Mercurial > skaapsteker
annotate skaapsteker/sprites/base.py @ 261:7668243695f4
Trial patch for dealing with unicode dict key issue on Windows.
author | Simon Cross <hodgestar@gmail.com> |
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date | Fri, 08 Apr 2011 10:40:16 +0200 |
parents | 0f502ac5b9e0 |
children | afd9256ad682 |
rev | line source |
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1 """Basic sprite classes.""" |
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2 |
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3 import re |
35 | 4 |
248 | 5 from pygame import Rect |
249 | 6 import pygame.transform |
248 | 7 |
8 from ..physics import Sprite | |
9 from ..constants import Layers | |
250
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10 from ..engine import OpenDialog |
248 | 11 from .. import data |
12 from .. import dialogue | |
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13 |
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14 |
35 | 15 TILE_SIZE = (64, 64) |
16 | |
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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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21 |
35 | 22 |
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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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27 |
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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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34 |
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35 |
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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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97 |
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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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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 |
25
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135 def __init__(self, pos, **opts): |
236
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136 AnimatedGameSprite.__init__(self, pos, **opts) |
186
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137 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2)) |
59
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138 self._layer = Layers.PLAYER |
206
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139 self.health = 10 |
203
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140 self.setup(**opts) |
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141 |
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142 |
208
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143 def collided_player(self, player): |
202
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144 print "%s collided with player" % self |
236
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145 self.start_attack(player) |
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146 |
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147 def update(self): |
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148 AnimatedGameSprite.update(self) |
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149 if self._animation == 'attacking': |
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150 if self._frame == 0 and self._tick == 1: |
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151 # FIXME: This will need to change when AnimatedGameSprite changes |
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152 # We've just looped through the animation sequence |
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153 self._animation = self._old_state |
239
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154 self.facing = self._old_facing |
242
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155 self._update_image(True) |
236
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156 elif self._frame == self.attack_frame and self._tick == 5: |
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157 # Attack the player |
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158 self.do_attack() |
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159 |
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160 def do_attack(self): |
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161 """Overriden by monster classes""" |
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162 if self.check_collides(self._target): |
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163 self._target.damage(self.attack_damage) |
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164 |
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165 def start_attack(self, player): |
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166 if self._animation == 'attacking': |
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167 return # We're already attacking |
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168 elif self.attack_frame is not None: |
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169 self._target = player |
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170 self._old_state = self._animation |
239
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171 self._old_facing = self.facing |
236
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172 self._animation = 'attacking' |
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173 self._tick = 1 |
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174 self._frame = 0 # Start the attack from the beginning |
242
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175 self._update_image(True) |
236
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176 else: |
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177 player.damage(1) # collision damage |
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178 |
210 | 179 def damage(self, damage): |
180 print 'Damaged by ', damage | |
181 self.health -= damage | |
182 print 'Monster health', self.health | |
183 if self.health < 0: | |
184 self.kill() | |
185 | |
18
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186 |
213
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187 class NPC(AnimatedGameSprite): |
189
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188 |
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189 collision_layer = NPC_LAYER |
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190 collides_with = set([PC_LAYER]) |
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191 |
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192 debug_color = (240, 240, 240) |
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193 |
202
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194 block = False |
189
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195 |
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196 def __init__(self, pos, **opts): |
213
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197 AnimatedGameSprite.__init__(self, pos, **opts) |
189
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198 self._layer = Layers.PLAYER |
251
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199 self._ticks_before_interact = 0 |
202
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200 |
217
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201 def setup(self, name, world, dsm, state): |
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202 self.dsm = dialogue.DSM(name, world, dsm, state) |
18
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203 |
209 | 204 def collided_player(self, player): |
251
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250
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205 if self._ticks_before_interact == 0: |
254
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206 self._ticks_before_interact = 120 |
251
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207 OpenDialog.post(self) |
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208 |
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209 def update(self): |
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210 super(NPC, self).update() |
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211 if self._ticks_before_interact > 0: |
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212 self._ticks_before_interact -= 1 |
209 | 213 |
214 | |
202
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215 class Projectile(GameSprite): |
18
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216 gravitates = False |
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217 |
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218 |
202
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219 class Item(GameSprite): |
18
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220 mobile = False |
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221 gravitates = False |
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222 |
127
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223 collision_layer = MONSTER_LAYER |
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224 collides_with = set([PC_LAYER]) |
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225 |
191 | 226 portable = True |
127
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227 |
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228 def __init__(self, pos, **opts): |
202
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229 GameSprite.__init__(self, pos, **opts) |
127
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230 self._layer = Layers.PLAYER |
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231 |
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232 |
193
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Fix state checks for hattori, ichiro, kaneda and kumiko. In the process provide easier access to other npcs.
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191
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233 def setup(self, name, world): |
209 | 234 self.name = name |
235 self.world = world | |
127
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236 |
18
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237 |
191 | 238 def get_debug_color(self): |
239 if self.portable: | |
240 return (240, 0, 240) | |
241 return (0, 0, 240) | |
242 | |
243 | |
209 | 244 def collided_player(self, player): |
202
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245 print "Player touched %s" % self |
209 | 246 player.take_item(self) |
247 | |
202
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248 |
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249 |
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250 class Geography(Sprite): |
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251 mobile = False |
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252 gravitates = False |
189
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253 collides_with = set([PC_LAYER, MONSTER_LAYER, NPC_LAYER]) |
144
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254 is_ground = True |
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255 bounce_factor = (0.0, 0.0) |
28
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256 |
35 | 257 def __init__(self, pos, image): |
258 Sprite.__init__(self) | |
259 self.tile_pos = pos | |
260 self.image = image | |
122
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261 self.collide_rect = self.image.get_bounding_rect(1) |
186
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262 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2)) |
122
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263 self.rect = self.image.get_rect() |
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264 self.rect_offset = self.collide_rect.left - self.rect.left, self.rect.top - self.rect.top |
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265 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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266 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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267 self.rect.topleft = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1] |
35 | 268 |
117
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269 def get_debug_color(self): |
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270 if self.floor or self.block: |
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271 return (240, 240, 0) |
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272 return (0, 240, 0) |
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273 |
35 | 274 |
249 | 275 |
276 class Doorway(GameSprite): | |
277 mobile = False | |
278 gravitates = False | |
279 collides_with = set([PC_LAYER]) | |
280 | |
281 image_file = 'torii.png' | |
282 | |
283 debug_color = (120, 240, 120) | |
284 | |
285 def __init__(self, pos, **opts): | |
286 GameSprite.__init__(self, pos, **opts) | |
287 self._layer = Layers.PLAYER | |
288 self.image = pygame.transform.scale(self.image, self.image.get_rect().center) | |
289 self.rect = self.image.get_rect(midbottom=self.rect.midbottom) | |
290 self.collide_rect = self.rect | |
291 | |
292 | |
293 def setup(self, leadsto): | |
294 self.leadsto = leadsto | |
295 print leadsto | |
296 | |
297 | |
298 def collided_player(self, player): | |
299 print "Player touched %s" % self | |
300 from .. import engine, levelscene | |
301 engine.ChangeScene.post((levelscene.LevelScene, self.leadsto)) | |
302 | |
303 | |
304 | |
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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.""" |
261
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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) |
35 | 315 |