annotate skaapsteker/sprites/base.py @ 273:95e2ef31e714

Hit "down" to interact with things.
author Jeremy Thurgood <firxen@gmail.com>
date Fri, 08 Apr 2011 19:09:09 +0200
parents 56a529a69e97
children 15b2be883a40
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1 """Basic sprite classes."""
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2
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3 import re
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4
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5 from pygame import Rect
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6 import pygame.transform
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7
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8 from ..physics import Sprite
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9 from ..constants import Layers
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10 from ..engine import OpenDialog
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11 from .. import data
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12 from .. import dialogue
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15 TILE_SIZE = (64, 64)
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17 # Collision Layers (values are ids not numbers)
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18 PC_LAYER = 0
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19 MONSTER_LAYER = 1
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20 NPC_LAYER = 2
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23
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24 class GameSprite(Sprite):
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25 image_dir = 'sprites/'
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26 image_file = None
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28 def __init__(self, pos, **opts):
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29 Sprite.__init__(self)
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30 self._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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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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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])
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132
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133 debug_color = (240, 120, 120)
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134
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135 block = True
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136
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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
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140 def __init__(self, pos, **opts):
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141 AnimatedGameSprite.__init__(self, pos, **opts)
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142 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2))
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143 self._layer = Layers.PLAYER
206
e2acf4663065 Move fox properties to the world
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parents: 203
diff changeset
144 self.health = 10
203
0a793c4ac341 Add default health values
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parents: 202
diff changeset
145 self.setup(**opts)
25
fe87d828d093 Very basic enemy support.
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parents: 22
diff changeset
146
fe87d828d093 Very basic enemy support.
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diff changeset
147
208
c72d9bf911fb Add start of player damage
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parents: 206
diff changeset
148 def collided_player(self, player):
202
a11325bc5ff0 Sprite refactoring stuff.
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diff changeset
149 print "%s collided with player" % self
236
9528c6fc7f75 Hook up attack anaimation (needs facing support still)
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parents: 228
diff changeset
150 self.start_attack(player)
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parents: 228
diff changeset
151
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parents: 228
diff changeset
152 def update(self):
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parents: 228
diff changeset
153 AnimatedGameSprite.update(self)
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parents: 228
diff changeset
154 if self._animation == 'attacking':
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parents: 228
diff changeset
155 if self._frame == 0 and self._tick == 1:
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diff changeset
156 # FIXME: This will need to change when AnimatedGameSprite changes
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parents: 228
diff changeset
157 # We've just looped through the animation sequence
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diff changeset
158 self._animation = self._old_state
239
6a2f366d5e62 Add facing support for attack animations
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parents: 236
diff changeset
159 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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parents: 241
diff changeset
160 self._update_image(True)
236
9528c6fc7f75 Hook up attack anaimation (needs facing support still)
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parents: 228
diff changeset
161 elif self._frame == self.attack_frame and self._tick == 5:
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parents: 228
diff changeset
162 # Attack the player
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parents: 228
diff changeset
163 self.do_attack()
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parents: 228
diff changeset
164
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diff changeset
165 def do_attack(self):
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parents: 228
diff changeset
166 """Overriden by monster classes"""
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diff changeset
167 if self.check_collides(self._target):
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parents: 228
diff changeset
168 self._target.damage(self.attack_damage)
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parents: 228
diff changeset
169
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parents: 228
diff changeset
170 def start_attack(self, player):
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parents: 228
diff changeset
171 if self._animation == 'attacking':
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parents: 228
diff changeset
172 return # We're already attacking
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parents: 228
diff changeset
173 elif self.attack_frame is not None:
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parents: 228
diff changeset
174 self._target = player
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parents: 228
diff changeset
175 self._old_state = self._animation
239
6a2f366d5e62 Add facing support for attack animations
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parents: 236
diff changeset
176 self._old_facing = self.facing
236
9528c6fc7f75 Hook up attack anaimation (needs facing support still)
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diff changeset
177 self._animation = 'attacking'
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parents: 228
diff changeset
178 self._tick = 1
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parents: 228
diff changeset
179 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
180 self._update_image(True)
236
9528c6fc7f75 Hook up attack anaimation (needs facing support still)
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parents: 228
diff changeset
181 else:
9528c6fc7f75 Hook up attack anaimation (needs facing support still)
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parents: 228
diff changeset
182 player.damage(1) # collision damage
18
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
183
210
9a6c711e2fdf KILLhg statushg status
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parents: 209
diff changeset
184 def damage(self, damage):
9a6c711e2fdf KILLhg statushg status
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parents: 209
diff changeset
185 print 'Damaged by ', damage
9a6c711e2fdf KILLhg statushg status
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parents: 209
diff changeset
186 self.health -= damage
9a6c711e2fdf KILLhg statushg status
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parents: 209
diff changeset
187 print 'Monster health', self.health
9a6c711e2fdf KILLhg statushg status
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parents: 209
diff changeset
188 if self.health < 0:
9a6c711e2fdf KILLhg statushg status
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parents: 209
diff changeset
189 self.kill()
9a6c711e2fdf KILLhg statushg status
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parents: 209
diff changeset
190
18
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
191
213
c5c4306593d8 Attempt to animate NPCs a bit.
