annotate skaapsteker/sprites/player.py @ 172:bf144d817113

if year in range(1980, 1990): continue # how can we sleep while the kitsune is stuck to the floor?
author Simon Cross <hodgestar@gmail.com>
date Wed, 06 Apr 2011 01:35:20 +0200
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children 57a78f19c673
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1 """Class for dealing with the player"""
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2
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3 import pygame.transform
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4 import os
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5 import time
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7 from skaapsteker.sprites.base import TILE_SIZE, PC_LAYER, MONSTER_LAYER
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8 from skaapsteker.physics import Sprite
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9 from skaapsteker.constants import Layers
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10 from skaapsteker.data import get_files, load_image
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12
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13 class Player(Sprite):
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14
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15 collision_layer = PC_LAYER
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16 collides_with = set([MONSTER_LAYER])
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17 wants_updates = True
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18
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19 def __init__(self):
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20 Sprite.__init__(self)
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21 self.image = None
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22 self.rect = None
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23 self._image_dict = {}
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24 self._animation_frame = 0.0
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25 self._last_time = time.time()
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26 # State flags and such
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27 self.running = False
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28 self.jumping = False
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29 self.flying = False
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30 self._load_images()
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31 # We muck with these in load for convience, so ensure they're right
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32 self.tails = 0
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33 self.set_facing('left')
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34 self.set_image()
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35 self.set_pos((0, 0))
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36 self._layer = Layers.PLAYER
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37
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38 def set_image(self):
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39 key = self._make_key()
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40 images = self._image_dict[key]
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41 if self._animation_frame >= len(images):
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42 self._animation_frame = 0.0
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43 if self.rect:
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44 cur_pos = self.collide_rect.midbottom
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45 else:
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46 cur_pos = (0, 0)
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47
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48 # TODO: can save a lot of calculation here by caching collision rects
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49 cand_image = images[int(self._animation_frame)]
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50 cand_collide_rect = cand_image.get_bounding_rect(1).inflate(-2,-2)
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51 cand_rect = cand_image.get_rect()
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52 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom
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53 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1]
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54 cand_collide_rect.midbottom = cur_pos
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55 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image):
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56 return
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58 self.image = cand_image
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59 self.collide_rect = cand_collide_rect
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60 self.rect = cand_rect
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61 self.rect_offset = cand_rect_offset
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62 self.init_pos()
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63
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64 def update(self):
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65 v_x, v_y = self.velocity
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66 # Never animate slower than !7 fps, never faster than ~15 fps
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67 old_frame = self._animation_frame
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68 self._animation_frame += abs(v_x) / 300
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69 time_diff = time.time() - self._last_time
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70 if int(self._animation_frame) - int(old_frame) > 0:
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71 # Check time diff
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72 if time_diff < 0.07:
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73 # Delay animation frame jump
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74 self._animation_frame -= abs(v_x) / 300
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75 else:
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76 self._last_time = time.time()
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77 elif time_diff > 0.15:
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78 # Force animation frame jump
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79 self._animation_frame = old_frame + 1
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80 self._last_time = time.time()
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81 if abs(v_x) < 80:
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82 # Clamp when we're not moving at least 5 pixel / s
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83 self.velocity = (0, v_y)
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84 self.running = not self.on_solid # if you're not on something you can't stand
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85 else:
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86 self.running = True
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87 self.set_image()
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88
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89 def set_facing(self, new_facing):
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90 self.facing = new_facing
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91
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92 def collided(self, other):
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93 pass
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94
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95 def set_pos(self, pos):
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96 self.starting_tile_pos = pos
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97 self.rect.midbottom = pos[0] * TILE_SIZE[0] + self.rect_offset[0], pos[1] * TILE_SIZE[1] + self.rect_offset[1]
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98 self.collide_rect.midbottom = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1]
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99
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100 def action_left(self):
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101 if self.facing != 'left':
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102 self.facing = 'left'
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103 self.set_image()
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104 self.deltav((-100.0, 0.0))
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105
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106 def action_right(self):
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107 if self.facing != 'right':
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108 self.facing = 'right'
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109 self.set_image()
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110 self.deltav((100.0, 0.0))
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111
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112 def action_up(self):
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113 if self.on_solid:
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114 self.deltav((0.0, -350.0))
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115 self.on_solid = False
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116
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117 def action_down(self):
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118 self.deltav((0.0, 100.0))
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119
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120 def action_fire1(self):
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121 print "F1"
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123 def action_fire2(self):
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124 print "F2"
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125
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126 def _get_action(self):
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127 if self.running:
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128 return 'running'
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129 if self.jumping:
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130 return 'jumpin'
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131 return 'standing'
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132
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133 def _make_key(self, action=None):
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134 if action is None:
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135 action = self._get_action()
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136 tails = self.tails
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137 if self.tails >= 4:
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138 tails = 4
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139 elif self.tails >= 2:
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140 tails = 2
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141 return '%s %s %d' % (action, self.facing, tails)
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142
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143 def _load_images(self):
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144 for action in ['standing', 'running', 'jumping', 'attacking']:
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145 for tails in [0, 1, 2, 4]:
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146 self.tails = tails
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147 directory = os.path.join('sprites',
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148 'kitsune_%s' % action,
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149 'kitsune_%s_%dtail' % (action, tails))
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150 for facing in ['left', 'right']:
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151 self.facing = facing
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152 key = self._make_key(action)
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153 self._image_dict[key] = []
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154 for image_file in get_files(directory):
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155 if image_file.startswith('.'):
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156 # Skip extra junk for now
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157 continue
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158 image = load_image(os.path.join(directory, image_file))
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159 if facing == 'right':
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160 image = pygame.transform.flip(image, True, False)
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161 self._image_dict[key].append(image)