annotate skaapsteker/sprites/base.py @ 249:30ae3c681507

Doors and stuff.
author Jeremy Thurgood <firxen@gmail.com>
date Thu, 07 Apr 2011 22:20:58 +0200
parents 129afb4417cf
children 8d7edd77bfbf
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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 import pygame.transform
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7
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8 from ..physics import Sprite
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9 from ..constants import Layers
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10 from .. import data
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11 from .. import dialogue
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14 TILE_SIZE = (64, 64)
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16 # Collision Layers (values are ids not numbers)
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17 PC_LAYER = 0
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18 MONSTER_LAYER = 1
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19 NPC_LAYER = 2
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23 class GameSprite(Sprite):
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24 image_dir = 'sprites/'
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25 image_file = None
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27 def __init__(self, pos, **opts):
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28 Sprite.__init__(self)
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29 self.image = data.load_image(self.image_dir + self.image_file)
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30 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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31 self.collide_rect = self.rect.move(0, 0)
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32 self.setup(**opts)
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33
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35 class AnimatedGameSprite(Sprite):
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36 # folder for animation files, e.g. sprites/foo
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37 image_dir = None
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38
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39 # first item is the starting animation
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40 animation_regexes = [
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41 # TODO: swap back once we know how to swap
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42 ("running", r"^.*_\d+.png$"),
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43 ("standing", r"^.*_standing.png$"),
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44 ("attacking", r"^.*_attacking.png$"),
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45 ]
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46
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47 wants_updates = True
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48
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49 facings = {}
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50
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51 def __init__(self, pos, **opts):
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52 Sprite.__init__(self)
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53 self._animations = dict((k, []) for k, r in self.animation_regexes)
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54 self._frame = 0
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55 self._tick = 0 # TODO: hack to show some animation; kill shortly
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56 self._animation = self.animation_regexes[0][0]
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57 if self.facings and self._animation in self.facings:
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58 self.facing = self.facings[self._animation][0][0]
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59 else:
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60 self.facing = None
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61
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62 for image in data.get_files(self.image_dir):
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63 for name, pattern in self.animation_regexes:
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64 if re.match(pattern, image):
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65 img = data.load_image("%s/%s" % (self.image_dir, image))
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66 if self.facings and name in self.facings:
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67 if not self._animations[name]:
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68 self._animations[name] = dict((k, []) for k, t in self.facings[name])
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69 for facing, transform in self.facings[name]:
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70 if transform:
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71 mod_img = transform(img)
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72 else:
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73 mod_img = img
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74 collide_rect = mod_img.get_bounding_rect(1).inflate(-2,-2)
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75 self._animations[name][facing].append((mod_img, collide_rect))
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76 else:
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77 collide_rect = img.get_bounding_rect(1).inflate(-2,-2)
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78 self._animations[name].append((img, collide_rect))
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79
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80 self.collide_rect = Rect((0, 0), (2, 2))
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81 self.collide_rect.midbottom = (pos[0]*TILE_SIZE[0]+TILE_SIZE[0]/2, (pos[1]+1)*TILE_SIZE[1])
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82 self._update_image()
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83 self.setup(**opts)
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84
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85 def _update_image(self, force=False):
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86 if self.facing:
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87 images = self._animations[self._animation][self.facing]
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88 else:
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89 images = self._animations[self._animation]
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90 if self._frame >= len(images):
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91 self._frame = 0
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92 cand_image, cand_collide_rect = images[self._frame]
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93 cand_collide_rect = cand_collide_rect.move(0, 0) # copy collide rect before we move it
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94
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95 cur_pos = self.collide_rect.midbottom
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96
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97 cand_rect = cand_image.get_rect()
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98 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom
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99 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1]
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100 cand_collide_rect.midbottom = cur_pos
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101
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102 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image) and not force:
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103 return
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104
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105 self.image = cand_image
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106 self.collide_rect = cand_collide_rect
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107 self.rect = cand_rect
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108 self.rect_offset = cand_rect_offset
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109 self.init_pos()
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110
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111 def update(self):
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112 if self._tick > 10:
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113 self._tick = 0
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114 self._frame += 1
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115 force = False
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116 if self._animation == 'attacking':
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117 force = True
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118 self._update_image(force)