Simon Cross <hodgestar@gmail.com>
parents: 210
diff changeset
192 class NPC(AnimatedGameSprite):
189
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
Simon Cross <hodgestar@gmail.com>
parents: 186
diff changeset
193
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
194 collision_layer = NPC_LAYER
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
195
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
196 debug_color = (240, 240, 240)
271
56a529a69e97 Only backout / move-off "solid" collisions
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parents: 264
diff changeset
197 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.
Simon Cross <hodgestar@gmail.com>
parents: 186
diff changeset
198
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
199 block = False
273
95e2ef31e714 Hit "down" to interact with things.
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200 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
201
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
Simon Cross <hodgestar@gmail.com>
parents: 186
diff changeset
202 def __init__(self, pos, **opts):
213
c5c4306593d8 Attempt to animate NPCs a bit.
Simon Cross <hodgestar@gmail.com>
parents: 210
diff changeset
203 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
204 self._layer = Layers.PLAYER
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
205
217
fcc5eca8eaca Add explicit starting state to avoid it magically appearing later.
Simon Cross <hodgestar@gmail.com>
parents: 214
diff changeset
206 def setup(self, name, world, dsm, state):
fcc5eca8eaca Add explicit starting state to avoid it magically appearing later.
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parents: 214
diff changeset
207 self.dsm = dialogue.DSM(name, world, dsm, state)
18
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
208
273
95e2ef31e714 Hit "down" to interact with things.
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parents: 271
diff changeset
209 def player_action(self, player):
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parents: 271
diff changeset
210 OpenDialog.post(self)
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
211
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
212
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
213 class Projectile(GameSprite):
18
81974842b38e Add skeleton for physics and sprites.
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parents:
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214 gravitates = False
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parents:
diff changeset
215
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
216
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
217 class Item(GameSprite):
18
81974842b38e Add skeleton for physics and sprites.
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parents:
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218 mobile = False
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parents:
diff changeset
219 gravitates = False
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
220
273
95e2ef31e714 Hit "down" to interact with things.
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parents: 271
diff changeset
221 collision_layer = NPC_LAYER
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
222
191
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
223 portable = True
273
95e2ef31e714 Hit "down" to interact with things.
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parents: 271
diff changeset
224 actionable = True
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
225
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
226 def __init__(self, pos, **opts):
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
227 GameSprite.__init__(self, pos, **opts)
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
228 self._layer = Layers.PLAYER
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
229
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
230
193
897eec397cbb Fix state checks for hattori, ichiro, kaneda and kumiko. In the process provide easier access to other npcs.
Simon Cross <hodgestar@gmail.com>
parents: 191
diff changeset
231 def setup(self, name, world):
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
232 self.name = name
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
233 self.world = world
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
234
18
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
235
191
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
236 def get_debug_color(self):
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
237 if self.portable:
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
238 return (240, 0, 240)
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
239 return (0, 0, 240)
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
240
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
241
273
95e2ef31e714 Hit "down" to interact with things.
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parents: 271
diff changeset
242 def player_action(self, player):
202
a11325bc5ff0 Sprite refactoring stuff.
Jeremy Thurgood <firxen@gmail.com>
parents: 193
diff changeset
243 print "Player touched %s" % self
209
189f7f8ef714 Basic item interaction.
Jeremy Thurgood <firxen@gmail.com>
parents: 208
diff changeset
244 player.take_item(self)
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
245
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
246
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
247
18
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
248 class Geography(Sprite):
81974842b38e Add skeleton for physics and sprites.
Simon Cross <hodgestar@gmail.com>
parents:
diff changeset
249 mobile = False
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
250 gravitates = False
189
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
Simon Cross <hodgestar@gmail.com>
parents: 186
diff changeset
251 collides_with = set([PC_LAYER, MONSTER_LAYER, NPC_LAYER])
144
6b488e1351a5 Buggy ground implementation. Make the world less bouncy
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parents: 127
diff changeset
252 is_ground = True
273
95e2ef31e714 Hit "down" to interact with things.
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parents: 271
diff changeset
253 actionable = False
144
6b488e1351a5 Buggy ground implementation. Make the world less bouncy
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parents: 127
diff changeset
254 bounce_factor = (0.0, 0.0)
28
94d5ebaa912f Example for global sprite importing.
