annotate skaapsteker/sprites/base.py @ 352:4e158a7bd119

Stop infinte attacks
author Neil Muller <drnlmuller@gmail.com>
date Sat, 09 Apr 2011 13:47:21 +0200
parents 8f578fe33fe7
children 5bdb4677510a
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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 import time
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5
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6 from pygame import Rect
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7 import pygame.transform
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8
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9 from ..physics import Sprite
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10 from ..constants import Layers
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11 from ..engine import OpenDialog
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12 from .. import data
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13 from .. import dialogue
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16 TILE_SIZE = (64, 64)
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18 # Collision Layers (values are ids not numbers)
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19 PC_LAYER = 0
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20 MONSTER_LAYER = 1
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21 NPC_LAYER = 2
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24
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25 class GameSprite(Sprite):
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26 image_dir = 'sprites/'
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27 image_file = None
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29 def __init__(self, pos, **opts):
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30 Sprite.__init__(self)
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31 self._starting_tile_pos = pos
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32 self.setup_image_data(pos)
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33 self.setup(**opts)
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35 def setup(self):
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36 pass
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37
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38 def setup_image_data(self, pos):
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39 self.image = data.load_image(self.image_dir + self.image_file)
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40 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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41 self.collide_rect = self.rect.move(0, 0)
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42
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43
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44 class AnimatedGameSprite(Sprite):
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45 # folder for animation files, e.g. sprites/foo
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46 image_dir = None
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47
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48 # first item is the starting animation
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49 animation_regexes = [
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50 # TODO: swap back once we know how to swap
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51 ("running", r"^.*_\d+.png$"),
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52 ("standing", r"^.*_standing.png$"),
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53 ("attacking", r"^.*_attacking.png$"),
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54 ]
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55
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56 wants_updates = True
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57
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58 frame_pause = 0.1 # default time between animation frames
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59
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60 facings = {}
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61
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62 def __init__(self, pos, **opts):
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63 Sprite.__init__(self)
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64 self._animations = dict((k, []) for k, r in self.animation_regexes)
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65 self._frame = 0
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66 self._last_time = 0
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67 self._animation = self.animation_regexes[0][0]
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68 if self.facings and self._animation in self.facings:
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69 self.facing = self.facings[self._animation][0][0]
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70 else:
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71 self.facing = None
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72
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73 for image in data.get_files(self.image_dir):
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74 for name, pattern in self.animation_regexes:
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75 if re.match(pattern, image):
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76 img = data.load_image("%s/%s" % (self.image_dir, image))
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77 if self.facings and name in self.facings:
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78 if not self._animations[name]:
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79 self._animations[name] = dict((k, []) for k, t in self.facings[name])
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80 for facing, transform in self.facings[name]:
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81 if transform:
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82 mod_img = transform(img)
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83 else:
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84 mod_img = img
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85 collide_rect = mod_img.get_bounding_rect(1).inflate(-2,-2)
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86 self._animations[name][facing].append((mod_img, collide_rect))
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87 else:
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88 collide_rect = img.get_bounding_rect(1).inflate(-2,-2)
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89 self._animations[name].append((img, collide_rect))
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90
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91 self.collide_rect = Rect((0, 0), (2, 2))
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92 self.collide_rect.midbottom = (pos[0]*TILE_SIZE[0]+TILE_SIZE[0]/2, (pos[1]+1)*TILE_SIZE[1])
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93 self._update_image()
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94 self.setup(**opts)
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95
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96 def setup(self):
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97 pass
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98
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99 def _update_image(self, force=False):
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100 if self.facing:
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101 images = self._animations[self._animation][self.facing]
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102 else:
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103 images = self._animations[self._animation]
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104 if self._frame >= len(images):
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105 self._frame = 0
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106 cand_image, cand_collide_rect = images[self._frame]
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107 cand_collide_rect = cand_collide_rect.move(0, 0) # copy collide rect before we move it
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108
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109 cur_pos = self.collide_rect.midbottom
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110
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111 cand_rect = cand_image.get_rect()
