annotate skaapsteker/sprites/base.py @ 374:9530b8dbda5f

0 health is DEAD
author Neil Muller <drnlmuller@gmail.com>
date Sat, 09 Apr 2011 15:02:44 +0200
parents a2efe5470b79
children 4d6198b68cb9
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1 """Basic sprite classes."""
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2
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3 import re
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4 import time
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5
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6 from pygame import Rect
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7 import pygame.transform
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9 from ..physics import Sprite
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10 from ..constants import Layers
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11 from ..engine import OpenDialog
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12 from .. import data
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13 from .. import dialogue
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16 TILE_SIZE = (64, 64)
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18 # Collision Layers (values are ids not numbers)
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19 PC_LAYER = 0
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20 MONSTER_LAYER = 1
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21 NPC_LAYER = 2
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22 PROJECTILE_LAYER = 3
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24
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25 class GameSprite(Sprite):
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26 image_dir = 'sprites/'
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27 image_file = None
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29 def __init__(self, pos, **opts):
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30 Sprite.__init__(self)
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31 self._starting_tile_pos = pos
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32 self.setup(**opts)
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33 self.setup_image_data(pos)
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35 def setup(self):
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36 pass
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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 if isinstance(pos, pygame.Rect):
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93 self.collide_rect.midbottom = pos.midbottom
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94 else:
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95 self.collide_rect.midbottom = (pos[0]*TILE_SIZE[0]+TILE_SIZE[0]/2, (pos[1]+1)*TILE_SIZE[1])
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96 self._update_image()
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97 self.setup(**opts)
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98
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99 def setup(self):
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100 pass
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101
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102 def _update_image(self, force=False):
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103 if self.facing:
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104 images = self._animations[self._animation][self.facing]
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105 else:
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106 images = self._animations[self._animation]
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107 if self._frame >= len(images):
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108 self._frame = 0
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109 cand_image, cand_collide_rect = images[self._frame]
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110 cand_collide_rect = cand_collide_rect.move(0, 0) # copy collide rect before we move it
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111
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112 cur_pos = self.collide_rect.midbottom
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113
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114 cand_rect = cand_image.get_rect()
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115 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom
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116 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1]
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117 cand_collide_rect.midbottom = cur_pos
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118
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119 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image) and not force:
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120 return
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121
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122 self.image = cand_image
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123 self.collide_rect = cand_collide_rect
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124 self.rect = cand_rect
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125 self.rect_offset = cand_rect_offset
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126 self.init_pos()
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127
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128 def update(self):
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129 if self._last_time is not None:
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130 if time.time() - self._last_time > self.frame_pause:
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131 self._frame += 1
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132 self._last_time = time.time()
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133 force = False
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134 if self._animation == 'attacking':
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135 force = True
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136 self._update_image(force)
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137 else:
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138 self._last_time = time.time()
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139
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140
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141 class Monster(AnimatedGameSprite):
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142
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143 collision_layer = MONSTER_LAYER
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144 collides_with = set([PC_LAYER, PROJECTILE_LAYER])
47
215e2e74c244 Better dummy monster.
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diff changeset
145
117
b361d9e17c26 Angry fruit salad debug boxes.
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diff changeset
146 debug_color = (240, 120, 120)
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diff changeset
147
152
60138b935bc0 Make enemies block by default, so we can jump off them
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parents: 144
diff changeset
148 block = True
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diff changeset
149
236
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diff changeset
150 attack_frame = None # Mark a spefici frame in the animatio n as when the attack lands
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diff changeset
151 attack_damage = 1
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diff changeset
152
25
fe87d828d093 Very basic enemy support.
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diff changeset
153 def __init__(self, pos, **opts):
236
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diff changeset
154 AnimatedGameSprite.__init__(self, pos, **opts)
186
72e92893ccb8 Use layers for floor check
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parents: 174
diff changeset
155 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2))
59
1be1ca704346 Add Layers constants. Set Monsters to player's layer by default
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diff changeset
156 self._layer = Layers.PLAYER
206
e2acf4663065 Move fox properties to the world
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diff changeset
157 self.health = 10
333
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diff changeset
158 self._done_attack = False
203
0a793c4ac341 Add default health values
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diff changeset
159 self.setup(**opts)
25
fe87d828d093 Very basic enemy support.
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diff changeset
160
208
c72d9bf911fb Add start of player damage
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parents: 206
diff changeset
161 def collided_player(self, player):
202
a11325bc5ff0 Sprite refactoring stuff.