Simon Cross <hodgestar@gmail.com>
parents: 25
diff changeset
255
35
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
256 def __init__(self, pos, image):
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
257 Sprite.__init__(self)
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
258 self.tile_pos = pos
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
259 self.image = image
122
51bcc909873d Saner, buggier collision rectangles
Neil Muller <drnlmuller@gmail.com>
parents: 117
diff changeset
260 self.collide_rect = self.image.get_bounding_rect(1)
186
72e92893ccb8 Use layers for floor check
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parents: 174
diff changeset
261 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2))
122
51bcc909873d Saner, buggier collision rectangles
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parents: 117
diff changeset
262 self.rect = self.image.get_rect()
51bcc909873d Saner, buggier collision rectangles
Neil Muller <drnlmuller@gmail.com>
parents: 117
diff changeset
263 self.rect_offset = self.collide_rect.left - self.rect.left, self.rect.top - self.rect.top
51bcc909873d Saner, buggier collision rectangles
Neil Muller <drnlmuller@gmail.com>
parents: 117
diff changeset
264 self.collide_rect.topleft = pos[0] * TILE_SIZE[0] + self.rect_offset[0], pos[1] * TILE_SIZE[1] + self.rect_offset[1]
186
72e92893ccb8 Use layers for floor check
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parents: 174
diff changeset
265 self.floor_rect.topleft = pos[0] * TILE_SIZE[0] + self.rect_offset[0], pos[1] * TILE_SIZE[1] + self.rect_offset[1]
122
51bcc909873d Saner, buggier collision rectangles
Neil Muller <drnlmuller@gmail.com>
parents: 117
diff changeset
266 self.rect.topleft = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1]
35
38d2f7c43d86 Sprite-based tiles. \o/
Jeremy Thurgood <firxen@gmail.com>
parents: 28
diff changeset
267
117
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
268 def get_debug_color(self):
b361d9e17c26 Angry fruit salad debug boxes.
Jeremy Thurgood <firxen@gmail.com>
parents: 97
diff changeset
269 if self.floor or self.block:
b361d9e17c26 Angry fruit salad debug boxes.
Jeremy Thurgood <firxen@gmail.com>
parents: 97
diff changeset
270 return (240, 240, 0)
b361d9e17c26 Angry fruit salad debug boxes.
Jeremy Thurgood <firxen@gmail.com>
parents: 97
diff changeset
271 return (0, 240, 0)
b361d9e17c26 Angry fruit salad debug boxes.
Jeremy Thurgood <firxen@gmail.com>
parents: 97
diff changeset
272
35
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
273
249
30ae3c681507 Doors and stuff.
Jeremy Thurgood <firxen@gmail.com>
parents: 248
diff changeset
274
30ae3c681507 Doors and stuff.
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parents: 248
diff changeset
275 class Doorway(GameSprite):
30ae3c681507 Doors and stuff.
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parents: 248
diff changeset
276 mobile = False
30ae3c681507 Doors and stuff.
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parents: 248
diff changeset
277 gravitates = False
30ae3c681507 Doors and stuff.
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parents: 248
diff changeset
278
271
56a529a69e97 Only backout / move-off "solid" collisions
Neil Muller <drnlmuller@gmail.com>
parents: 264
diff changeset
279 blocks = False
273
95e2ef31e714 Hit "down" to interact with things.
Jeremy Thurgood <firxen@gmail.com>
parents: 271
diff changeset
280 actionable = True
271
56a529a69e97 Only backout / move-off "solid" collisions
Neil Muller <drnlmuller@gmail.com>
parents: 264
diff changeset
281
249
30ae3c681507 Doors and stuff.
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parents: 248
diff changeset
282 image_file = 'torii.png'
30ae3c681507 Doors and stuff.
Jeremy Thurgood <firxen@gmail.com>
parents: 248
diff changeset
283
264
afd9256ad682 Move between doorways. (Still with hacky collision limiting.)
Jeremy Thurgood <firxen@gmail.com>
parents: 261
diff changeset
284
afd9256ad682 Move between doorways. (Still with hacky collision limiting.)
Jeremy Thurgood <firxen@gmail.com>
parents: 261
diff changeset
285 def setup_image_data(self, pos):
afd9256ad682 Move between doorways. (Still with hacky collision limiting.)
Jeremy Thurgood <firxen@gmail.com>
parents: 261
diff changeset
286 super(Doorway, self).setup_image_data(pos)
249
30ae3c681507 Doors and stuff.
Jeremy Thurgood <firxen@gmail.com>
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diff changeset
287 self.image = pygame.transform.scale(self.image, self.image.get_rect().center)
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288 self.rect = self.image.get_rect(midbottom=self.rect.midbottom)
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289 self.collide_rect = self.rect
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290
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291
264
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292 def setup(self, facing, leadsto):
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293 self.facing = facing
249
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294 self.leadsto = leadsto
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295 print leadsto
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296
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297
273
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298 def player_action(self, player):
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299 print "Player touched %s" % self
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300 from .. import engine, levelscene
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301 engine.ChangeScene.post((levelscene.LevelScene, self.leadsto))
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302
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303
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304
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305 class StartingDoorway(Doorway):
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306 actionable = False
264
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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
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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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7668243695f4 Trial patch for dealing with unicode dict key issue on Windows.
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321 descr = dict((str(k), v) for k, v in descr.items()) # convert unicode keys
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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)
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38d2f7c43d86 Sprite-based tiles. \o/
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329