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112 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom
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113 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1]
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114 cand_collide_rect.midbottom = cur_pos
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115
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116 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image) and not force:
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117 return
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118
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119 self.image = cand_image
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120 self.collide_rect = cand_collide_rect
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121 self.rect = cand_rect
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122 self.rect_offset = cand_rect_offset
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123 self.init_pos()
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124
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125 def update(self):
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126 if self._last_time is not None:
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127 if time.time() - self._last_time > self.frame_pause:
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128 self._frame += 1
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129 self._last_time = time.time()
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130 force = False
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131 if self._animation == 'attacking':
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132 force = True
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133 self._update_image(force)
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134 else:
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135 self._last_time = time.time()
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136
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137
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138 class Monster(AnimatedGameSprite):
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139
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140 collision_layer = MONSTER_LAYER
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141 collides_with = set([PC_LAYER])
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142
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143 debug_color = (240, 120, 120)
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144
152
60138b935bc0 Make enemies block by default, so we can jump off them
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parents: 144
diff changeset
145 block = True
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diff changeset
146
236
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diff changeset
147 attack_frame = None # Mark a spefici frame in the animatio n as when the attack lands
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diff changeset
148 attack_damage = 1
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149
25
fe87d828d093 Very basic enemy support.
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diff changeset
150 def __init__(self, pos, **opts):
236
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diff changeset
151 AnimatedGameSprite.__init__(self, pos, **opts)
186
72e92893ccb8 Use layers for floor check
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parents: 174
diff changeset
152 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2))
59
1be1ca704346 Add Layers constants. Set Monsters to player's layer by default
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diff changeset
153 self._layer = Layers.PLAYER
206
e2acf4663065 Move fox properties to the world
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diff changeset
154 self.health = 10
333
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diff changeset
155 self._done_attack = False
203
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parents: 202
diff changeset
156 self.setup(**opts)
25
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diff changeset
157
fe87d828d093 Very basic enemy support.
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parents: 22
diff changeset
158
208
c72d9bf911fb Add start of player damage
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parents: 206
diff changeset
159 def collided_player(self, player):
202
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diff changeset
160 print "%s collided with player" % self
236
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diff changeset
161 self.start_attack(player)
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diff changeset
162
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diff changeset
163 def update(self):
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diff changeset
164 AnimatedGameSprite.update(self)
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diff changeset
165 if self._animation == 'attacking':
352
4e158a7bd119 Stop infinte attacks
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diff changeset
166 if self._frame == 0 and self._done_attack:
236
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diff changeset
167 # We've just looped through the animation sequence
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diff changeset
168 self._animation = self._old_state
239
6a2f366d5e62 Add facing support for attack animations
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diff changeset
169 self.facing = self._old_facing
242
c30fcf903d29 Add update force parameter, so we can transition out of attacking animations even if it introduce a new collision
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parents: 241
diff changeset
170 self._update_image(True)
333
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diff changeset
171 elif self._frame == self.attack_frame and not self._done_attack:
236
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diff changeset
172 # Attack the player
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173 self.do_attack()
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174
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175 def do_attack(self):
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diff changeset
176 """Overriden by monster classes"""
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177 if self.check_collides(self._target):
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178 self._target.damage(self.attack_damage)
352
4e158a7bd119 Stop infinte attacks
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179 self._done_attack = True
236
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diff changeset
180
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181 def start_attack(self, player):
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diff changeset
182 if self._animation == 'attacking':
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diff changeset
183 return # We're already attacking
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diff changeset
184 elif self.attack_frame is not None:
333
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diff changeset
185 self._done_attack = False
236
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diff changeset
186 self._target = player
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187 self._old_state = self._animation
239
6a2f366d5e62 Add facing support for attack animations
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parents: 236
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188 self._old_facing = self.facing
236
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189 self._animation = 'attacking'
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diff changeset
190 self._frame = 0 # Start the attack from the beginning
242
c30fcf903d29 Add update force parameter, so we can transition out of attacking animations even if it introduce a new collision
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parents: 241
diff changeset
191 self._update_image(True)
333
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diff changeset
192 self._last_time = self._start_attack_time = time.time()
236
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parents: 228
diff changeset
193 else:
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diff changeset
194 player.damage(1) # collision damage
18
81974842b38e Add skeleton for physics and sprites.
