annotate skaapsteker/sprites/base.py @ 261:7668243695f4

Trial patch for dealing with unicode dict key issue on Windows.
author Simon Cross <hodgestar@gmail.com>
date Fri, 08 Apr 2011 10:40:16 +0200
parents 0f502ac5b9e0
children afd9256ad682
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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 ..engine import OpenDialog
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11 from .. import data
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12 from .. import dialogue
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15 TILE_SIZE = (64, 64)
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17 # Collision Layers (values are ids not numbers)
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18 PC_LAYER = 0
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19 MONSTER_LAYER = 1
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20 NPC_LAYER = 2
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23
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24 class GameSprite(Sprite):
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25 image_dir = 'sprites/'
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26 image_file = None
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28 def __init__(self, pos, **opts):
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29 Sprite.__init__(self)
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30 self.image = data.load_image(self.image_dir + self.image_file)
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31 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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32 self.collide_rect = self.rect.move(0, 0)
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33 self.setup(**opts)
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36 class AnimatedGameSprite(Sprite):
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37 # folder for animation files, e.g. sprites/foo
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38 image_dir = None
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39
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40 # first item is the starting animation
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41 animation_regexes = [
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42 # TODO: swap back once we know how to swap
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43 ("running", r"^.*_\d+.png$"),
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44 ("standing", r"^.*_standing.png$"),
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45 ("attacking", r"^.*_attacking.png$"),
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46 ]
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47
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48 wants_updates = True
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49
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50 facings = {}
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51
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52 def __init__(self, pos, **opts):
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53 Sprite.__init__(self)
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54 self._animations = dict((k, []) for k, r in self.animation_regexes)
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55 self._frame = 0
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56 self._tick = 0 # TODO: hack to show some animation; kill shortly
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57 self._animation = self.animation_regexes[0][0]
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58 if self.facings and self._animation in self.facings:
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59 self.facing = self.facings[self._animation][0][0]
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60 else:
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61 self.facing = None
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62
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63 for image in data.get_files(self.image_dir):
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64 for name, pattern in self.animation_regexes:
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65 if re.match(pattern, image):
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66 img = data.load_image("%s/%s" % (self.image_dir, image))
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67 if self.facings and name in self.facings:
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68 if not self._animations[name]:
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69 self._animations[name] = dict((k, []) for k, t in self.facings[name])
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70 for facing, transform in self.facings[name]:
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71 if transform:
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72 mod_img = transform(img)
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73 else:
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74 mod_img = img
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75 collide_rect = mod_img.get_bounding_rect(1).inflate(-2,-2)
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76 self._animations[name][facing].append((mod_img, collide_rect))
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77 else:
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78 collide_rect = img.get_bounding_rect(1).inflate(-2,-2)
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79 self._animations[name].append((img, collide_rect))
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80
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81 self.collide_rect = Rect((0, 0), (2, 2))
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82 self.collide_rect.midbottom = (pos[0]*TILE_SIZE[0]+TILE_SIZE[0]/2, (pos[1]+1)*TILE_SIZE[1])
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83 self._update_image()
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84 self.setup(**opts)
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85
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86 def _update_image(self, force=False):
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87 if self.facing:
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88 images = self._animations[self._animation][self.facing]
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89 else:
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90 images = self._animations[self._animation]
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91 if self._frame >= len(images):
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92 self._frame = 0
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93 cand_image, cand_collide_rect = images[self._frame]
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94 cand_collide_rect = cand_collide_rect.move(0, 0) # copy collide rect before we move it
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95
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96 cur_pos = self.collide_rect.midbottom
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98 cand_rect = cand_image.get_rect()
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99 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom
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100 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1]
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101 cand_collide_rect.midbottom = cur_pos
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102
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103 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image) and not force:
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104 return
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105
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106 self.image = cand_image
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107 self.collide_rect = cand_collide_rect
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108 self.rect = cand_rect
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109 self.rect_offset = cand_rect_offset
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110 self.init_pos()
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111
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112 def update(self):
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113 if self._tick > 10:
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114 self._tick = 0
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115 self._frame += 1
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116 force = False
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117 if self._animation == 'attacking':
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118 force = True
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119 self._update_image(force)
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120 self._tick += 1
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121
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122
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123 class Monster(AnimatedGameSprite):
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124
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125 collision_layer = MONSTER_LAYER
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126 collides_with = set([PC_LAYER])