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diff changeset
162 print "%s collided with player" % self
236
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diff changeset
163 self.start_attack(player)
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diff changeset
164
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diff changeset
165 def update(self):
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diff changeset
166 AnimatedGameSprite.update(self)
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parents: 228
diff changeset
167 if self._animation == 'attacking':
352
4e158a7bd119 Stop infinte attacks
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parents: 342
diff changeset
168 if self._frame == 0 and self._done_attack:
236
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diff changeset
169 # We've just looped through the animation sequence
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diff changeset
170 self._animation = self._old_state
239
6a2f366d5e62 Add facing support for attack animations
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parents: 236
diff changeset
171 self.facing = self._old_facing
242
c30fcf903d29 Add update force parameter, so we can transition out of attacking animations even if it introduce a new collision
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diff changeset
172 self._update_image(True)
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diff changeset
173 elif self._frame == self.attack_frame and not self._done_attack:
236
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diff changeset
174 # Attack the player
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diff changeset
175 self.do_attack()
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diff changeset
176
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177 def do_attack(self):
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178 """Overriden by monster classes"""
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179 if self.check_collides(self._target):
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180 self._target.damage(self.attack_damage)
352
4e158a7bd119 Stop infinte attacks
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diff changeset
181 self._done_attack = True
236
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diff changeset
182
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diff changeset
183 def start_attack(self, player):
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diff changeset
184 if self._animation == 'attacking':
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parents: 228
diff changeset
185 return # We're already attacking
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diff changeset
186 elif self.attack_frame is not None:
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diff changeset
187 self._done_attack = False
236
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diff changeset
188 self._target = player
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diff changeset
189 self._old_state = self._animation
239
6a2f366d5e62 Add facing support for attack animations
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parents: 236
diff changeset
190 self._old_facing = self.facing
236
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191 self._animation = 'attacking'
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diff changeset
192 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
193 self._update_image(True)
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diff changeset
194 self._last_time = self._start_attack_time = time.time()
236
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diff changeset
195 else:
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diff changeset
196 player.damage(1) # collision damage
18
81974842b38e Add skeleton for physics and sprites.
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197
210
9a6c711e2fdf KILLhg statushg status
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198 def damage(self, damage):
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199 print 'Damaged by ', damage
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200 self.health -= damage
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201 print 'Monster health', self.health
374
9530b8dbda5f 0 health is DEAD
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diff changeset
202 if self.health <= 0:
210
9a6c711e2fdf KILLhg statushg status
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diff changeset
203 self.kill()
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diff changeset
204
373
a2efe5470b79 start of patrolling monsters
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205 class PatrollingMonster(Monster):
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206 """Monster that collides with horizontal geography"""
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diff changeset
207
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diff changeset
208 debug_color = (120, 240, 120)
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diff changeset
209
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diff changeset
210 patrol_speed = (200, 0)
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diff changeset
211
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diff changeset
212 def update(self):
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diff changeset
213 Monster.update(self)
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diff changeset
214 if self._animation == 'running':
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diff changeset
215 if self.facing == 'left':
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diff changeset
216 self.velocity = (-self.patrol_speed[0], 0)
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diff changeset
217 elif self.facing == 'right':
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diff changeset
218 self.velocity = self.patrol_speed
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diff changeset
219
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diff changeset
220 def collided(self, other):
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diff changeset
221 Monster.collided(self, other)
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diff changeset
222 # Check if the object we've collided with is the same height our higher than us
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diff changeset
223 if other.block and other.collide_rect.bottom <= self.collide_rect.bottom:
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diff changeset
224 # Change direction
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parents: 370
diff changeset
225 if self.facing == 'left':
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diff changeset
226 self.facing = 'right'
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diff changeset
227 else:
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diff changeset
228 self.facing = 'left'
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parents: 370
diff changeset
229
18
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
230
213
c5c4306593d8 Attempt to animate NPCs a bit.
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parents: 210
diff changeset
231 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
232
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
233 collision_layer = NPC_LAYER
362
02bf05964619 FIREBALLS!
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diff changeset
234 collides_with = set([])
189
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
235
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
236 debug_color = (240, 240, 240)
271
56a529a69e97 Only backout / move-off "solid" collisions
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parents: 264
diff changeset
237 bounce_factor = (0, 0) # NPC's don't bounce by default
189
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
238
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
239 block = False
273
95e2ef31e714 Hit "down" to interact with things.
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parents: 271
diff changeset
240 actionable = True
189
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
241
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
242 def __init__(self, pos, **opts):
213
c5c4306593d8 Attempt to animate NPCs a bit.
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parents: 210
diff changeset
243 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
244 self._layer = Layers.PLAYER
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
245
217
fcc5eca8eaca Add explicit starting state to avoid it magically appearing later.