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parents:
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195
210
9a6c711e2fdf KILLhg statushg status
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196 def damage(self, damage):
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197 print 'Damaged by ', damage
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198 self.health -= damage
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199 print 'Monster health', self.health
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diff changeset
200 if self.health < 0:
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parents: 209
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201 self.kill()
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parents: 209
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202
18
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parents:
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203
213
c5c4306593d8 Attempt to animate NPCs a bit.
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204 class NPC(AnimatedGameSprite):
189
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parents: 186
diff changeset
205
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parents: 186
diff changeset
206 collision_layer = NPC_LAYER
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parents: 186
diff changeset
207
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
208 debug_color = (240, 240, 240)
271
56a529a69e97 Only backout / move-off "solid" collisions
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parents: 264
diff changeset
209 bounce_factor = (0, 0) # NPC's don't bounce by default
189
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parents: 186
diff changeset
210
202
a11325bc5ff0 Sprite refactoring stuff.
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diff changeset
211 block = False
273
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212 actionable = True
189
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parents: 186
diff changeset
213
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parents: 186
diff changeset
214 def __init__(self, pos, **opts):
213
c5c4306593d8 Attempt to animate NPCs a bit.
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parents: 210
diff changeset
215 AnimatedGameSprite.__init__(self, pos, **opts)
189
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
216 self._layer = Layers.PLAYER
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
217
217
fcc5eca8eaca Add explicit starting state to avoid it magically appearing later.
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parents: 214
diff changeset
218 def setup(self, name, world, dsm, state):
302
78220c989e6a Add supporting for flicking between speaking NPCs.
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parents: 296
diff changeset
219 self.name = name
217
fcc5eca8eaca Add explicit starting state to avoid it magically appearing later.
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parents: 214
diff changeset
220 self.dsm = dialogue.DSM(name, world, dsm, state)
18
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
221
273
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diff changeset
222 def player_action(self, player):
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parents: 271
diff changeset
223 OpenDialog.post(self)
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
224
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
225
336
c8fd82ff0c71 Hook up fire buttons to attack functions. Use correct check for tails. Add skeleton for projectiles.
Simon Cross <hodgestar@gmail.com>
parents: 335
diff changeset
226 class Projectile(AnimatedGameSprite):
18
81974842b38e Add skeleton for physics and sprites.
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parents:
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227 gravitates = False
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parents:
diff changeset
228
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
229
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
230 class Item(GameSprite):
18
81974842b38e Add skeleton for physics and sprites.
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parents:
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231 mobile = False
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parents:
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232 gravitates = False
335
c6552e9fc2e1 Added aburage.
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diff changeset
233 actionable = True
18
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
234
273
95e2ef31e714 Hit "down" to interact with things.
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parents: 271
diff changeset
235 collision_layer = NPC_LAYER
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
236
335
c6552e9fc2e1 Added aburage.
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parents: 333
diff changeset
237 debug_color = (240, 0, 240)
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
238
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
239 def __init__(self, pos, **opts):
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
240 GameSprite.__init__(self, pos, **opts)
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
241 self._layer = Layers.PLAYER
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parents: 122
diff changeset
242
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
243
193
897eec397cbb Fix state checks for hattori, ichiro, kaneda and kumiko. In the process provide easier access to other npcs.
Simon Cross <hodgestar@gmail.com>
parents: 191
diff changeset
244 def setup(self, name, world):
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
245 self.name = name
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
246 self.world = world
335
c6552e9fc2e1 Added aburage.