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127
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128 debug_color = (240, 120, 120)
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129
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130 block = True
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131
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132 attack_frame = None # Mark a spefici frame in the animatio n as when the attack lands
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133 attack_damage = 1
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134
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135 def __init__(self, pos, **opts):
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136 AnimatedGameSprite.__init__(self, pos, **opts)
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137 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2))
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138 self._layer = Layers.PLAYER
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139 self.health = 10
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140 self.setup(**opts)
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142
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143 def collided_player(self, player):
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144 print "%s collided with player" % self
236
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parents: 228
diff changeset
145 self.start_attack(player)
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parents: 228
diff changeset
146
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parents: 228
diff changeset
147 def update(self):
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diff changeset
148 AnimatedGameSprite.update(self)
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diff changeset
149 if self._animation == 'attacking':
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parents: 228
diff changeset
150 if self._frame == 0 and self._tick == 1:
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diff changeset
151 # FIXME: This will need to change when AnimatedGameSprite changes
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diff changeset
152 # We've just looped through the animation sequence
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diff changeset
153 self._animation = self._old_state
239
6a2f366d5e62 Add facing support for attack animations
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parents: 236
diff changeset
154 self.facing = self._old_facing
242
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parents: 241
diff changeset
155 self._update_image(True)
236
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diff changeset
156 elif self._frame == self.attack_frame and self._tick == 5:
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diff changeset
157 # Attack the player
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diff changeset
158 self.do_attack()
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diff changeset
159
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diff changeset
160 def do_attack(self):
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parents: 228
diff changeset
161 """Overriden by monster classes"""
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diff changeset
162 if self.check_collides(self._target):
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parents: 228
diff changeset
163 self._target.damage(self.attack_damage)
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parents: 228
diff changeset
164
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parents: 228
diff changeset
165 def start_attack(self, player):
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parents: 228
diff changeset
166 if self._animation == 'attacking':
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parents: 228
diff changeset
167 return # We're already attacking
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diff changeset
168 elif self.attack_frame is not None:
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diff changeset
169 self._target = player
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diff changeset
170 self._old_state = self._animation
239
6a2f366d5e62 Add facing support for attack animations
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parents: 236
diff changeset
171 self._old_facing = self.facing
236
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diff changeset
172 self._animation = 'attacking'
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diff changeset
173 self._tick = 1
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diff changeset
174 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
175 self._update_image(True)
236
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parents: 228
diff changeset
176 else:
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parents: 228
diff changeset
177 player.damage(1) # collision damage
18
81974842b38e Add skeleton for physics and sprites.
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parents:
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178
210
9a6c711e2fdf KILLhg statushg status
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parents: 209
diff changeset
179 def damage(self, damage):
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parents: 209
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180 print 'Damaged by ', damage
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parents: 209
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181 self.health -= damage
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parents: 209
diff changeset
182 print 'Monster health', self.health
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parents: 209
diff changeset
183 if self.health < 0:
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parents: 209
diff changeset
184 self.kill()
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parents: 209
diff changeset
185
18
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parents:
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186
213
c5c4306593d8 Attempt to animate NPCs a bit.
Simon Cross <hodgestar@gmail.com>
parents: 210
diff changeset
187 class NPC(AnimatedGameSprite):
189
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
188
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
189 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
190 collides_with = set([PC_LAYER])
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parents: 186
diff changeset
191
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
192 debug_color = (240, 240, 240)
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
193
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
194 block = False
189
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parents: 186
diff changeset
195
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
196 def __init__(self, pos, **opts):
213
c5c4306593d8 Attempt to animate NPCs a bit.
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parents: 210
diff changeset
197 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
198 self._layer = Layers.PLAYER
251
432f6997d306 More hooking up of interacting with NPCs.
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parents: 250
diff changeset
199 self._ticks_before_interact = 0
202
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parents: 193
diff changeset
200
217
fcc5eca8eaca Add explicit starting state to avoid it magically appearing later.
Simon Cross <hodgestar@gmail.com>
parents: 214
diff changeset
201 def setup(self, name, world, dsm, state):
fcc5eca8eaca Add explicit starting state to avoid it magically appearing later.
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parents: 214
diff changeset
202 self.dsm = dialogue.DSM(name, world, dsm, state)
18
81974842b38e Add skeleton for physics and sprites.
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parents:
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203
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
204 def collided_player(self, player):
251
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parents: 250
diff changeset
205 if self._ticks_before_interact == 0:
254
0f502ac5b9e0 Increase minimum time between interactions a bit.
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parents: 251
diff changeset
206 self._ticks_before_interact = 120
251
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parents: 250
diff changeset
207 OpenDialog.post(self)
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parents: 250
diff changeset
208
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parents: 250
diff changeset
209 def update(self):
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parents: 250
diff changeset
210 super(NPC, self).update()
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parents: 250
diff changeset
211 if self._ticks_before_interact > 0:
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parents: 250
diff changeset
212 self._ticks_before_interact -= 1
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
213
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
214
202
a11325bc5ff0 Sprite refactoring stuff.
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diff changeset
215 class Projectile(GameSprite):
18
81974842b38e Add skeleton for physics and sprites.