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119 self._tick += 1
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120
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121
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122 class Monster(AnimatedGameSprite):
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123
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124 collision_layer = MONSTER_LAYER
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125 collides_with = set([PC_LAYER])
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126
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127 debug_color = (240, 120, 120)
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128
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129 block = True
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130
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131 attack_frame = None # Mark a spefici frame in the animatio n as when the attack lands
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132 attack_damage = 1
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133
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134 def __init__(self, pos, **opts):
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135 AnimatedGameSprite.__init__(self, pos, **opts)
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136 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2))
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137 self._layer = Layers.PLAYER
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138 self.health = 10
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139 self.setup(**opts)
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141
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142 def collided_player(self, player):
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143 print "%s collided with player" % self
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144 self.start_attack(player)
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diff changeset
145
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diff changeset
146 def update(self):
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diff changeset
147 AnimatedGameSprite.update(self)
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diff changeset
148 if self._animation == 'attacking':
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diff changeset
149 if self._frame == 0 and self._tick == 1:
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diff changeset
150 # FIXME: This will need to change when AnimatedGameSprite changes
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diff changeset
151 # We've just looped through the animation sequence
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diff changeset
152 self._animation = self._old_state
239
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parents: 236
diff changeset
153 self.facing = self._old_facing
242
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parents: 241
diff changeset
154 self._update_image(True)
236
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diff changeset
155 elif self._frame == self.attack_frame and self._tick == 5:
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diff changeset
156 # Attack the player
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diff changeset
157 self.do_attack()
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diff changeset
158
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diff changeset
159 def do_attack(self):
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diff changeset
160 """Overriden by monster classes"""
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diff changeset
161 if self.check_collides(self._target):
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diff changeset
162 self._target.damage(self.attack_damage)
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parents: 228
diff changeset
163
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parents: 228
diff changeset
164 def start_attack(self, player):
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parents: 228
diff changeset
165 if self._animation == 'attacking':
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parents: 228
diff changeset
166 return # We're already attacking
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167 elif self.attack_frame is not None:
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diff changeset
168 self._target = player
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diff changeset
169 self._old_state = self._animation
239
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parents: 236
diff changeset
170 self._old_facing = self.facing
236
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diff changeset
171 self._animation = 'attacking'
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172 self._tick = 1
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diff changeset
173 self._frame = 0 # Start the attack from the beginning
242
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parents: 241
diff changeset
174 self._update_image(True)
236
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parents: 228
diff changeset
175 else:
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parents: 228
diff changeset
176 player.damage(1) # collision damage
18
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177
210
9a6c711e2fdf KILLhg statushg status
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178 def damage(self, damage):
9a6c711e2fdf KILLhg statushg status
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179 print 'Damaged by ', damage
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180 self.health -= damage
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181 print 'Monster health', self.health
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182 if self.health < 0:
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diff changeset
183 self.kill()
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184
18
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185
213
c5c4306593d8 Attempt to animate NPCs a bit.
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parents: 210
diff changeset
186 class NPC(AnimatedGameSprite):
189
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parents: 186
diff changeset
187
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
188 collision_layer = NPC_LAYER
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
189 collides_with = set([PC_LAYER])
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parents: 186
diff changeset
190
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parents: 186
diff changeset
191 debug_color = (240, 240, 240)
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parents: 186
diff changeset
192
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
193 block = False
189
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parents: 186
diff changeset
194
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
195 def __init__(self, pos, **opts):
213
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parents: 210
diff changeset
196 AnimatedGameSprite.__init__(self, pos, **opts)
189
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parents: 186
diff changeset
197 self._layer = Layers.PLAYER
202
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parents: 193
diff changeset
198
217
fcc5eca8eaca Add explicit starting state to avoid it magically appearing later.
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parents: 214
diff changeset
199 def setup(self, name, world, dsm, state):
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parents: 214
diff changeset
200 self.dsm = dialogue.DSM(name, world, dsm, state)
18
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201
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parents:
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202
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
203 def collided_player(self, player):
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parents: 208
diff changeset
204 print "%s is ignoring player" % self
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parents: 208
diff changeset
205
189f7f8ef714 Basic item interaction.
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diff changeset
206
202
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diff changeset
207 class Projectile(GameSprite):
18
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208 gravitates = False
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209
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parents:
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210
202
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diff changeset
211 class Item(GameSprite):
18
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212 mobile = False
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213 gravitates = False
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parents:
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214
127
e1dd3b785269 Initial game state stuff.
