprite.update(self)
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147 if self._animation == 'attacking':
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148 if self._frame == 0 and self._tick == 1:
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149 # FIXME: This will need to change when AnimatedGameSprite changes
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150 # We've just looped through the animation sequence
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151 self._animation = self._old_state
239
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152 self.facing = self._old_facing
242
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diff changeset
153 self._update_image(True)
236
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diff changeset
154 elif self._frame == self.attack_frame and self._tick == 5:
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155 # Attack the player
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156 self.do_attack()
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157
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158 def do_attack(self):
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159 """Overriden by monster classes"""
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160 if self.check_collides(self._target):
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161 self._target.damage(self.attack_damage)
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162
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163 def start_attack(self, player):
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164 if self._animation == 'attacking':
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165 return # We're already attacking
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166 elif self.attack_frame is not None:
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167 self._target = player
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168 self._old_state = self._animation
239
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169 self._old_facing = self.facing
236
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170 self._animation = 'attacking'
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171 self._tick = 1
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172 self._frame = 0 # Start the attack from the beginning
242
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parents: 241
diff changeset
173 self._update_image(True)
236
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diff changeset
174 else:
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175 player.damage(1) # collision damage
18
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176
210
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177 def damage(self, damage):
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178 print 'Damaged by ', damage
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179 self.health -= damage
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180 print 'Monster health', self.health
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181 if self.health < 0:
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182 self.kill()
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183
18
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184
213
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parents: 210
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185 class NPC(AnimatedGameSprite):
189
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parents: 186
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186
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parents: 186
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187 collision_layer = NPC_LAYER
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parents: 186
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188 collides_with = set([PC_LAYER])
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parents: 186
diff changeset
189
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parents: 186
diff changeset
190 debug_color = (240, 240, 240)
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parents: 186
diff changeset
191
202
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192 block = False
189
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parents: 186
diff changeset
193
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diff changeset
194 def __init__(self, pos, **opts):
213
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diff changeset
195 AnimatedGameSprite.__init__(self, pos, **opts)
189
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parents: 186
diff changeset
196 self._layer = Layers.PLAYER
202
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diff changeset
197
217
fcc5eca8eaca Add explicit starting state to avoid it magically appearing later.
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diff changeset
198 def setup(self, name, world, dsm, state):
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diff changeset
199 self.dsm = dialogue.DSM(name, world, dsm, state)
18
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200
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201
209
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diff changeset
202 def collided_player(self, player):
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diff changeset
203 print "%s is ignoring player" % self
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diff changeset
204
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205
202
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diff changeset
206 class Projectile(GameSprite):
18
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207 gravitates = False
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208
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parents:
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209
202
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diff changeset
210 class Item(GameSprite):
18
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211 mobile = False
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212 gravitates = False
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parents:
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213
127
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diff changeset
214 collision_layer = MONSTER_LAYER
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diff changeset
215 collides_with = set([PC_LAYER])
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parents: 122
diff changeset
216
191
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
217 portable = True
127
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diff changeset
218
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diff changeset
219 def __init__(self, pos, **opts):
202
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diff changeset
220 GameSprite.__init__(self, pos, **opts)
127
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diff changeset
221 self._layer = Layers.PLAYER
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diff changeset
222
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diff changeset
223
193
897eec397cbb Fix state checks for hattori, ichiro, kaneda and kumiko. In the process provide easier access to other npcs.
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parents: 191
diff changeset
224 def setup(self, name, world):
209
189f7f8ef714 Basic item interaction.
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diff changeset
225 self.name = name
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226 self.world = world
127
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diff changeset
227
18
81974842b38e Add skeleton for physics and sprites.
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parents:
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228
191
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
229 def get_debug_color(self):
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parents: 189
diff changeset
230 if self.portable:
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parents: 189
diff changeset
231 return (240, 0, 240)
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parents: 189
diff changeset
232 return (0, 0, 240)
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
233
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
234
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
235 def collided_player(self, player):
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
236 print "Player touched %s" % self
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
237 player.take_item(self)
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diff changeset
238
202
a11325bc5ff0 Sprite refactoring stuff.
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diff changeset
239
a11325bc5ff0 Sprite refactoring stuff.
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diff changeset
240
18
81974842b38e Add skeleton for physics and sprites.
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241 class Geography(Sprite):
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parents:
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242 mobile = False
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parents:
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243 gravitates = False
189
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
Simon Cross <hodgestar@gmail.com>
parents: 186
diff changeset
244 collides_with = set([PC_LAYER, MONSTER_LAYER, NPC_LAYER])
144
6b488e1351a5 Buggy ground implementation. Make the world less bouncy
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parents: 127
diff changeset
245 is_ground = True
6b488e1351a5 Buggy ground implementation. Make the world less bouncy
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parents: 127
diff changeset
246 bounce_factor = (0.0, 0.0)
28
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
247
35
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
248 def __init__(self, pos, image):
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
249 Sprite.__init__(self)
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diff changeset
250 self.tile_pos = pos
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
251 self.image = image
122
51bcc909873d Saner, buggier collision rectangles
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diff changeset
252 self.collide_rect = self.image.get_bounding_rect(1)
186
72e92893ccb8 Use layers for floor check
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parents: 174
diff changeset
253 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2))
122
51bcc909873d Saner, buggier collision rectangles
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parents: 117
diff changeset
254 self.rect = self.image.get_rect()
51bcc909873d Saner, buggier collision rectangles
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parents: 117
diff changeset
255 self.rect_offset = self.collide_rect.left - self.rect.left, self.rect.top - self.rect.top
51bcc909873d Saner, buggier collision rectangles
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parents: 117
diff changeset
256 self.collide_rect.topleft = pos[0] * TILE_SIZE[0] + self.rect_offset[0], pos[1] * TILE_SIZE[1] + self.rect_offset[1]
186
72e92893ccb8 Use layers for floor check
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parents: 174
diff changeset
257 self.floor_rect.topleft = pos[0] * TILE_SIZE[0] + self.rect_offset[0], pos[1] * TILE_SIZE[1] + self.rect_offset[1]
122
51bcc909873d Saner, buggier collision rectangles
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parents: 117
diff changeset
258 self.rect.topleft = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1]
35
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
259
117
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
260 def get_debug_color(self):
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
261 if self.floor or self.block:
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parents: 97
diff changeset
262 return (240, 240, 0)
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
263 return (0, 240, 0)
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
264
35
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
265
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
266 def find_sprite(descr, mod_name=None):
28
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
267 """Create a sprite object from a dictionary describing it."""
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
268 descr = descr.copy()
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
269 cls_name = descr.pop("type")
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parents: 122
diff changeset
270 if mod_name is None:
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diff changeset
271 mod_name, cls_name = cls_name.rsplit(".", 1)
28
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
272 mod_name = ".".join(["skaapsteker.sprites", mod_name])
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
273 mod = __import__(mod_name, fromlist=[cls_name])
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
274 cls = getattr(mod, cls_name)
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
275 return cls(**descr)
35
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
276