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216 gravitates = False
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parents:
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217
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
218
202
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diff changeset
219 class Item(GameSprite):
18
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220 mobile = False
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parents:
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221 gravitates = False
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
222
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
223 collision_layer = MONSTER_LAYER
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parents: 122
diff changeset
224 collides_with = set([PC_LAYER])
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parents: 122
diff changeset
225
191
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
226 portable = True
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
227
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
228 def __init__(self, pos, **opts):
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
229 GameSprite.__init__(self, pos, **opts)
127
e1dd3b785269 Initial game state stuff.
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diff changeset
230 self._layer = Layers.PLAYER
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
231
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
232
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
233 def setup(self, name, world):
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
234 self.name = name
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
235 self.world = world
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
236
18
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
237
191
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
238 def get_debug_color(self):
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
239 if self.portable:
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
240 return (240, 0, 240)
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
241 return (0, 0, 240)
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
242
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
243
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
244 def collided_player(self, player):
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
245 print "Player touched %s" % self
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
246 player.take_item(self)
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
247
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
248
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
249
18
81974842b38e Add skeleton for physics and sprites.
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parents:
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250 class Geography(Sprite):
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parents:
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251 mobile = False
81974842b38e Add skeleton for physics and sprites.
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parents:
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252 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
253 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
254 is_ground = True
6b488e1351a5 Buggy ground implementation. Make the world less bouncy
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parents: 127
diff changeset
255 bounce_factor = (0.0, 0.0)
28
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
256
35
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
257 def __init__(self, pos, image):
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
258 Sprite.__init__(self)
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
259 self.tile_pos = pos
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
260 self.image = image
122
51bcc909873d Saner, buggier collision rectangles
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parents: 117
diff changeset
261 self.collide_rect = self.image.get_bounding_rect(1)
186
72e92893ccb8 Use layers for floor check
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parents: 174
diff changeset
262 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
263 self.rect = self.image.get_rect()
51bcc909873d Saner, buggier collision rectangles
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parents: 117
diff changeset
264 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
265 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
266 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
267 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
268
117
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
269 def get_debug_color(self):
b361d9e17c26 Angry fruit salad debug boxes.
Jeremy Thurgood <firxen@gmail.com>
parents: 97
diff changeset
270 if self.floor or self.block:
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
271 return (240, 240, 0)
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
272 return (0, 240, 0)
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
273
35
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
274
249
30ae3c681507 Doors and stuff.
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parents: 248
diff changeset
275
30ae3c681507 Doors and stuff.
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parents: 248
diff changeset
276 class Doorway(GameSprite):
30ae3c681507 Doors and stuff.
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parents: 248
diff changeset
277 mobile = False
30ae3c681507 Doors and stuff.
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diff changeset
278 gravitates = False
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parents: 248
diff changeset
279 collides_with = set([PC_LAYER])
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parents: 248
diff changeset
280
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parents: 248
diff changeset
281 image_file = 'torii.png'
30ae3c681507 Doors and stuff.
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diff changeset
282
30ae3c681507 Doors and stuff.
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parents: 248
diff changeset
283 debug_color = (120, 240, 120)
30ae3c681507 Doors and stuff.
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parents: 248
diff changeset
284
30ae3c681507 Doors and stuff.
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parents: 248
diff changeset
285 def __init__(self, pos, **opts):
30ae3c681507 Doors and stuff.
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parents: 248
diff changeset
286 GameSprite.__init__(self, pos, **opts)
30ae3c681507 Doors and stuff.
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parents: 248
diff changeset
287 self._layer = Layers.PLAYER
30ae3c681507 Doors and stuff.
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288 self.image = pygame.transform.scale(self.image, self.image.get_rect().center)
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289 self.rect = self.image.get_rect(midbottom=self.rect.midbottom)
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290 self.collide_rect = self.rect
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291
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292
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293 def setup(self, leadsto):
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294 self.leadsto = leadsto
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295 print leadsto
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296
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297
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298 def collided_player(self, player):
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299 print "Player touched %s" % self
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300 from .. import engine, levelscene
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301 engine.ChangeScene.post((levelscene.LevelScene, self.leadsto))
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302
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303
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304
127
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305 def find_sprite(descr, mod_name=None):
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306 """Create a sprite object from a dictionary describing it."""
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7668243695f4 Trial patch for dealing with unicode dict key issue on Windows.
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307 descr = dict((str(k), v) for k, v in descr.items()) # convert unicode keys
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308 cls_name = descr.pop("type")
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309 if mod_name is None:
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310 mod_name, cls_name = cls_name.rsplit(".", 1)
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311 mod_name = ".".join(["skaapsteker.sprites", mod_name])
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312 mod = __import__(mod_name, fromlist=[cls_name])
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313 cls = getattr(mod, cls_name)
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314 return cls(**descr)
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38d2f7c43d86 Sprite-based tiles. \o/
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315