Mercurial > skaapsteker
annotate skaapsteker/sprites/base.py @ 335:c6552e9fc2e1
Added aburage.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Sat, 09 Apr 2011 12:15:19 +0200 |
parents | e499a10eb41f |
children | c8fd82ff0c71 |
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 | |
250
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11 from ..engine import OpenDialog |
248 | 12 from .. import data |
13 from .. import dialogue | |
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14 |
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15 |
35 | 16 TILE_SIZE = (64, 64) |
17 | |
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18 # Collision Layers (values are ids not numbers) |
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19 PC_LAYER = 0 |
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20 MONSTER_LAYER = 1 |
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21 NPC_LAYER = 2 |
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22 |
35 | 23 |
202
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24 |
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25 class GameSprite(Sprite): |
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26 image_dir = 'sprites/' |
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27 image_file = None |
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28 |
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29 def __init__(self, pos, **opts): |
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30 Sprite.__init__(self) |
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31 self._starting_tile_pos = pos |
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32 self.setup_image_data(pos) |
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33 self.setup(**opts) |
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34 |
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35 |
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36 def setup_image_data(self, pos): |
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37 self.image = data.load_image(self.image_dir + self.image_file) |
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38 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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39 self.collide_rect = self.rect.move(0, 0) |
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40 |
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41 |
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42 class AnimatedGameSprite(Sprite): |
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43 # folder for animation files, e.g. sprites/foo |
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44 image_dir = None |
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45 |
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46 # first item is the starting animation |
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47 animation_regexes = [ |
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48 # TODO: swap back once we know how to swap |
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49 ("running", r"^.*_\d+.png$"), |
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50 ("standing", r"^.*_standing.png$"), |
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51 ("attacking", r"^.*_attacking.png$"), |
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52 ] |
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53 |
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54 wants_updates = True |
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55 |
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56 frame_pause = 0.1 # default time between animation frames |
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57 |
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58 facings = {} |
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59 |
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60 def __init__(self, pos, **opts): |
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61 Sprite.__init__(self) |
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62 self._animations = dict((k, []) for k, r in self.animation_regexes) |
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63 self._frame = 0 |
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64 self._last_time = 0 |
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65 self._animation = self.animation_regexes[0][0] |
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66 if self.facings and self._animation in self.facings: |
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67 self.facing = self.facings[self._animation][0][0] |
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68 else: |
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69 self.facing = None |
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70 |
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71 for image in data.get_files(self.image_dir): |
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72 for name, pattern in self.animation_regexes: |
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73 if re.match(pattern, image): |
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74 img = data.load_image("%s/%s" % (self.image_dir, image)) |
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75 if self.facings and name in self.facings: |
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76 if not self._animations[name]: |
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77 self._animations[name] = dict((k, []) for k, t in self.facings[name]) |
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78 for facing, transform in self.facings[name]: |
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79 if transform: |
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80 mod_img = transform(img) |
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81 else: |
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82 mod_img = img |
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83 collide_rect = mod_img.get_bounding_rect(1).inflate(-2,-2) |
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84 self._animations[name][facing].append((mod_img, collide_rect)) |
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85 else: |
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86 collide_rect = img.get_bounding_rect(1).inflate(-2,-2) |
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87 self._animations[name].append((img, collide_rect)) |
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88 |
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89 self.collide_rect = Rect((0, 0), (2, 2)) |
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90 self.collide_rect.midbottom = (pos[0]*TILE_SIZE[0]+TILE_SIZE[0]/2, (pos[1]+1)*TILE_SIZE[1]) |
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91 self._update_image() |
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92 self.setup(**opts) |
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93 |
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94 def _update_image(self, force=False): |
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95 if self.facing: |
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96 images = self._animations[self._animation][self.facing] |
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97 else: |
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98 images = self._animations[self._animation] |
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99 if self._frame >= len(images): |
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100 self._frame = 0 |
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101 cand_image, cand_collide_rect = images[self._frame] |
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102 cand_collide_rect = cand_collide_rect.move(0, 0) # copy collide rect before we move it |
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103 |
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104 cur_pos = self.collide_rect.midbottom |
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105 |
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106 cand_rect = cand_image.get_rect() |
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107 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom |
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108 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1] |
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109 cand_collide_rect.midbottom = cur_pos |
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110 |
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111 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image) and not force: |
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112 return |
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113 |
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114 self.image = cand_image |
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115 self.collide_rect = cand_collide_rect |
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116 self.rect = cand_rect |
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117 self.rect_offset = cand_rect_offset |
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118 self.init_pos() |
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119 |
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120 def update(self): |