Simon Cross <hodgestar@gmail.com>
parents: 214
diff changeset
246 def setup(self, name, world, dsm, state):
302
78220c989e6a Add supporting for flicking between speaking NPCs.
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parents: 296
diff changeset
247 self.name = name
217
fcc5eca8eaca Add explicit starting state to avoid it magically appearing later.
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parents: 214
diff changeset
248 self.dsm = dialogue.DSM(name, world, dsm, state)
18
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
249
273
95e2ef31e714 Hit "down" to interact with things.
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parents: 271
diff changeset
250 def player_action(self, player):
95e2ef31e714 Hit "down" to interact with things.
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parents: 271
diff changeset
251 OpenDialog.post(self)
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
252
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
253
336
c8fd82ff0c71 Hook up fire buttons to attack functions. Use correct check for tails. Add skeleton for projectiles.
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parents: 335
diff changeset
254 class Projectile(AnimatedGameSprite):
362
02bf05964619 FIREBALLS!
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diff changeset
255
02bf05964619 FIREBALLS!
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diff changeset
256 collision_layer = PROJECTILE_LAYER
02bf05964619 FIREBALLS!
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parents: 355
diff changeset
257 collides_with = set()
02bf05964619 FIREBALLS!
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diff changeset
258
18
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
259 gravitates = False
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parents:
diff changeset
260
362
02bf05964619 FIREBALLS!
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diff changeset
261 DAMAGE = 10
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diff changeset
262
366
249ba3bd6904 Very, very frightening.
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parents: 362
diff changeset
263 PROJECTILE_SIZE = (0, 0) # pixels
249ba3bd6904 Very, very frightening.
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diff changeset
264 VELOCITY = (10, 10) # pixels/s
249ba3bd6904 Very, very frightening.
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parents: 362
diff changeset
265
249ba3bd6904 Very, very frightening.
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parents: 362
diff changeset
266 def setup(self, direction, hits, **opts):
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parents: 362
diff changeset
267 super(Projectile, self).setup(**opts)
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parents: 362
diff changeset
268 self.facing = direction
249ba3bd6904 Very, very frightening.
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parents: 362
diff changeset
269
362
02bf05964619 FIREBALLS!
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parents: 355
diff changeset
270 if isinstance(hits, tuple):
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diff changeset
271 self.hits = hits + (Geography,)
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parents: 355
diff changeset
272 else:
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diff changeset
273 self.hits = (hits, Geography)
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parents: 355
diff changeset
274
366
249ba3bd6904 Very, very frightening.
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parents: 362
diff changeset
275 if self.facing == "left":
249ba3bd6904 Very, very frightening.
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parents: 362
diff changeset
276 shift = (-self.PROJECTILE_SIZE[0] / 2, self.PROJECTILE_SIZE[1])
249ba3bd6904 Very, very frightening.
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parents: 362
diff changeset
277 dv = (-self.VELOCITY[0], self.VELOCITY[1])
249ba3bd6904 Very, very frightening.
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parents: 362
diff changeset
278 else:
249ba3bd6904 Very, very frightening.
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parents: 362
diff changeset
279 shift = (self.PROJECTILE_SIZE[0] / 2, self.PROJECTILE_SIZE[1])
249ba3bd6904 Very, very frightening.
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parents: 362
diff changeset
280 dv = (self.VELOCITY[0], self.VELOCITY[1])
249ba3bd6904 Very, very frightening.
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parents: 362
diff changeset
281
249ba3bd6904 Very, very frightening.
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diff changeset
282 self.rect.move_ip(shift)
249ba3bd6904 Very, very frightening.
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parents: 362
diff changeset
283 self.collide_rect.move_ip(shift)
249ba3bd6904 Very, very frightening.
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parents: 362
diff changeset
284 self.deltav(dv)
249ba3bd6904 Very, very frightening.
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parents: 362
diff changeset
285
362
02bf05964619 FIREBALLS!
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parents: 355
diff changeset
286 def explode(self):
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diff changeset
287 self.kill()
02bf05964619 FIREBALLS!
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parents: 355
diff changeset
288
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parents: 355
diff changeset
289 def collided(self, other):
02bf05964619 FIREBALLS!
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parents: 355
diff changeset
290 if not isinstance(other, self.hits):
02bf05964619 FIREBALLS!
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parents: 355
diff changeset
291 return
02bf05964619 FIREBALLS!
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parents: 355
diff changeset
292 if hasattr(other, 'damage'):
02bf05964619 FIREBALLS!
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parents: 355
diff changeset
293 other.damage(self.DAMAGE)
02bf05964619 FIREBALLS!
