Mercurial > skaapsteker
annotate skaapsteker/sprites/base.py @ 584:b8bed508036f
Don't steal life from skulls
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Sun, 10 Apr 2011 16:17:21 +0200 |
parents | 91ad18a5acf1 |
children | 1386cae4cc15 |
rev | line source |
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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 |
35 | 5 |
248 | 6 from pygame import Rect |
249 | 7 import pygame.transform |
248 | 8 |
9 from ..physics import Sprite | |
10 from ..constants import Layers | |
551 | 11 from ..engine import OpenDialog, AddSpriteEvent, OpenNotification |
248 | 12 from .. import data |
13 from .. import dialogue | |
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14 from .. import sound |
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15 |
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16 |
35 | 17 TILE_SIZE = (64, 64) |
18 | |
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19 # Collision Layers (values are ids not numbers) |
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20 PC_LAYER = 0 |
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21 MONSTER_LAYER = 1 |
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22 NPC_LAYER = 2 |
362 | 23 PROJECTILE_LAYER = 3 |
35 | 24 |
551 | 25 def notify(text): |
26 OpenNotification.post(text=text) | |
27 | |
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28 |
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29 class GameSprite(Sprite): |
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30 image_dir = 'sprites/' |
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31 image_file = None |
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32 |
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33 def __init__(self, pos, **opts): |
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34 Sprite.__init__(self) |
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35 self._starting_tile_pos = pos |
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36 self.setup(**opts) |
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37 self.setup_image_data(pos) |
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38 |
342 | 39 def setup(self): |
40 pass | |
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41 |
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42 def setup_image_data(self, pos): |
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43 self.image = data.load_image(self.image_dir + self.image_file) |
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44 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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45 self.collide_rect = self.rect.move(0, 0) |
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46 |
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47 |
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48 class AnimatedGameSprite(Sprite): |
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49 # folder for animation files, e.g. sprites/foo |
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50 image_dir = None |
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51 |
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52 # first item is the starting animation |
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53 animation_regexes = [ |
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54 # TODO: swap back once we know how to swap |
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55 ("running", r"^.*_\d+.png$"), |
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56 ("standing", r"^.*_standing.png$"), |
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57 ("attacking", r"^.*_attacking.png$"), |
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58 ] |
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59 |
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60 wants_updates = True |
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61 |
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62 frame_pause = 0.1 # default time between animation frames |
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63 |
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64 facings = {} |
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65 |
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66 def __init__(self, pos, **opts): |
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67 Sprite.__init__(self) |
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68 self._animations = dict((k, []) for k, r in self.animation_regexes) |
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69 self._frame = 0 |
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70 self._last_time = 0 |
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71 self._animation = self.animation_regexes[0][0] |
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72 if self.facings and self._animation in self.facings: |
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73 self.facing = self.facings[self._animation][0][0] |
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74 else: |
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75 self.facing = None |
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76 |
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77 for image in data.get_files(self.image_dir): |
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78 for name, pattern in self.animation_regexes: |
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79 if re.match(pattern, image): |
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80 img = data.load_image("%s/%s" % (self.image_dir, image)) |
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81 if self.facings and name in self.facings: |
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82 if not self._animations[name]: |
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83 self._animations[name] = dict((k, []) for k, t in self.facings[name]) |
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84 for facing, transform in self.facings[name]: |
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85 if transform: |
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86 mod_img = transform(img) |
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87 else: |
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88 mod_img = img |
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89 collide_rect = mod_img.get_bounding_rect(1).inflate(-2,-2) |
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90 self._animations[name][facing].append((mod_img, collide_rect)) |
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91 else: |
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92 collide_rect = img.get_bounding_rect(1).inflate(-2,-2) |
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93 self._animations[name].append((img, collide_rect)) |
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94 |
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95 self.collide_rect = Rect((0, 0), (2, 2)) |
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96 if isinstance(pos, pygame.Rect): |
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97 self.collide_rect.midbottom = pos.midbottom |
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98 else: |
