Mercurial > skaapsteker
annotate skaapsteker/sprites/base.py @ 241:4c5941cf2b7f
Fix off-by-one errors in attack animation sequence
author | Neil Muller <drnlmuller@gmail.com> |
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date | Thu, 07 Apr 2011 14:58:16 +0200 |
parents | 6a2f366d5e62 |
children | c30fcf903d29 |
rev | line source |
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1 """Basic sprite classes.""" |
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2 |
35 | 3 from pygame import Rect |
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4 import re |
35 | 5 |
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6 from skaapsteker.physics import Sprite |
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7 from skaapsteker.constants import Layers |
47 | 8 from skaapsteker import data |
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9 from skaapsteker import dialogue |
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10 |
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11 |
35 | 12 TILE_SIZE = (64, 64) |
13 | |
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14 # Collision Layers (values are ids not numbers) |
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15 PC_LAYER = 0 |
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16 MONSTER_LAYER = 1 |
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17 NPC_LAYER = 2 |
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35 | 19 |
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20 |
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21 class GameSprite(Sprite): |
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22 image_dir = 'sprites/' |
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23 image_file = None |
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24 |
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25 def __init__(self, pos, **opts): |
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26 Sprite.__init__(self) |
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27 self.image = data.load_image(self.image_dir + self.image_file) |
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28 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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29 self.collide_rect = self.rect.move(0, 0) |
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30 self.setup(**opts) |
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31 |
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32 |
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33 class AnimatedGameSprite(Sprite): |
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34 # folder for animation files, e.g. sprites/foo |
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35 image_dir = None |
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36 |
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37 # first item is the starting animation |
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38 animation_regexes = [ |
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39 # TODO: swap back once we know how to swap |
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40 ("running", r"^.*_\d+.png$"), |
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41 ("standing", r"^.*_standing.png$"), |
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42 ("attacking", r"^.*_attacking.png$"), |
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43 ] |
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44 |
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45 wants_updates = True |
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46 |
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47 facings = {} |
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48 |
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49 def __init__(self, pos, **opts): |
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50 Sprite.__init__(self) |
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51 self._animations = dict((k, []) for k, r in self.animation_regexes) |
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52 self._frame = 0 |
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53 self._tick = 0 # TODO: hack to show some animation; kill shortly |
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54 self._animation = self.animation_regexes[0][0] |
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55 if self.facings and self._animation in self.facings: |
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56 self.facing = self.facings[self._animation][0][0] |
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57 else: |
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58 self.facing = None |
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59 |
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60 for image in data.get_files(self.image_dir): |
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61 for name, pattern in self.animation_regexes: |
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62 if re.match(pattern, image): |
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63 img = data.load_image("%s/%s" % (self.image_dir, image)) |
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64 if self.facings and name in self.facings: |
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65 if not self._animations[name]: |
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66 self._animations[name] = dict((k, []) for k, t in self.facings[name]) |
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67 for facing, transform in self.facings[name]: |
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68 if transform: |
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69 mod_img = transform(img) |
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70 else: |
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71 mod_img = img |
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72 collide_rect = mod_img.get_bounding_rect(1).inflate(-2,-2) |
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73 self._animations[name][facing].append((mod_img, collide_rect)) |
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74 else: |
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75 collide_rect = img.get_bounding_rect(1).inflate(-2,-2) |
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76 self._animations[name].append((img, collide_rect)) |
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77 |
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78 self.collide_rect = Rect((0, 0), (2, 2)) |
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79 self.collide_rect.midbottom = (pos[0]*TILE_SIZE[0]+TILE_SIZE[0]/2, (pos[1]+1)*TILE_SIZE[1]) |
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80 self._update_image() |
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81 self.setup(**opts) |
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82 |
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83 def _update_image(self): |
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84 if self.facing: |
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85 images = self._animations[self._animation][self.facing] |
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86 else: |
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87 images = self._animations[self._animation] |
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88 if self._frame >= len(images): |
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89 self._frame = 0 |
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90 cand_image, cand_collide_rect = images[self._frame] |
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91 cand_collide_rect = cand_collide_rect.move(0, 0) # copy collide rect before we move it |
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92 |
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93 cur_pos = self.collide_rect.midbottom |
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94 |
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95 cand_rect = cand_image.get_rect() |
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96 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom |
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97 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1] |
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98 cand_collide_rect.midbottom = cur_pos |
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99 |
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100 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image) and not self._animation == 'attacking': |
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101 return |
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102 |
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103 self.image = cand_image |
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104 self.collide_rect = cand_collide_rect |
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105 self.rect = cand_rect |
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106 self.rect_offset = cand_rect_offset |
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107 self.init_pos() |
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108 |
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109 def update(self): |
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110 if self._tick > 10: |
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111 self._tick = 0 |
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112 self._frame += 1 |
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113 self._update_image() |
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114 self._tick += 1 |
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115 |
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116 |
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117 class Monster(AnimatedGameSprite): |
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118 |
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119 collision_layer = MONSTER_LAYER |
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120 collides_with = set([PC_LAYER]) |
47 | 121 |
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122 debug_color = (240, 120, 120) |
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123 |
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124 block = True |
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125 |
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126 attack_frame = None # Mark a spefici frame in the animatio n as when the attack lands |
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127 attack_damage = 1 |
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128 |
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129 def __init__(self, pos, **opts): |
236
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130 AnimatedGameSprite.__init__(self, pos, **opts) |
186
