Mercurial > skaapsteker
annotate skaapsteker/sprites/base.py @ 273:95e2ef31e714
Hit "down" to interact with things.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Fri, 08 Apr 2011 19:09:09 +0200 |
parents | 56a529a69e97 |
children | 15b2be883a40 |
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 | |
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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._starting_tile_pos = pos |
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31 self.setup_image_data(pos) |
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32 self.setup(**opts) |
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33 |
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34 |
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35 def setup_image_data(self, pos): |
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36 self.image = data.load_image(self.image_dir + self.image_file) |
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37 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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38 self.collide_rect = self.rect.move(0, 0) |
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39 |
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40 |
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41 class AnimatedGameSprite(Sprite): |
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42 # folder for animation files, e.g. sprites/foo |
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43 image_dir = None |
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44 |
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45 # first item is the starting animation |
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46 animation_regexes = [ |
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47 # TODO: swap back once we know how to swap |
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48 ("running", r"^.*_\d+.png$"), |
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49 ("standing", r"^.*_standing.png$"), |
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50 ("attacking", r"^.*_attacking.png$"), |
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51 ] |
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52 |
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53 wants_updates = True |
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54 |
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55 facings = {} |
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56 |
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57 def __init__(self, pos, **opts): |
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58 Sprite.__init__(self) |
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59 self._animations = dict((k, []) for k, r in self.animation_regexes) |
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60 self._frame = 0 |
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61 self._tick = 0 # TODO: hack to show some animation; kill shortly |
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62 self._animation = self.animation_regexes[0][0] |
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63 if self.facings and self._animation in self.facings: |
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64 self.facing = self.facings[self._animation][0][0] |
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65 else: |
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66 self.facing = None |
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67 |
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68 for image in data.get_files(self.image_dir): |
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69 for name, pattern in self.animation_regexes: |
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70 if re.match(pattern, image): |
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71 img = data.load_image("%s/%s" % (self.image_dir, image)) |
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72 if self.facings and name in self.facings: |
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73 if not self._animations[name]: |
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74 self._animations[name] = dict((k, []) for k, t in self.facings[name]) |
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75 for facing, transform in self.facings[name]: |
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76 if transform: |
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77 mod_img = transform(img) |
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78 else: |
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79 mod_img = img |
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80 collide_rect = mod_img.get_bounding_rect(1).inflate(-2,-2) |
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81 self._animations[name][facing].append((mod_img, collide_rect)) |
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82 else: |
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83 collide_rect = img.get_bounding_rect(1).inflate(-2,-2) |
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84 self._animations[name].append((img, collide_rect)) |
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85 |
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86 self.collide_rect = Rect((0, 0), (2, 2)) |
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87 self.collide_rect.midbottom = (pos[0]*TILE_SIZE[0]+TILE_SIZE[0]/2, (pos[1]+1)*TILE_SIZE[1]) |
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88 self._update_image() |
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89 self.setup(**opts) |
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90 |
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91 def _update_image(self, force=False): |
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92 if self.facing: |
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93 images = self._animations[self._animation][self.facing] |
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94 else: |
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95 images = self._animations[self._animation] |
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96 if self._frame >= len(images): |
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97 self._frame = 0 |
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98 cand_image, cand_collide_rect = images[self._frame] |
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99 cand_collide_rect = cand_collide_rect.move(0, 0) # copy collide rect before we move it |
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100 |
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101 cur_pos = self.collide_rect.midbottom |
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102 |
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103 cand_rect = cand_image.get_rect() |
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104 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom |
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105 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1] |
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106 cand_collide_rect.midbottom = cur_pos |
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107 |
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108 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image) and not force: |
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109 return |
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110 |
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111 self.image = cand_image |
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112 self.collide_rect = cand_collide_rect |
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113 self.rect = cand_rect |
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114 self.rect_offset = cand_rect_offset |
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115 self.init_pos() |
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116 |
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117 def update(self): |
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118 if self._tick > 10: |
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119 self._tick = 0 |
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120 self._frame += 1 |
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121 force = False |
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122 if self._animation == 'attacking': |
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123 force = True |
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124 self._update_image(force) |
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125 self._tick += 1 |
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126 |
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127 |
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128 class Monster(AnimatedGameSprite): |
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129 |
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130 collision_layer = MONSTER_LAYER |
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131 collides_with = set([PC_LAYER]) |
47 | 132 |
117
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133 debug_color = (240, 120, 120) |
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134 |
152
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135 block = True |
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136 |
236
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137 attack_frame = None # Mark a spefici frame in the animatio n as when the attack lands |
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138 attack_damage = 1 |
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139 |
25
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140 def __init__(self, pos, **opts): |
236
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141 AnimatedGameSprite.__init__(self, pos, **opts) |
186
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142 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2)) |
59
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143 self._layer = Layers.PLAYER |
206
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144 self.health = 10 |
203
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145 self.setup(**opts) |
25
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146 |
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147 |
208
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148 def collided_player(self, player): |
202
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149 print "%s collided with player" % self |
236
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150 self.start_attack(player) |
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151 |
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152 def update(self): |
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153 AnimatedGameSprite.update(self) |
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154 if self._animation == 'attacking': |
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155 if self._frame == 0 and self._tick == 1: |
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156 # FIXME: This will need to change when AnimatedGameSprite changes |
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157 # We've just looped through the animation sequence |
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158 self._animation = self._old_state |
239
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159 self.facing = self._old_facing |
242