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diff changeset
215 collision_layer = MONSTER_LAYER
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diff changeset
216 collides_with = set([PC_LAYER])
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diff changeset
217
191
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diff changeset
218 portable = True
127
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diff changeset
219
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diff changeset
220 def __init__(self, pos, **opts):
202
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diff changeset
221 GameSprite.__init__(self, pos, **opts)
127
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diff changeset
222 self._layer = Layers.PLAYER
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diff changeset
223
e1dd3b785269 Initial game state stuff.
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diff changeset
224
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
225 def setup(self, name, world):
209
189f7f8ef714 Basic item interaction.
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diff changeset
226 self.name = name
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diff changeset
227 self.world = world
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
228
18
81974842b38e Add skeleton for physics and sprites.
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parents:
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229
191
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
230 def get_debug_color(self):
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
231 if self.portable:
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parents: 189
diff changeset
232 return (240, 0, 240)
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parents: 189
diff changeset
233 return (0, 0, 240)
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parents: 189
diff changeset
234
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
235
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
236 def collided_player(self, player):
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
237 print "Player touched %s" % self
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
238 player.take_item(self)
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parents: 208
diff changeset
239
202
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parents: 193
diff changeset
240
a11325bc5ff0 Sprite refactoring stuff.
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diff changeset
241
18
81974842b38e Add skeleton for physics and sprites.
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242 class Geography(Sprite):
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parents:
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243 mobile = False
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parents:
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244 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
245 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
246 is_ground = True
6b488e1351a5 Buggy ground implementation. Make the world less bouncy
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parents: 127
diff changeset
247 bounce_factor = (0.0, 0.0)
28
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
248
35
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
249 def __init__(self, pos, image):
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
250 Sprite.__init__(self)
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
251 self.tile_pos = pos
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diff changeset
252 self.image = image
122
51bcc909873d Saner, buggier collision rectangles
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parents: 117
diff changeset
253 self.collide_rect = self.image.get_bounding_rect(1)
186
72e92893ccb8 Use layers for floor check
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parents: 174
diff changeset
254 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
255 self.rect = self.image.get_rect()
51bcc909873d Saner, buggier collision rectangles
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parents: 117
diff changeset
256 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
257 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
258 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
259 self.rect.topleft = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1]
35
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
260
117
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
261 def get_debug_color(self):
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
262 if self.floor or self.block:
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
263 return (240, 240, 0)
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
264 return (0, 240, 0)
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parents: 97
diff changeset
265
35
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
266
249
30ae3c681507 Doors and stuff.
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parents: 248
diff changeset
267
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diff changeset
268 class Doorway(GameSprite):
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parents: 248
diff changeset
269 mobile = False
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diff changeset
270 gravitates = False
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parents: 248
diff changeset
271 collides_with = set([PC_LAYER])
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parents: 248
diff changeset
272
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diff changeset
273 image_file = 'torii.png'
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diff changeset
274
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diff changeset
275 debug_color = (120, 240, 120)
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parents: 248
diff changeset
276
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diff changeset
277 def __init__(self, pos, **opts):
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diff changeset
278 GameSprite.__init__(self, pos, **opts)
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diff changeset
279 self._layer = Layers.PLAYER
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diff changeset
280 self.image = pygame.transform.scale(self.image, self.image.get_rect().center)
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diff changeset
281 self.rect = self.image.get_rect(midbottom=self.rect.midbottom)
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diff changeset
282 self.collide_rect = self.rect
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diff changeset
283
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diff changeset
284
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diff changeset
285 def setup(self, leadsto):
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diff changeset
286 self.leadsto = leadsto
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diff changeset
287 print leadsto
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diff changeset
288
30ae3c681507 Doors and stuff.
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parents: 248
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289
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290 def collided_player(self, player):
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291 print "Player touched %s" % self
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292 from .. import engine, levelscene
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293 engine.ChangeScene.post((levelscene.LevelScene, self.leadsto))
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294
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295
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296
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297 def find_sprite(descr, mod_name=None):
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298 """Create a sprite object from a dictionary describing it."""
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299 descr = descr.copy()
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300 cls_name = descr.pop("type")
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301 if mod_name is None:
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302 mod_name, cls_name = cls_name.rsplit(".", 1)
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303 mod_name = ".".join(["skaapsteker.sprites", mod_name])
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304 mod = __import__(mod_name, fromlist=[cls_name])
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305 cls = getattr(mod, cls_name)
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306 return cls(**descr)
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38d2f7c43d86 Sprite-based tiles. \o/
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307