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99 self.collide_rect.midbottom = (pos[0]*TILE_SIZE[0]+TILE_SIZE[0]/2, (pos[1]+1)*TILE_SIZE[1]) |
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100 self._update_image() |
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101 self.setup(**opts) |
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102 |
342 | 103 def setup(self): |
104 pass | |
105 | |
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106 def _update_image(self, force=False): |
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107 if self.facing: |
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108 images = self._animations[self._animation][self.facing] |
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109 else: |
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110 images = self._animations[self._animation] |
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111 if self._frame >= len(images): |
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112 self._frame = 0 |
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113 cand_image, cand_collide_rect = images[self._frame] |
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114 cand_collide_rect = cand_collide_rect.move(0, 0) # copy collide rect before we move it |
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115 |
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116 cur_pos = self.collide_rect.midbottom |
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117 |
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118 cand_rect = cand_image.get_rect() |
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119 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom |
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120 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1] |
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121 cand_collide_rect.midbottom = cur_pos |
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122 |
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123 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image) and not force: |
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124 return |
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125 |
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126 self.image = cand_image |
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127 self.collide_rect = cand_collide_rect |
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128 self.rect = cand_rect |
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129 self.rect_offset = cand_rect_offset |
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130 self.init_pos() |
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131 |
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132 def update(self): |
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133 if self._last_time is not None: |
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134 if time.time() - self._last_time > self.frame_pause: |
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135 self._frame += 1 |
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136 self._last_time = time.time() |
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137 force = False |
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138 if self._animation == 'attacking': |
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139 force = True |
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140 self._update_image(force) |
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141 else: |
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142 self._last_time = time.time() |
213
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143 |
202
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144 |
236
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145 class Monster(AnimatedGameSprite): |
202
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146 |
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147 collision_layer = MONSTER_LAYER |
362 | 148 collides_with = set([PC_LAYER, PROJECTILE_LAYER]) |
47 | 149 |
117
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150 debug_color = (240, 120, 120) |
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151 |
152
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152 block = True |
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153 |
236
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154 attack_frame = None # Mark a spefici frame in the animatio n as when the attack lands |
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155 attack_damage = 1 |
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156 |
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157 def __init__(self, pos, **opts): |
236
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158 AnimatedGameSprite.__init__(self, pos, **opts) |
186
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159 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2)) |
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160 self._layer = Layers.PLAYER |
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161 self.health = 10 |
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162 self._done_attack = False |
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163 self.setup(**opts) |
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164 |
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165 def setup(self, fishmonger_count=False): |
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166 self.fishmonger_count = fishmonger_count |
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167 |
208
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168 def collided_player(self, player): |
236
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169 self.start_attack(player) |
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170 |
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171 def update(self): |
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172 AnimatedGameSprite.update(self) |
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173 if self._animation == 'attacking': |
352 | 174 if self._frame == 0 and self._done_attack: |
236
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175 # We've just looped through the animation sequence |
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176 self._animation = self._old_state |
239
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177 self.facing = self._old_facing |
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178 self._update_image(True) |
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179 elif self._frame == self.attack_frame and not self._done_attack: |
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180 # Attack the player |
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181 self.do_attack() |
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182 |
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183 def _launch_projectile(self, cls): |
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184 from .player import Player # avoid circular imports |
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185 if self.facing == 'left': |