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parents: 355
diff changeset
294 self.explode()
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295
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296
202
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297 class Item(GameSprite):
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298 mobile = False
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299 gravitates = False
335
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300 actionable = True
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301
273
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302 collision_layer = NPC_LAYER
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303
335
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304 debug_color = (240, 0, 240)
127
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305
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306 def __init__(self, pos, **opts):
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307 GameSprite.__init__(self, pos, **opts)
127
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308 self._layer = Layers.PLAYER
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309
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310
193
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311 def setup(self, name, world):
209
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312 self.name = name
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313 self.world = world
335
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314 self._me = getattr(self.world.items, self.name)
191
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315
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316
273
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317 def player_action(self, player):
202
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318 print "Player touched %s" % self
209
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319 player.take_item(self)
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320
202
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321
335
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322 def remove(self):
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323 self._me.level = '_limbo'
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324 self.kill()
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325
202
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326
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327 class Geography(Sprite):
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328 mobile = False
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329 gravitates = False
362
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330 collides_with = set([PC_LAYER, MONSTER_LAYER, NPC_LAYER, PROJECTILE_LAYER])
144
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331 is_ground = True
273
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332 actionable = False
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333 bounce_factor = (0.0, 0.0)
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334
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335 def __init__(self, pos, image):
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336 Sprite.__init__(self)
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337 self.tile_pos = pos
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338 self.image = image
122
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339 self.collide_rect = self.image.get_bounding_rect(1)
186
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340 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2))
122
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341 self.rect = self.image.get_rect()
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342 self.rect_offset = self.collide_rect.left - self.rect.left, self.rect.top - self.rect.top
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343 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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344 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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345 self.rect.topleft = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1]
35
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346
117
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347 def get_debug_color(self):
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348 if self.floor or self.block:
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349 return (240, 240, 0)
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350 return (0, 240, 0)
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351
35
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352
249
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353
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354 class Doorway(GameSprite):
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355 mobile = False
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356 gravitates = False
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357
271
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358 blocks = False
273
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359 actionable = True
271
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diff changeset
360
249
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361 image_file = 'torii.png'
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362
264
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363
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364 def setup_image_data(self, pos):
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365 super(Doorway, self).setup_image_data(pos)
249
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366 self.image = pygame.transform.scale(self.image, self.image.get_rect().center)
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367 self.rect = self.image.get_rect(midbottom=self.rect.midbottom)
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368 self.collide_rect = self.rect
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diff changeset
369
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370
264
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371 def setup(self, facing, leadsto):
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372 self.facing = facing
249
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373 self.leadsto = leadsto
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374 print leadsto
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375
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376
273
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377 def player_action(self, player):
264
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378 print "Player touched %s" % self
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diff changeset
379 from .. import engine, levelscene
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380 engine.ChangeScene.post((levelscene.LevelScene, self.leadsto))
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diff changeset
381
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diff changeset
382
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diff changeset
383
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384 class StartingDoorway(Doorway):
273
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385 actionable = False
264
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diff changeset
386
afd9256ad682 Move between doorways. (Still with hacky collision limiting.)
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387 def setup_image_data(self, pos):
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388 self.image = pygame.Surface((0, 0))
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diff changeset
389 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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diff changeset
390 self.collide_rect = self.rect.move(0, 0)
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diff changeset
391
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diff changeset
392
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393 def setup(self, facing):
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diff changeset
394 Doorway.setup(self, facing, None)
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diff changeset
395
afd9256ad682 Move between doorways. (Still with hacky collision limiting.)
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diff changeset
396
249
30ae3c681507 Doors and stuff.
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diff changeset
397
127
e1dd3b785269 Initial game state stuff.
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diff changeset
398 def find_sprite(descr, mod_name=None):
28
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
399 """Create a sprite object from a dictionary describing it."""
261
7668243695f4 Trial patch for dealing with unicode dict key issue on Windows.
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diff changeset
400 descr = dict((str(k), v) for k, v in descr.items()) # convert unicode keys
127
e1dd3b785269 Initial game state stuff.
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diff changeset
401 cls_name = descr.pop("type")
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diff changeset
402 if mod_name is None:
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diff changeset
403 mod_name, cls_name = cls_name.rsplit(".", 1)
28
94d5ebaa912f Example for global sprite importing.
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diff changeset
404 mod_name = ".".join(["skaapsteker.sprites", mod_name])
94d5ebaa912f Example for global sprite importing.
Simon Cross <hodgestar@gmail.com>
parents: 25
diff changeset
405 mod = __import__(mod_name, fromlist=[cls_name])
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
406 cls = getattr(mod, cls_name)
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
407 return cls(**descr)
35
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
408