annotate skaapsteker/sprites/player.py @ 187:92ab784ecf5a

Repel fx from longstanding collisions
author Neil Muller <drnlmuller@gmail.com>
date Wed, 06 Apr 2011 20:50:00 +0200
parents 88a78fb9fa82
children 30a5f7cf670a
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1 """Class for dealing with the player"""
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2
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3 import pygame.transform
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4 import os
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5 import time
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6
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7 from skaapsteker.sprites.base import TILE_SIZE, PC_LAYER, MONSTER_LAYER
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8 from skaapsteker.physics import Sprite
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9 from skaapsteker.constants import Layers
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10 from skaapsteker.data import get_files, load_image
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12
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13 class Player(Sprite):
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14
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15 collision_layer = PC_LAYER
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16 collides_with = set([MONSTER_LAYER])
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17 wants_updates = True
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18
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19 def __init__(self):
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20 Sprite.__init__(self)
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21 self.image = None
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22 self.rect = None
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23 self._image_dict = {}
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24 self._animation_frame = 0.0
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25 self._last_time = time.time()
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26 # State flags and such
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27 self.running = False
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28 self.jumping = False
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29 self.flying = False
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30 self._load_images()
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31 # We muck with these in load for convience, so ensure they're right
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32 self.tails = 0
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33 self.set_facing('left')
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34 self.set_image()
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35 self.set_pos((0, 0))
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36 self._collisions_seen = 0
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37 self._last_collide = []
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38 self._layer = Layers.PLAYER
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39
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40 def set_image(self):
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41 key = self._make_key()
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42 images = self._image_dict[key]
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43 if self._animation_frame >= len(images):
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44 self._animation_frame = 0.0
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45 if self.rect:
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46 cur_pos = self.collide_rect.midbottom
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47 else:
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48 cur_pos = (0, 0)
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50 # TODO: can save a lot of calculation here by caching collision rects
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51 cand_image = images[int(self._animation_frame)]
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52 cand_collide_rect = cand_image.get_bounding_rect(1).inflate(-2,-2)
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53 cand_rect = cand_image.get_rect()
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54 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom
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55 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1]
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56 cand_collide_rect.midbottom = cur_pos
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57 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image):
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58 return
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60 self.image = cand_image
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61 self.collide_rect = cand_collide_rect
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62 self.rect = cand_rect
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63 self.rect_offset = cand_rect_offset
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64 self.init_pos()
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65
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66 def update(self):
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67 v_x, v_y = self.velocity
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68 # Never animate slower than !7 fps, never faster than ~15 fps
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69 old_frame = self._animation_frame
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70 self._animation_frame += abs(v_x) / 300
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71 time_diff = time.time() - self._last_time
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72 if int(self._animation_frame) - int(old_frame) > 0:
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73 # Check time diff
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74 if time_diff < 0.10:
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75 # Delay animation frame jump
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76 self._animation_frame -= abs(v_x) / 300
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77 else:
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78 self._last_time = time.time()
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79 elif time_diff > 0.20:
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80 # Force animation frame jump
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81 self._animation_frame = old_frame + 1
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82 self._last_time = time.time()
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83 if abs(v_x) < 80:
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84 # Clamp when we're not moving at least 5 pixel / s
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85 self.velocity = (0, v_y)
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86 self.running = not self.on_solid # if you're not on something you can't stand
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87 else:
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88 self.velocity = (0, v_y) # Standard platformer physics
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89 self.running = True
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90 self.set_image()
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91 if self._collisions_seen > 2 * len(self._last_collide):
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92 print 'Trying to move'
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93 # Can we find a position "nearby" that reduces the collision
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94 # surface
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95 best_move = (0, 0)
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96 clip_area = 0
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97 for rect in self._last_collide:
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98 clip = rect.collide_rect.clip(self.collide_rect)
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99 clip_area += clip.width * clip.height
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100 min_area = clip_area
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101 for attempt in [(0, 2), (2, 0), (-2, 0), (2, 2), (-2, 2)]:
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102 clip_area = 0
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103 for rect in self._last_collide:
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104 cand_rect = self.collide_rect.move(attempt)
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105 clip = rect.collide_rect.clip(cand_rect)
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106 clip_area += clip.width * clip.height
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107 if clip_area < min_area:
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108 min_area = clip_area
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109 best_move = attempt
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110 print best_move, min_area, self.velocity
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111 self.collide_rect.move_ip(best_move)
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112 self.rect.move_ip(best_move)
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113 self.init_pos()
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114 self._last_collide = []
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115 self._collisions_seen = 0
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116
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117 def set_facing(self, new_facing):
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118 self.facing = new_facing
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119
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120 def collided(self, other):
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121 if other not in self._last_collide:
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122 self._last_collide.append(other)
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123 self._collide_pos = self.collide_rect.midbottom
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124 self._collisions_seen = 0
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125 else:
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126 self._collisions_seen += 1
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127
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128
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129 def set_pos(self, pos):
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130 self.starting_tile_pos = pos
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131 self.rect.midbottom = pos[0] * TILE_SIZE[0] + self.rect_offset[0], pos[1] * TILE_SIZE[1] + self.rect_offset[1]
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132 self.collide_rect.midbottom = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1]
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133
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134 def action_left(self):
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135 if self.facing != 'left':
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136 self.facing = 'left'
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137 self.set_image()
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138 self.deltav((-450.0, 0.0))
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139
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140 def action_right(self):
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141 if self.facing != 'right':
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142 self.facing = 'right'
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143 self.set_image()
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parents: 176
diff changeset
144 self.deltav((450.0, 0.0))
102
2e913a89e69d Link up key presses to calls to action functions on player and to quitting level.