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186 pos = pygame.Rect(self.rect.midleft, (0, 0)) |
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187 else: |
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188 pos = pygame.Rect(self.rect.midright, (0, 0)) |
441 | 189 projectile = cls(pos, direction=self.facing, hits=Player, source=self) |
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190 projectile.launch() |
376
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191 AddSpriteEvent.post(projectile) |
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192 |
236
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193 def do_attack(self): |
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194 """Overriden by monster classes""" |
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195 if self.check_collides(self._target): |
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196 self._target.damage(self.attack_damage) |
352 | 197 self._done_attack = True |
236
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198 |
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199 def start_attack(self, player): |
410
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200 if player.invisible: |
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201 return |
236
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202 if self._animation == 'attacking': |
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203 return # We're already attacking |
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204 elif self.attack_frame is not None: |
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205 self._done_attack = False |
236
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206 self._target = player |
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207 self._old_state = self._animation |
239
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208 self._old_facing = self.facing |
236
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209 self._animation = 'attacking' |
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210 self._frame = 0 # Start the attack from the beginning |
242
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211 self._update_image(True) |
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212 self._last_time = self._start_attack_time = time.time() |
236
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213 else: |
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214 player.damage(1) # collision damage |
18
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215 |
210 | 216 def damage(self, damage): |
217 self.health -= damage | |
374 | 218 if self.health <= 0: |
528
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219 AddSpriteEvent.post(Skeleton(self.rect.midbottom)) |
210 | 220 self.kill() |
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221 if self.fishmonger_count: |
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222 self.world.missions.fishmonger_demons_killed += 1 |
210 | 223 |
373
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224 class PatrollingMonster(Monster): |
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225 """Monster that collides with horizontal geography""" |
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226 |
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227 debug_color = (120, 240, 120) |
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228 |
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229 patrol_speed = (200, 0) |
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230 |
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231 def update(self): |
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232 Monster.update(self) |
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233 if self._animation == 'running': |
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234 if self.facing == 'left': |
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235 self.velocity = (-self.patrol_speed[0], 0) |
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236 elif self.facing == 'right': |
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237 self.velocity = self.patrol_speed |
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238 |
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239 def collided(self, other): |
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240 Monster.collided(self, other) |
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241 # Check if the object we've collided with is the same height our higher than us |
399 | 242 if (other.block or other.floor) and other.collide_rect.bottom <= self.collide_rect.bottom: |
373
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243 # Change direction |
409 | 244 self.change_facing() |
245 | |
246 def change_facing(self): | |
247 if self.facing == 'left': | |
248 self.facing = 'right' | |
249 self._update_image(True) | |
250 else: | |
251 self.facing = 'left' | |
252 self._update_image(True) | |
373
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253 |
400
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254 def check_floors(self, floors): |
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255 """If we're only on 1 floor tile, and our centre is beyond half way, |
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256 turn back""" |
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257 if len(floors) > 1: |
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258 return |
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259 |
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260 floor = floors[0] |
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261 |
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262 if self.facing == 'left': |
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263 if self.collide_rect.centerx < floor.collide_rect.centerx: |
409 | 264 self.change_facing() |
400
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265 else: |
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266 if self.collide_rect.centerx > floor.collide_rect.centerx: |
409 | 267 self.change_facing() |
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268 |
213
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269 class NPC(AnimatedGameSprite): |
189
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270 |
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271 collision_layer = NPC_LAYER |
362 | 272 collides_with = set([]) |
189
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273 |
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274 debug_color = (240, 240, 240) |
271
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275 bounce_factor = (0, 0) # NPC's don't bounce by default |
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276 gravitates = False |
189
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277 |
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278 block = False |
273
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279 actionable = True |
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280 |
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281 def __init__(self, pos, **opts): |
213
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282 AnimatedGameSprite.__init__(self, pos, **opts) |
