annotate skaapsteker/sprites/base.py @ 242:c30fcf903d29

Add update force parameter, so we can transition out of attacking animations even if it introduce a new collision
author Neil Muller <drnlmuller@gmail.com>
date Thu, 07 Apr 2011 15:01:23 +0200
parents 4c5941cf2b7f
children 129afb4417cf
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1 """Basic sprite classes."""
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2
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3 from pygame import Rect
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4 import re
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5
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6 from skaapsteker.physics import Sprite
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7 from skaapsteker.constants import Layers
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8 from skaapsteker import data
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9 from skaapsteker import dialogue
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12 TILE_SIZE = (64, 64)
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13
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14 # Collision Layers (values are ids not numbers)
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15 PC_LAYER = 0
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16 MONSTER_LAYER = 1
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17 NPC_LAYER = 2
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20
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21 class GameSprite(Sprite):
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22 image_dir = 'sprites/'
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23 image_file = None
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25 def __init__(self, pos, **opts):
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26 Sprite.__init__(self)
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27 self.image = data.load_image(self.image_dir + self.image_file)
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28 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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29 self.collide_rect = self.rect.move(0, 0)
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30 self.setup(**opts)
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31
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32
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33 class AnimatedGameSprite(Sprite):
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34 # folder for animation files, e.g. sprites/foo
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35 image_dir = None
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36
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37 # first item is the starting animation
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38 animation_regexes = [
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39 # TODO: swap back once we know how to swap
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40 ("running", r"^.*_\d+.png$"),
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41 ("standing", r"^.*_standing.png$"),
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42 ("attacking", r"^.*_attacking.png$"),
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43 ]
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44
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45 wants_updates = True
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46
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47 facings = {}
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48
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49 def __init__(self, pos, **opts):
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50 Sprite.__init__(self)
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51 self._animations = dict((k, []) for k, r in self.animation_regexes)
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52 self._frame = 0
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53 self._tick = 0 # TODO: hack to show some animation; kill shortly
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54 self._animation = self.animation_regexes[0][0]
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55 if self.facings and self._animation in self.facings:
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56 self.facing = self.facings[self._animation][0][0]
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57 else:
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58 self.facing = None
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59
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60 for image in data.get_files(self.image_dir):
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61 for name, pattern in self.animation_regexes:
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62 if re.match(pattern, image):
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63 img = data.load_image("%s/%s" % (self.image_dir, image))
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64 if self.facings and name in self.facings:
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65 if not self._animations[name]:
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66 self._animations[name] = dict((k, []) for k, t in self.facings[name])
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67 for facing, transform in self.facings[name]:
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68 if transform:
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69 mod_img = transform(img)
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70 else:
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71 mod_img = img
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72 collide_rect = mod_img.get_bounding_rect(1).inflate(-2,-2)
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73 self._animations[name][facing].append((mod_img, collide_rect))
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74 else:
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75 collide_rect = img.get_bounding_rect(1).inflate(-2,-2)
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76 self._animations[name].append((img, collide_rect))
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77
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78 self.collide_rect = Rect((0, 0), (2, 2))
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79 self.collide_rect.midbottom = (pos[0]*TILE_SIZE[0]+TILE_SIZE[0]/2, (pos[1]+1)*TILE_SIZE[1])
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80 self._update_image()
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81 self.setup(**opts)
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82
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83 def _update_image(self, force=False):
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84 if self.facing:
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85 images = self._animations[self._animation][self.facing]
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86 else:
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87 images = self._animations[self._animation]
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88 if self._frame >= len(images):
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89 self._frame = 0
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90 cand_image, cand_collide_rect = images[self._frame]
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91 cand_collide_rect = cand_collide_rect.move(0, 0) # copy collide rect before we move it
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92
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93 cur_pos = self.collide_rect.midbottom
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94
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95 cand_rect = cand_image.get_rect()
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96 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom
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97 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1]
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98 cand_collide_rect.midbottom = cur_pos
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99
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100 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image) and not force:
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101 return
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102
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103 self.image = cand_image
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104 self.collide_rect = cand_collide_rect
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105 self.rect = cand_rect
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106 self.rect_offset = cand_rect_offset
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107 self.init_pos()
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108
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109 def update(self):
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110 if self._tick > 10:
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111 self._tick = 0
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112 self._frame += 1
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113 force = False
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114 if self._animation == 'attacking':
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115 force = True
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116 self._update_image(force)
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117 self._tick += 1
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118
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119
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120 class Monster(AnimatedGameSprite):
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121
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122 collision_layer = MONSTER_LAYER
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123 collides_with = set([PC_LAYER])
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124
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125 debug_color = (240, 120, 120)
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126
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127 block = True
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128
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129 attack_frame = None # Mark a spefici frame in the animatio n as when the attack lands
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130 attack_damage = 1
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131
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132 def __init__(self, pos, **opts):
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133 AnimatedGameSprite.__init__(self, pos, **opts)
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134 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2))
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135 self._layer = Layers.PLAYER
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136 self.health = 10
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137 self.setup(**opts)
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138
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139
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140 def collided_player(self, player):
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141 print "%s collided with player" % self
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142 self.start_attack(player)
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143
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144 def update(self):
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145 AnimatedGameSprite.update(self)
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146 if self._animation == 'attacking':
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147 if self._frame == 0 and self._tick == 1:
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148 # FIXME: This will need to change when AnimatedGameSprite changes
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149 # We've just looped through the animation sequence
