Mercurial > skaapsteker
annotate skaapsteker/sprites/base.py @ 352:4e158a7bd119
Stop infinte attacks
author | Neil Muller <drnlmuller@gmail.com> |
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date | Sat, 09 Apr 2011 13:47:21 +0200 |
parents | 8f578fe33fe7 |
children | 5bdb4677510a |
rev | line source |
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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 |
35 | 5 |
248 | 6 from pygame import Rect |
249 | 7 import pygame.transform |
248 | 8 |
9 from ..physics import Sprite | |
10 from ..constants import Layers | |
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11 from ..engine import OpenDialog |
248 | 12 from .. import data |
13 from .. import dialogue | |
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14 |
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15 |
35 | 16 TILE_SIZE = (64, 64) |
17 | |
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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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22 |
35 | 23 |
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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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28 |
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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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34 |
342 | 35 def setup(self): |
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 |
342 | 96 def setup(self): |
97 pass | |
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() |
213
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136 |
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137 |
236
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138 class Monster(AnimatedGameSprite): |
202
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139 |
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140 collision_layer = MONSTER_LAYER |
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141 collides_with = set([PC_LAYER]) |
47 | 142 |
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143 debug_color = (240, 120, 120) |
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144 |
152
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145 block = True |
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146 |
236
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147 attack_frame = None # Mark a spefici frame in the animatio n as when the attack lands |
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148 attack_damage = 1 |
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149 |
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150 def __init__(self, pos, **opts): |
236
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151 AnimatedGameSprite.__init__(self, pos, **opts) |
186
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152 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2)) |
59
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153 self._layer = Layers.PLAYER |
206
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154 self.health = 10 |
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155 self._done_attack = False |
203
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156 self.setup(**opts) |
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157 |
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158 |
208
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159 def collided_player(self, player): |
202
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160 print "%s collided with player" % self |
236
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161 self.start_attack(player) |
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162 |
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163 def update(self): |
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164 AnimatedGameSprite.update(self) |
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165 if self._animation == 'attacking': |
352 | 166 if self._frame == 0 and self._done_attack: |
236
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167 # We've just looped through the animation sequence |
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168 self._animation = self._old_state |
239
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169 self.facing = self._old_facing |
242
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170 self._update_image(True) |
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171 elif self._frame == self.attack_frame and not self._done_attack: |
236
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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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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 | 179 self._done_attack = True |
236
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180 |
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181 def start_attack(self, player): |
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182 if self._animation == 'attacking': |
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183 return # We're already attacking |
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184 elif self.attack_frame is not None: |
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185 self._done_attack = False |
236
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186 self._target = player |
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187 self._old_state = self._animation |
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188 self._old_facing = self.facing |
236
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189 self._animation = 'attacking' |
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190 self._frame = 0 # Start the attack from the beginning |
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191 self._update_image(True) |
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192 self._last_time = self._start_attack_time = time.time() |
236
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193 else: |
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194 player.damage(1) # collision damage |
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195 |
210 | 196 def damage(self, damage): |
197 print 'Damaged by ', damage | |
198 self.health -= damage | |
199 print 'Monster health', self.health | |
200 if self.health < 0: | |
201 self.kill() | |
202 | |
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203 |
213
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204 class NPC(AnimatedGameSprite): |
189
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205 |
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206 collision_layer = NPC_LAYER |
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207 |
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208 debug_color = (240, 240, 240) |
271
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209 bounce_factor = (0, 0) # NPC's don't bounce by default |
189
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210 |
202
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211 block = False |
273
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212 actionable = True |
189
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213 |
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214 def __init__(self, pos, **opts): |
213
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215 AnimatedGameSprite.__init__(self, pos, **opts) |
189
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216 self._layer = Layers.PLAYER |
202
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217 |
217
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218 def setup(self, name, world, dsm, state): |
302
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219 self.name = name |
217
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220 self.dsm = dialogue.DSM(name, world, dsm, state) |
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221 |
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222 def player_action(self, player): |
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223 OpenDialog.post(self) |
209 | 224 |
225 | |
336
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226 class Projectile(AnimatedGameSprite): |
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227 gravitates = False |
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228 |
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229 |
202
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230 class Item(GameSprite): |
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231 mobile = False |
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232 gravitates = False |
335 | 233 actionable = True |
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234 |
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235 collision_layer = NPC_LAYER |
127
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236 |
335 | 237 debug_color = (240, 0, 240) |
127
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238 |
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239 def __init__(self, pos, **opts): |
202
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240 GameSprite.__init__(self, pos, **opts) |
127
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241 self._layer = Layers.PLAYER |
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242 |
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243 |
193
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244 def setup(self, name, world): |
209 | 245 self.name = name |
246 self.world = world | |
335 | 247 self._me = getattr(self.world.items, self.name) |
191 | 248 |
249 | |
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250 def player_action(self, player): |
202
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251 print "Player touched %s" % self |
209 | 252 player.take_item(self) |
253 | |
202
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254 |
335 | 255 def remove(self): |
256 self._me.level = '_limbo' | |
257 self.kill() | |
258 | |
202
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259 |
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260 class Geography(Sprite): |
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261 mobile = False |
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262 gravitates = False |
189
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263 collides_with = set([PC_LAYER, MONSTER_LAYER, NPC_LAYER]) |
144
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264 is_ground = True |
273
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265 actionable = False |
144
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266 bounce_factor = (0.0, 0.0) |
28
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267 |
35 | 268 def __init__(self, pos, image): |
269 Sprite.__init__(self) | |
270 self.tile_pos = pos | |
271 self.image = image | |
122
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272 self.collide_rect = self.image.get_bounding_rect(1) |
186
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273 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2)) |
122
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274 self.rect = self.image.get_rect() |
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275 self.rect_offset = self.collide_rect.left - self.rect.left, self.rect.top - self.rect.top |
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276 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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277 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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278 self.rect.topleft = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1] |
35 | 279 |
117
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280 def get_debug_color(self): |
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281 if self.floor or self.block: |
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282 return (240, 240, 0) |
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283 return (0, 240, 0) |
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284 |
35 | 285 |
249 | 286 |
287 class Doorway(GameSprite): | |
288 mobile = False | |
289 gravitates = False | |
290 | |
271
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291 blocks = False |
273
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292 actionable = True |
271
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293 |
249 | 294 image_file = 'torii.png' |
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) |
249 | 299 self.image = pygame.transform.scale(self.image, self.image.get_rect().center) |
300 self.rect = self.image.get_rect(midbottom=self.rect.midbottom) | |
301 self.collide_rect = self.rect | |
302 | |
303 | |
264
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304 def setup(self, facing, leadsto): |
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305 self.facing = facing |
249 | 306 self.leadsto = leadsto |
307 print leadsto | |
308 | |
309 | |
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310 def player_action(self, player): |
264
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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 |
264
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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 |
249 | 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) |
35 | 341 |