189
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283 self._layer = Layers.PLAYER |
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284 |
484
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285 def setup(self, name, world, dsm, state, facing=None): |
302
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286 self.name = name |
549
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287 self.world = world |
217
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288 self.dsm = dialogue.DSM(name, world, dsm, state) |
461
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289 self._me = getattr(world.npcs, self.name) |
475
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290 self.facing = facing |
508 | 291 self._update_image(True) # Force things to the right image |
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292 |
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293 def player_action(self, player): |
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294 OpenDialog.post(self) |
209 | 295 |
501
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296 def remove(self): |
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297 self._me.level = '_limbo' |
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298 self.kill() |
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299 |
209 | 300 |
460 | 301 class BlockingNPC(NPC): |
302 | |
303 collides_with = set([PC_LAYER]) | |
304 mobile = False | |
305 block = True | |
306 | |
487
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307 def setup(self, name, world, dsm, state, block, facing=None): |
475
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308 NPC.setup(self, name, world, dsm, state, facing) |
460 | 309 self.block = block |
310 self._animation = 'standing' | |
311 | |
312 | |
336
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313 class Projectile(AnimatedGameSprite): |
362 | 314 |
315 collision_layer = PROJECTILE_LAYER | |
316 collides_with = set() | |
538
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317 launch_sound = None, None |
362 | 318 |
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319 gravitates = False |
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320 |
362 | 321 DAMAGE = 10 |
322 | |
366 | 323 PROJECTILE_SIZE = (0, 0) # pixels |
324 VELOCITY = (10, 10) # pixels/s | |
325 | |
441 | 326 def setup(self, direction, hits, source, **opts): |
366 | 327 super(Projectile, self).setup(**opts) |
328 self.facing = direction | |
441 | 329 self.source = source # source of the projectile (may be None) |
380
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330 self._update_image(True) # ensure we get the direction right |
538
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331 if self.launch_sound[0]: |
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332 sound.load_sound(self.launch_sound[0], self.launch_sound[0], self.launch_sound[1]) |
366 | 333 |
362 | 334 if isinstance(hits, tuple): |
335 self.hits = hits + (Geography,) | |
336 else: | |
337 self.hits = (hits, Geography) | |
338 | |
366 | 339 if self.facing == "left": |
340 shift = (-self.PROJECTILE_SIZE[0] / 2, self.PROJECTILE_SIZE[1]) | |
341 dv = (-self.VELOCITY[0], self.VELOCITY[1]) | |
342 else: | |
343 shift = (self.PROJECTILE_SIZE[0] / 2, self.PROJECTILE_SIZE[1]) | |
344 dv = (self.VELOCITY[0], self.VELOCITY[1]) | |
345 | |
346 self.rect.move_ip(shift) | |
347 self.collide_rect.move_ip(shift) | |
348 self.deltav(dv) | |
349 | |
538
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350 def launch(self): |
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351 if self.launch_sound[0]: |
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352 sound.play_sound(self.launch_sound[0]) |
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353 |
362 | 354 def explode(self): |
355 self.kill() | |
356 | |
357 def collided(self, other): | |
358 if not isinstance(other, self.hits): | |
359 return | |
360 if hasattr(other, 'damage'): | |
361 other.damage(self.DAMAGE) | |
584
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362 if hasattr(self.source, 'steal_life'): |
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363 self.source.steal_life(self.DAMAGE) |
362 | 364 self.explode() |
365 | |
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366 |
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367 class Item(GameSprite): |
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368 mobile = False |
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369 gravitates = False |
335 | 370 actionable = True |
434
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371 liftable = True |
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372 |
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373 collision_layer = NPC_LAYER |
127
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374 |
335 | 375 debug_color = (240, 0, 240) |
127
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376 |
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377 def __init__(self, pos, **opts): |
202
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378 GameSprite.__init__(self, pos, **opts) |
127
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379 self._layer = Layers.PLAYER |
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380 |
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381 |
193
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382 def setup(self, name, world): |
209 | 383 self.name = name |
384 self.world = world | |
335 | 385 self._me = getattr(self.world.items, self.name) |
191 | 386 |
387 | |
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388 def player_action(self, player): |
434
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389 if self.liftable: |
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390 player.take_item(self) |
209 | 391 |
202
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392 |
335 | 393 def remove(self): |
394 self._me.level = '_limbo' | |
395 self.kill() | |
396 | |
202
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397 |
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398 class Geography(Sprite): |
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399 mobile = False |
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400 gravitates = False |
362 | 401 collides_with = set([PC_LAYER, MONSTER_LAYER, NPC_LAYER, PROJECTILE_LAYER]) |
144
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402 is_ground = True |
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403 actionable = False |
144
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404 bounce_factor = (0.0, 0.0) |
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405 |
35 | 406 def __init__(self, pos, image): |
407 Sprite.__init__(self) | |
408 self.tile_pos = pos | |
409 self.image = image | |
122
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410 self.collide_rect = self.image.get_bounding_rect(1) |
186
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411 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2)) |
122
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412 self.rect = self.image.get_rect() |