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121 if self._last_time is not None: |
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122 if time.time() - self._last_time > self.frame_pause: |
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123 self._frame += 1 |
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124 self._last_time = time.time() |
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125 force = False |
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126 if self._animation == 'attacking': |
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127 force = True |
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128 self._update_image(force) |
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129 else: |
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130 self._last_time = time.time() |
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131 |
202
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132 |
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133 class Monster(AnimatedGameSprite): |
202
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134 |
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135 collision_layer = MONSTER_LAYER |
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136 collides_with = set([PC_LAYER]) |
47 | 137 |
117
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138 debug_color = (240, 120, 120) |
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139 |
152
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140 block = True |
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141 |
236
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142 attack_frame = None # Mark a spefici frame in the animatio n as when the attack lands |
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143 attack_damage = 1 |
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144 |
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145 def __init__(self, pos, **opts): |
236
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146 AnimatedGameSprite.__init__(self, pos, **opts) |
186
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147 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2)) |
59
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148 self._layer = Layers.PLAYER |
206
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149 self.health = 10 |
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150 self._done_attack = False |
203
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151 self.setup(**opts) |
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152 |
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153 |
208
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154 def collided_player(self, player): |
202
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155 print "%s collided with player" % self |
236
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156 self.start_attack(player) |
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157 |
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158 def update(self): |
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159 AnimatedGameSprite.update(self) |
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160 if self._animation == 'attacking': |
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161 if self._frame == 0 and self._done_attack and (self._last_time - self._start_attack_time) > self.frame_pause: |
236
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162 # We've just looped through the animation sequence |
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163 self._animation = self._old_state |
239
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164 self.facing = self._old_facing |
242
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165 self._update_image(True) |
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166 elif self._frame == self.attack_frame and not self._done_attack: |
236
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167 # Attack the player |
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168 self.do_attack() |
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169 |
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170 def do_attack(self): |
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171 """Overriden by monster classes""" |
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172 if self.check_collides(self._target): |
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173 self._target.damage(self.attack_damage) |
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174 self._done_attack = True |
236
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175 |
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176 def start_attack(self, player): |
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177 if self._animation == 'attacking': |
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178 return # We're already attacking |
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179 elif self.attack_frame is not None: |
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180 self._done_attack = False |
236
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181 self._target = player |
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182 self._old_state = self._animation |
239
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183 self._old_facing = self.facing |
236
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184 self._animation = 'attacking' |
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185 self._frame = 0 # Start the attack from the beginning |
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186 self._update_image(True) |
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187 self._last_time = self._start_attack_time = time.time() |
236
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188 else: |
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189 player.damage(1) # collision damage |
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190 |
210 | 191 def damage(self, damage): |
192 print 'Damaged by ', damage | |
193 self.health -= damage | |
194 print 'Monster health', self.health | |
195 if self.health < 0: | |
196 self.kill() | |
197 | |
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198 |
213
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199 class NPC(AnimatedGameSprite): |
189
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200 |
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201 collision_layer = NPC_LAYER |
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202 |
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203 debug_color = (240, 240, 240) |
271
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204 bounce_factor = (0, 0) # NPC's don't bounce by default |
189
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205 |
202
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206 block = False |
273
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207 actionable = True |
189
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208 |
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209 def __init__(self, pos, **opts): |
213
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210 AnimatedGameSprite.__init__(self, pos, **opts) |
189
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211 self._layer = Layers.PLAYER |
202
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212 |
217
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213 def setup(self, name, world, dsm, state): |
302
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214 self.name = name |
217
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215 self.dsm = dialogue.DSM(name, world, dsm, state) |
18
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216 |
273
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217 def player_action(self, player): |
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218 OpenDialog.post(self) |
209 | 219 |
220 | |
202
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221 class Projectile(GameSprite): |
18
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222 gravitates = False |
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223 |
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224 |
202
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225 class Item(GameSprite): |
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226 mobile = False |
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227 gravitates = False |
335 | 228 actionable = True |
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229 |
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230 collision_layer = NPC_LAYER |
127
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231 |
335 | 232 debug_color = (240, 0, 240) |
127
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233 |
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234 def __init__(self, pos, **opts): |
202
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235 GameSprite.__init__(self, pos, **opts) |
127
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236 self._layer = Layers.PLAYER |
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237 |
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238 |
193
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Fix state checks for hattori, ichiro, kaneda and kumiko. In the process provide easier access to other npcs.