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131 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2)) |
59
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132 self._layer = Layers.PLAYER |
206
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133 self.health = 10 |
203
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134 self.setup(**opts) |
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135 |
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136 |
208
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137 def collided_player(self, player): |
202
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138 print "%s collided with player" % self |
236
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139 self.start_attack(player) |
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140 |
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141 def update(self): |
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142 AnimatedGameSprite.update(self) |
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143 if self._animation == 'attacking': |
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144 if self._frame == 0 and self._tick == 1: |
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145 # FIXME: This will need to change when AnimatedGameSprite changes |
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146 # We've just looped through the animation sequence |
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147 self._animation = self._old_state |
239
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148 self.facing = self._old_facing |
241
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149 self._update_image() |
236
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150 elif self._frame == self.attack_frame and self._tick == 5: |
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151 # Attack the player |
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152 self.do_attack() |
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153 |
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154 def do_attack(self): |
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155 """Overriden by monster classes""" |
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156 if self.check_collides(self._target): |
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157 self._target.damage(self.attack_damage) |
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158 |
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159 def start_attack(self, player): |
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160 if self._animation == 'attacking': |
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161 return # We're already attacking |
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162 elif self.attack_frame is not None: |
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163 self._target = player |
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164 self._old_state = self._animation |
239
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165 self._old_facing = self.facing |
236
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166 self._animation = 'attacking' |
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167 self._tick = 1 |
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168 self._frame = 0 # Start the attack from the beginning |
241
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169 self._update_image() |
236
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170 else: |
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171 player.damage(1) # collision damage |
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172 |
210 | 173 def damage(self, damage): |
174 print 'Damaged by ', damage | |
175 self.health -= damage | |
176 print 'Monster health', self.health | |
177 if self.health < 0: | |
178 self.kill() | |
179 | |
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180 |
213
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181 class NPC(AnimatedGameSprite): |
189
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182 |
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183 collision_layer = NPC_LAYER |
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184 collides_with = set([PC_LAYER]) |
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185 |
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186 debug_color = (240, 240, 240) |
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187 |
202
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188 block = False |
189
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189 |
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190 def __init__(self, pos, **opts): |
213
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191 AnimatedGameSprite.__init__(self, pos, **opts) |
189
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192 self._layer = Layers.PLAYER |
202
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193 |
217
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194 def setup(self, name, world, dsm, state): |
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195 self.dsm = dialogue.DSM(name, world, dsm, state) |
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196 |
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197 |
209 | 198 def collided_player(self, player): |
199 print "%s is ignoring player" % self | |
200 | |
201 | |
202
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202 class Projectile(GameSprite): |
18
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203 gravitates = False |
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204 |
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205 |
202
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206 class Item(GameSprite): |
18
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207 mobile = False |
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208 gravitates = False |
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209 |
127
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210 collision_layer = MONSTER_LAYER |
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211 collides_with = set([PC_LAYER]) |
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212 |
191 | 213 portable = True |
127
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214 |
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215 def __init__(self, pos, **opts): |
202
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216 GameSprite.__init__(self, pos, **opts) |
127
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217 self._layer = Layers.PLAYER |
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218 |
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219 |
193
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Fix state checks for hattori, ichiro, kaneda and kumiko. In the process provide easier access to other npcs.
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191
diff
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|
220 def setup(self, name, world): |
209 | 221 self.name = name |
222 self.world = world | |
127
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223 |
18
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224 |
191 | 225 def get_debug_color(self): |
226 if self.portable: | |
227 return (240, 0, 240) | |
228 return (0, 0, 240) | |
229 | |
230 | |
209 | 231 def collided_player(self, player): |
202
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232 print "Player touched %s" % self |
209 | 233 player.take_item(self) |
234 | |
202
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235 |
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|
236 |
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237 class Geography(Sprite): |
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238 mobile = False |
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239 gravitates = False |
189
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240 collides_with = set([PC_LAYER, MONSTER_LAYER, NPC_LAYER]) |
144
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241 is_ground = True |
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242 bounce_factor = (0.0, 0.0) |
28
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243 |
35 | 244 def __init__(self, pos, image): |
245 Sprite.__init__(self) | |
246 self.tile_pos = pos | |
247 self.image = image | |
122
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248 self.collide_rect = self.image.get_bounding_rect(1) |
186
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249 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2)) |
122
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250 self.rect = self.image.get_rect() |
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251 self.rect_offset = self.collide_rect.left - self.rect.left, self.rect.top - self.rect.top |
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252 self.collide_rect.topleft = pos[0] * TILE_SIZE[0] + self.rect_offset[0], pos[1] * TILE_SIZE[1] + self.rect_offset[1] |
186
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253 self.floor_rect.topleft = pos[0] * TILE_SIZE[0] + self.rect_offset[0], pos[1] * TILE_SIZE[1] + self.rect_offset[1] |
122
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254 self.rect.topleft = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1] |
35 | 255 |
117
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Angry fruit salad debug boxes.
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|
256 def get_debug_color(self): |
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|
257 if self.floor or self.block: |
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|
258 return (240, 240, 0) |
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|
259 return (0, 240, 0) |
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|
260 |
35 | 261 |
127
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262 def find_sprite(descr, mod_name=None): |
28
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diff
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|
263 """Create a sprite object from a dictionary describing it.""" |
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|
264 descr = descr.copy() |
127
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265 cls_name = descr.pop("type") |
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266 if mod_name is None: |
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267 mod_name, cls_name = cls_name.rsplit(".", 1) |
28
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|
268 mod_name = ".".join(["skaapsteker.sprites", mod_name]) |
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changeset
|
269 mod = __import__(mod_name, fromlist=[cls_name]) |
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270 cls = getattr(mod, cls_name) |
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|
271 return cls(**descr) |
35 | 272 |