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413 self.rect_offset = self.collide_rect.left - self.rect.left, self.rect.top - self.rect.top |
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414 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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415 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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416 self.rect.topleft = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1] |
35 | 417 |
117
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418 def get_debug_color(self): |
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419 if self.floor or self.block: |
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420 return (240, 240, 0) |
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421 return (0, 240, 0) |
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422 |
35 | 423 |
249 | 424 |
425 class Doorway(GameSprite): | |
426 mobile = False | |
427 gravitates = False | |
428 | |
271
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429 blocks = False |
273
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430 actionable = True |
271
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431 |
249 | 432 image_file = 'torii.png' |
433 | |
264
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434 |
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435 def setup_image_data(self, pos): |
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436 super(Doorway, self).setup_image_data(pos) |
249 | 437 self.image = pygame.transform.scale(self.image, self.image.get_rect().center) |
438 self.rect = self.image.get_rect(midbottom=self.rect.midbottom) | |
439 self.collide_rect = self.rect | |
440 | |
441 | |
264
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442 def setup(self, facing, leadsto): |
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443 self.facing = facing |
249 | 444 self.leadsto = leadsto |
445 | |
446 | |
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447 def player_action(self, player): |
264
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448 from .. import engine, levelscene |
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449 engine.ChangeScene.post((levelscene.LevelScene, self.leadsto)) |
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450 |
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451 |
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452 |
562
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453 class CelestialDoorway(Doorway): |
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454 def player_action(self, player): |
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455 from .. import engine |
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456 if len(self.world.fox.tails) < 8: |
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457 engine.OpenNotification.post(text="You need eight tails to enter the Celestial Plane.") |
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458 return |
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459 super(CelestialDoorway, self).player_action(player) |
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460 |
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461 |
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462 |
264
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463 class StartingDoorway(Doorway): |
273
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464 actionable = False |
264
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465 |
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466 def setup_image_data(self, pos): |
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467 self.image = pygame.Surface((0, 0)) |
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468 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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469 self.collide_rect = self.rect.move(0, 0) |
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470 |
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471 |
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472 def setup(self, facing): |
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473 Doorway.setup(self, facing, None) |
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474 |
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475 |
528
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476 class Skeleton(GameSprite): |
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477 mobile = False |
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478 gravitates = False |
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479 actionable = False |
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480 liftable = False |
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481 image_dir = 'sprites/skulls/' |
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482 debug_color = (255, 255, 0) |
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483 |
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484 def __init__(self, pos, player=False, **opts): |
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485 self._pos = pos |
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486 if player: |
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487 self.image_file = 'kitsune.png' |
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488 else: |
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489 self.image_file = 'monster.png' |
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490 GameSprite.__init__(self, pos, **opts) |
534 | 491 self._layer = Layers.BEHIND |
528
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492 |
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493 def setup_image_data(self, pos): |
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494 GameSprite.setup_image_data(self, pos) |
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495 # Pixel based rect, not tile: |
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496 self.rect = self.image.get_rect(midbottom=self._pos) |
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497 self.collide_rect = self.rect.move(0, 0) |
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498 |
249 | 499 |
127
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500 def find_sprite(descr, mod_name=None): |
28
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501 """Create a sprite object from a dictionary describing it.""" |
261
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502 descr = dict((str(k), v) for k, v in descr.items()) # convert unicode keys |
127
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503 cls_name = descr.pop("type") |
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504 if mod_name is None: |
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505 mod_name, cls_name = cls_name.rsplit(".", 1) |
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506 mod_name = ".".join(["skaapsteker.sprites", mod_name]) |
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507 mod = __import__(mod_name, fromlist=[cls_name]) |
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508 cls = getattr(mod, cls_name) |
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509 return cls(**descr) |
35 | 510 |