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191
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239 def setup(self, name, world): |
209 | 240 self.name = name |
241 self.world = world | |
335 | 242 self._me = getattr(self.world.items, self.name) |
191 | 243 |
244 | |
273
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245 def player_action(self, player): |
202
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246 print "Player touched %s" % self |
209 | 247 player.take_item(self) |
248 | |
202
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249 |
335 | 250 def remove(self): |
251 self._me.level = '_limbo' | |
252 self.kill() | |
253 | |
202
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254 |
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255 class Geography(Sprite): |
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256 mobile = False |
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257 gravitates = False |
189
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258 collides_with = set([PC_LAYER, MONSTER_LAYER, NPC_LAYER]) |
144
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259 is_ground = True |
273
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260 actionable = False |
144
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261 bounce_factor = (0.0, 0.0) |
28
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262 |
35 | 263 def __init__(self, pos, image): |
264 Sprite.__init__(self) | |
265 self.tile_pos = pos | |
266 self.image = image | |
122
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267 self.collide_rect = self.image.get_bounding_rect(1) |
186
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268 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2)) |
122
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269 self.rect = self.image.get_rect() |
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270 self.rect_offset = self.collide_rect.left - self.rect.left, self.rect.top - self.rect.top |
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271 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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272 self.floor_rect.topleft = pos[0] * TILE_SIZE[0] + self.rect_offset[0], pos[1] * TILE_SIZE[1] + self.rect_offset[1] |
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273 self.rect.topleft = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1] |
35 | 274 |
117
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275 def get_debug_color(self): |
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276 if self.floor or self.block: |
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277 return (240, 240, 0) |
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278 return (0, 240, 0) |
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279 |
35 | 280 |
249 | 281 |
282 class Doorway(GameSprite): | |
283 mobile = False | |
284 gravitates = False | |
285 | |
271
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286 blocks = False |
273
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287 actionable = True |
271
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288 |
249 | 289 image_file = 'torii.png' |
290 | |
264
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291 |
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292 def setup_image_data(self, pos): |
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293 super(Doorway, self).setup_image_data(pos) |
249 | 294 self.image = pygame.transform.scale(self.image, self.image.get_rect().center) |
295 self.rect = self.image.get_rect(midbottom=self.rect.midbottom) | |
296 self.collide_rect = self.rect | |
297 | |
298 | |
264
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299 def setup(self, facing, leadsto): |
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300 self.facing = facing |
249 | 301 self.leadsto = leadsto |
302 print leadsto | |
303 | |
304 | |
273
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305 def player_action(self, player): |
264
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306 print "Player touched %s" % self |
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307 from .. import engine, levelscene |
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308 engine.ChangeScene.post((levelscene.LevelScene, self.leadsto)) |
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309 |
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310 |
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311 |
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312 class StartingDoorway(Doorway): |
273
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313 actionable = False |
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314 |
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315 def setup_image_data(self, pos): |
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316 self.image = pygame.Surface((0, 0)) |
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317 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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318 self.collide_rect = self.rect.move(0, 0) |
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319 |
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320 |
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321 def setup(self, facing): |
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322 Doorway.setup(self, facing, None) |
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323 |
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324 |
249 | 325 |
127
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326 def find_sprite(descr, mod_name=None): |
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327 """Create a sprite object from a dictionary describing it.""" |
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328 descr = dict((str(k), v) for k, v in descr.items()) # convert unicode keys |
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329 cls_name = descr.pop("type") |
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330 if mod_name is None: |
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331 mod_name, cls_name = cls_name.rsplit(".", 1) |
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332 mod_name = ".".join(["skaapsteker.sprites", mod_name]) |
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333 mod = __import__(mod_name, fromlist=[cls_name]) |
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334 cls = getattr(mod, cls_name) |
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335 return cls(**descr) |
35 | 336 |