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parents: 333
diff changeset
247 self._me = getattr(self.world.items, self.name)
191
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
248
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
249
273
95e2ef31e714 Hit "down" to interact with things.
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parents: 271
diff changeset
250 def player_action(self, player):
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
251 print "Player touched %s" % self
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
252 player.take_item(self)
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
253
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
254
335
c6552e9fc2e1 Added aburage.
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parents: 333
diff changeset
255 def remove(self):
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parents: 333
diff changeset
256 self._me.level = '_limbo'
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diff changeset
257 self.kill()
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parents: 333
diff changeset
258
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
259
18
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
260 class Geography(Sprite):
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parents:
diff changeset
261 mobile = False
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
262 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
263 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
264 is_ground = True
273
95e2ef31e714 Hit "down" to interact with things.
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parents: 271
diff changeset
265 actionable = False
144
6b488e1351a5 Buggy ground implementation. Make the world less bouncy
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parents: 127
diff changeset
266 bounce_factor = (0.0, 0.0)
28
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
267
35
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
268 def __init__(self, pos, image):
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diff changeset
269 Sprite.__init__(self)
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diff changeset
270 self.tile_pos = pos
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diff changeset
271 self.image = image
122
51bcc909873d Saner, buggier collision rectangles
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parents: 117
diff changeset
272 self.collide_rect = self.image.get_bounding_rect(1)
186
72e92893ccb8 Use layers for floor check
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parents: 174
diff changeset
273 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
274 self.rect = self.image.get_rect()
51bcc909873d Saner, buggier collision rectangles
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parents: 117
diff changeset
275 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
276 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
277 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
278 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
279
117
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
280 def get_debug_color(self):
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parents: 97
diff changeset
281 if self.floor or self.block:
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diff changeset
282 return (240, 240, 0)
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parents: 97
diff changeset
283 return (0, 240, 0)
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parents: 97
diff changeset
284
35
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
285
249
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286
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287 class Doorway(GameSprite):
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288 mobile = False
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289 gravitates = False
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290
271
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291 blocks = False
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292 actionable = True
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293
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294 image_file = 'torii.png'
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295
264
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296
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297 def setup_image_data(self, pos):
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298 super(Doorway, self).setup_image_data(pos)
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299 self.image = pygame.transform.scale(self.image, self.image.get_rect().center)
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300 self.rect = self.image.get_rect(midbottom=self.rect.midbottom)
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301 self.collide_rect = self.rect
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302
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303
264
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304 def setup(self, facing, leadsto):
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305 self.facing = facing
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306 self.leadsto = leadsto
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307 print leadsto
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308
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309
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310 def player_action(self, player):
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311 print "Player touched %s" % self
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312 from .. import engine, levelscene
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313 engine.ChangeScene.post((levelscene.LevelScene, self.leadsto))
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314
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315
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316
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317 class StartingDoorway(Doorway):
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318 actionable = False
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319
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320 def setup_image_data(self, pos):
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321 self.image = pygame.Surface((0, 0))
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322 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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323 self.collide_rect = self.rect.move(0, 0)
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324
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325
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326 def setup(self, facing):
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327 Doorway.setup(self, facing, None)
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328
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329
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330
127
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331 def find_sprite(descr, mod_name=None):
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332 """Create a sprite object from a dictionary describing it."""
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333 descr = dict((str(k), v) for k, v in descr.items()) # convert unicode keys
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334 cls_name = descr.pop("type")
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335 if mod_name is None:
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336 mod_name, cls_name = cls_name.rsplit(".", 1)
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337 mod_name = ".".join(["skaapsteker.sprites", mod_name])
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338 mod = __import__(mod_name, fromlist=[cls_name])
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339 cls = getattr(mod, cls_name)
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340 return cls(**descr)
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38d2f7c43d86 Sprite-based tiles. \o/
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341