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diff changeset
150 self._animation = self._old_state
239
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diff changeset
151 self.facing = self._old_facing
242
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diff changeset
152 self._update_image(True)
236
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153 elif self._frame == self.attack_frame and self._tick == 5:
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154 # Attack the player
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155 self.do_attack()
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156
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157 def do_attack(self):
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158 """Overriden by monster classes"""
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159 if self.check_collides(self._target):
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160 self._target.damage(self.attack_damage)
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161
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162 def start_attack(self, player):
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163 if self._animation == 'attacking':
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164 return # We're already attacking
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165 elif self.attack_frame is not None:
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166 self._target = player
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167 self._old_state = self._animation
239
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168 self._old_facing = self.facing
236
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169 self._animation = 'attacking'
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170 self._tick = 1
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171 self._frame = 0 # Start the attack from the beginning
242
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diff changeset
172 self._update_image(True)
236
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173 else:
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diff changeset
174 player.damage(1) # collision damage
18
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175
210
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176 def damage(self, damage):
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177 print 'Damaged by ', damage
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178 self.health -= damage
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179 print 'Monster health', self.health
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180 if self.health < 0:
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181 self.kill()
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182
18
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183
213
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184 class NPC(AnimatedGameSprite):
189
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parents: 186
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185
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parents: 186
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186 collision_layer = NPC_LAYER
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parents: 186
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187 collides_with = set([PC_LAYER])
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parents: 186
diff changeset
188
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parents: 186
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189 debug_color = (240, 240, 240)
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parents: 186
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190
202
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191 block = False
189
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192
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diff changeset
193 def __init__(self, pos, **opts):
213
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diff changeset
194 AnimatedGameSprite.__init__(self, pos, **opts)
189
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diff changeset
195 self._layer = Layers.PLAYER
202
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196
217
fcc5eca8eaca Add explicit starting state to avoid it magically appearing later.
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diff changeset
197 def setup(self, name, world, dsm, state):
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diff changeset
198 self.dsm = dialogue.DSM(name, world, dsm, state)
18
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199
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200
209
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diff changeset
201 def collided_player(self, player):
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diff changeset
202 print "%s is ignoring player" % self
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diff changeset
203
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204
202
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205 class Projectile(GameSprite):
18
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206 gravitates = False
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207
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208
202
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209 class Item(GameSprite):
18
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210 mobile = False
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211 gravitates = False
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parents:
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212
127
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diff changeset
213 collision_layer = MONSTER_LAYER
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214 collides_with = set([PC_LAYER])
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diff changeset
215
191
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
216 portable = True
127
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diff changeset
217
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diff changeset
218 def __init__(self, pos, **opts):
202
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diff changeset
219 GameSprite.__init__(self, pos, **opts)
127
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diff changeset
220 self._layer = Layers.PLAYER
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diff changeset
221
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diff changeset
222
193
897eec397cbb Fix state checks for hattori, ichiro, kaneda and kumiko. In the process provide easier access to other npcs.
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parents: 191
diff changeset
223 def setup(self, name, world):
209
189f7f8ef714 Basic item interaction.
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diff changeset
224 self.name = name
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225 self.world = world
127
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diff changeset
226
18
81974842b38e Add skeleton for physics and sprites.
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parents:
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227
191
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
228 def get_debug_color(self):
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parents: 189
diff changeset
229 if self.portable:
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parents: 189
diff changeset
230 return (240, 0, 240)
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parents: 189
diff changeset
231 return (0, 0, 240)
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
232
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
233
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
234 def collided_player(self, player):
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
235 print "Player touched %s" % self
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
236 player.take_item(self)
189f7f8ef714 Basic item interaction.
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diff changeset
237
202
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diff changeset
238
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diff changeset
239
18
81974842b38e Add skeleton for physics and sprites.
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240 class Geography(Sprite):
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parents:
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241 mobile = False
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parents:
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242 gravitates = False
189
9d08f99b5ddf Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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parents: 186
diff changeset
243 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
244 is_ground = True
6b488e1351a5 Buggy ground implementation. Make the world less bouncy
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parents: 127
diff changeset
245 bounce_factor = (0.0, 0.0)
28
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
246
35
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
247 def __init__(self, pos, image):
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
248 Sprite.__init__(self)
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
249 self.tile_pos = pos
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diff changeset
250 self.image = image
122
51bcc909873d Saner, buggier collision rectangles
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parents: 117
diff changeset
251 self.collide_rect = self.image.get_bounding_rect(1)
186
72e92893ccb8 Use layers for floor check
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parents: 174
diff changeset
252 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
253 self.rect = self.image.get_rect()
51bcc909873d Saner, buggier collision rectangles
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diff changeset
254 self.rect_offset = self.collide_rect.left - self.rect.left, self.rect.top - self.rect.top
51bcc909873d Saner, buggier collision rectangles
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parents: 117
diff changeset
255 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
256 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
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diff changeset
257 self.rect.topleft = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1]
35
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
258
117
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
259 def get_debug_color(self):
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
260 if self.floor or self.block:
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parents: 97
diff changeset
261 return (240, 240, 0)
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
262 return (0, 240, 0)
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parents: 97
diff changeset
263
35
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
264
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
265 def find_sprite(descr, mod_name=None):
28
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
266 """Create a sprite object from a dictionary describing it."""
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
267 descr = descr.copy()
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
268 cls_name = descr.pop("type")
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parents: 122
diff changeset
269 if mod_name is None:
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diff changeset
270 mod_name, cls_name = cls_name.rsplit(".", 1)
28
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
271 mod_name = ".".join(["skaapsteker.sprites", mod_name])
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
272 mod = __import__(mod_name, fromlist=[cls_name])
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
273 cls = getattr(mod, cls_name)
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
274 return cls(**descr)
35
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
275