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160 self._update_image(True) |
236
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161 elif self._frame == self.attack_frame and self._tick == 5: |
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162 # Attack the player |
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163 self.do_attack() |
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164 |
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165 def do_attack(self): |
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166 """Overriden by monster classes""" |
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167 if self.check_collides(self._target): |
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168 self._target.damage(self.attack_damage) |
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169 |
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170 def start_attack(self, player): |
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171 if self._animation == 'attacking': |
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172 return # We're already attacking |
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173 elif self.attack_frame is not None: |
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174 self._target = player |
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175 self._old_state = self._animation |
239
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176 self._old_facing = self.facing |
236
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177 self._animation = 'attacking' |
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178 self._tick = 1 |
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179 self._frame = 0 # Start the attack from the beginning |
242
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180 self._update_image(True) |
236
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181 else: |
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182 player.damage(1) # collision damage |
18
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183 |
210 | 184 def damage(self, damage): |
185 print 'Damaged by ', damage | |
186 self.health -= damage | |
187 print 'Monster health', self.health | |
188 if self.health < 0: | |
189 self.kill() | |
190 | |
18
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191 |
213
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192 class NPC(AnimatedGameSprite): |
189
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193 |
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194 collision_layer = NPC_LAYER |
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195 |
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196 debug_color = (240, 240, 240) |
271
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264
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197 bounce_factor = (0, 0) # NPC's don't bounce by default |
189
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198 |
202
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199 block = False |
273
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200 actionable = True |
189
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201 |
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202 def __init__(self, pos, **opts): |
213
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203 AnimatedGameSprite.__init__(self, pos, **opts) |
189
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204 self._layer = Layers.PLAYER |
202
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205 |
217
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206 def setup(self, name, world, dsm, state): |
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207 self.dsm = dialogue.DSM(name, world, dsm, state) |
18
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208 |
273
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209 def player_action(self, player): |
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210 OpenDialog.post(self) |
209 | 211 |
212 | |
202
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213 class Projectile(GameSprite): |
18
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214 gravitates = False |
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215 |
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216 |
202
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217 class Item(GameSprite): |
18
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218 mobile = False |
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219 gravitates = False |
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220 |
273
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221 collision_layer = NPC_LAYER |
127
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222 |
191 | 223 portable = True |
273
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224 actionable = True |
127
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225 |
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226 def __init__(self, pos, **opts): |
202
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227 GameSprite.__init__(self, pos, **opts) |
127
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228 self._layer = Layers.PLAYER |
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229 |
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230 |
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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231 def setup(self, name, world): |
209 | 232 self.name = name |
233 self.world = world | |
127
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234 |
18
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235 |
191 | 236 def get_debug_color(self): |
237 if self.portable: | |
238 return (240, 0, 240) | |
239 return (0, 0, 240) | |
240 | |
241 | |
273
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242 def player_action(self, player): |
202
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243 print "Player touched %s" % self |
209 | 244 player.take_item(self) |
245 | |
202
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246 |
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247 |
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248 class Geography(Sprite): |
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249 mobile = False |
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250 gravitates = False |
189
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251 collides_with = set([PC_LAYER, MONSTER_LAYER, NPC_LAYER]) |
144
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252 is_ground = True |
273
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253 actionable = False |
144
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254 bounce_factor = (0.0, 0.0) |
28
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|
255 |
35 | 256 def __init__(self, pos, image): |
257 Sprite.__init__(self) | |
258 self.tile_pos = pos | |
259 self.image = image | |
122
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260 self.collide_rect = self.image.get_bounding_rect(1) |
186
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261 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2)) |
122
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262 self.rect = self.image.get_rect() |
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263 self.rect_offset = self.collide_rect.left - self.rect.left, self.rect.top - self.rect.top |
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264 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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265 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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266 self.rect.topleft = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1] |
35 | 267 |
117
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|
268 def get_debug_color(self): |
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|
269 if self.floor or self.block: |
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270 return (240, 240, 0) |
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271 return (0, 240, 0) |
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272 |
35 | 273 |
249 | 274 |
275 class Doorway(GameSprite): | |
276 mobile = False | |
277 gravitates = False | |
278 | |
271
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279 blocks = False |
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280 actionable = True |
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281 |
249 | 282 image_file = 'torii.png' |
283 | |
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284 |
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285 def setup_image_data(self, pos): |
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286 super(Doorway, self).setup_image_data(pos) |
249 | 287 self.image = pygame.transform.scale(self.image, self.image.get_rect().center) |
288 self.rect = self.image.get_rect(midbottom=self.rect.midbottom) | |
289 self.collide_rect = self.rect | |
290 | |
291 | |
264
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292 def setup(self, facing, leadsto): |
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293 self.facing = facing |
249 | 294 self.leadsto = leadsto |
295 print leadsto | |
296 | |
297 | |
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298 def player_action(self, player): |
264
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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 |
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305 class StartingDoorway(Doorway): |
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306 actionable = False |
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307 |
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308 def setup_image_data(self, pos): |
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309 self.image = pygame.Surface((0, 0)) |
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310 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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311 self.collide_rect = self.rect.move(0, 0) |
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312 |
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313 |
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314 def setup(self, facing): |
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315 Doorway.setup(self, facing, None) |
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316 |
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317 |
249 | 318 |
127
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319 def find_sprite(descr, mod_name=None): |
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320 """Create a sprite object from a dictionary describing it.""" |
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321 descr = dict((str(k), v) for k, v in descr.items()) # convert unicode keys |
127
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322 cls_name = descr.pop("type") |
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323 if mod_name is None: |
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324 mod_name, cls_name = cls_name.rsplit(".", 1) |
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325 mod_name = ".".join(["skaapsteker.sprites", mod_name]) |
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326 mod = __import__(mod_name, fromlist=[cls_name]) |
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327 cls = getattr(mod, cls_name) |
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328 return cls(**descr) |
35 | 329 |