Simon Cross <hodgestar@gmail.com>
parents: 100
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145
2e913a89e69d Link up key presses to calls to action functions on player and to quitting level.
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parents: 100
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146 def action_up(self):
152
60138b935bc0 Make enemies block by default, so we can jump off them
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parents: 151
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147 if self.on_solid:
177
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parents: 176
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148 self.deltav((0.0, -self.terminal_velocity[1]))
152
60138b935bc0 Make enemies block by default, so we can jump off them
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parents: 151
diff changeset
149 self.on_solid = False
102
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parents: 100
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150
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parents: 100
diff changeset
151 def action_down(self):
103
aaef228b6358 Run kitsune, run! And by the running of the kitsune gravity is restored to normal.
Simon Cross <hodgestar@gmail.com>
parents: 102
diff changeset
152 self.deltav((0.0, 100.0))
102
2e913a89e69d Link up key presses to calls to action functions on player and to quitting level.
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parents: 100
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153
2e913a89e69d Link up key presses to calls to action functions on player and to quitting level.
Simon Cross <hodgestar@gmail.com>
parents: 100
diff changeset
154 def action_fire1(self):
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Simon Cross <hodgestar@gmail.com>
parents: 100
diff changeset
155 print "F1"
2e913a89e69d Link up key presses to calls to action functions on player and to quitting level.
Simon Cross <hodgestar@gmail.com>
parents: 100
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156
2e913a89e69d Link up key presses to calls to action functions on player and to quitting level.
Simon Cross <hodgestar@gmail.com>
parents: 100
diff changeset
157 def action_fire2(self):
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parents: 100
diff changeset
158 print "F2"
90
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parents:
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159
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parents:
diff changeset
160 def _get_action(self):
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parents:
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161 if self.running:
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parents:
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162 return 'running'
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parents:
diff changeset
163 if self.jumping:
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parents:
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164 return 'jumpin'
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Neil Muller <drnlmuller@gmail.com>
parents:
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165 return 'standing'
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parents:
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166
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parents:
diff changeset
167 def _make_key(self, action=None):
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parents:
diff changeset
168 if action is None:
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parents:
diff changeset
169 action = self._get_action()
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Neil Muller <drnlmuller@gmail.com>
parents:
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170 tails = self.tails
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Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
171 if self.tails >= 4:
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parents:
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172 tails = 4
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Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
173 elif self.tails >= 2:
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parents:
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174 tails = 2
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parents:
diff changeset
175 return '%s %s %d' % (action, self.facing, tails)
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Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
176
96ba88d66e41 Add forgetten player.py
Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
177 def _load_images(self):
158
794565c8f9f4 Load attacking images
Neil Muller <drnlmuller@gmail.com>
parents: 152
diff changeset
178 for action in ['standing', 'running', 'jumping', 'attacking']:
90
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Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
179 for tails in [0, 1, 2, 4]:
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parents:
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180 self.tails = tails
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Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
181 directory = os.path.join('sprites',
96ba88d66e41 Add forgetten player.py
Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
182 'kitsune_%s' % action,
96ba88d66e41 Add forgetten player.py
Neil Muller <drnlmuller@gmail.com>
parents:
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183 'kitsune_%s_%dtail' % (action, tails))
96ba88d66e41 Add forgetten player.py
Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
184 for facing in ['left', 'right']:
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parents:
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185 self.facing = facing
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Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
186 key = self._make_key(action)
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Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
187 self._image_dict[key] = []
96ba88d66e41 Add forgetten player.py
Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
188 for image_file in get_files(directory):
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Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
189 if image_file.startswith('.'):
96ba88d66e41 Add forgetten player.py
Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
190 # Skip extra junk for now
96ba88d66e41 Add forgetten player.py
Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
191 continue
96ba88d66e41 Add forgetten player.py
Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
192 image = load_image(os.path.join(directory, image_file))
96ba88d66e41 Add forgetten player.py
Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
193 if facing == 'right':
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Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
194 image = pygame.transform.flip(image, True, False)
96ba88d66e41 Add forgetten player.py
Neil Muller <drnlmuller@gmail.com>
parents:
diff changeset
195 self._image_dict[key].append(image)