Mercurial > skaapsteker
annotate skaapsteker/sprites/base.py @ 622:da331c80ec08
Clean up sprite inheritance hierarchy a bit.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Sat, 07 May 2011 13:42:27 +0200 |
parents | 851c8726696c |
children | 65881746dc20 |
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 |
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9 from .. import data |
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10 from .. import dialogue |
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11 from .. import sound |
248 | 12 from ..physics import Sprite |
13 from ..constants import Layers | |
551 | 14 from ..engine import OpenDialog, AddSpriteEvent, OpenNotification |
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15 from ..utils import cadd, csub, cmul, cdiv |
18
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16 |
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17 |
35 | 18 TILE_SIZE = (64, 64) |
19 | |
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20 # Collision Layers (values are ids not numbers) |
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21 PC_LAYER = 0 |
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22 MONSTER_LAYER = 1 |
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23 NPC_LAYER = 2 |
362 | 24 PROJECTILE_LAYER = 3 |
35 | 25 |
551 | 26 def notify(text): |
27 OpenNotification.post(text=text) | |
28 | |
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29 |
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30 def tile_midbottom(pos): |
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31 return cadd(cmul(pos, TILE_SIZE), cdiv(TILE_SIZE, (2, 1))) |
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32 |
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33 |
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34 class GameSprite(Sprite): |
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35 image_dir = 'sprites/' |
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36 image_file = None |
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37 sprite_layer = None |
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38 |
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39 def __init__(self, pos, **opts): |
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40 Sprite.__init__(self) |
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41 if self.sprite_layer is not None: |
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42 # pygame's Sprite class clobbers self._layer in __init__(), so we need to thwart it. |
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43 self._layer = self.sprite_layer |
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44 self.setup_image_data(pos) |
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45 self.setup(**opts) |
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46 |
342 | 47 def setup(self): |
48 pass | |
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49 |
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50 def get_tile_pos(self): |
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51 return cdiv(self.rect.center, TILE_SIZE) |
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52 |
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53 def setup_image_data(self, pos): |
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54 self.image = data.load_image(self.image_dir + self.image_file) |
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55 self.rect = self.image.get_rect(midbottom=tile_midbottom(pos)) |
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56 self.collide_rect = self.rect.move(0, 0) |
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57 |
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58 |
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59 class AnimatedGameSprite(GameSprite): |
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60 # first item is the starting animation |
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61 animation_regexes = ( |
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62 # TODO: swap back once we know how to swap |
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63 ("running", r"^.*_\d+.png$"), |
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64 ("standing", r"^.*_standing.png$"), |
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65 ("attacking", r"^.*_attacking.png$"), |
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66 ) |
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67 |
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68 wants_updates = True |
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69 frame_pause = 0.1 # default time between animation frames |
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70 facings = None |
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71 |
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72 |
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73 def setup_image_data(self, pos): |
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74 self._animations = dict((k, []) for k, r in self.animation_regexes) |
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75 self._frame = 0 |
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76 self._last_time = 0 |
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77 self._animation = self.animation_regexes[0][0] |
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78 if self.facings and self._animation in self.facings: |
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79 self.facing = self.facings[self._animation][0][0] |
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80 else: |
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81 self.facing = None |
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82 |
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83 for image in data.get_files(self.image_dir): |
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84 for name, pattern in self.animation_regexes: |
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85 if re.match(pattern, image): |
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86 img = data.load_image("%s/%s" % (self.image_dir, image)) |
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87 if self.facings and name in self.facings: |
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88 if not self._animations[name]: |
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89 self._animations[name] = dict((k, []) for k, t in self.facings[name]) |
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90 for facing, transform in self.facings[name]: |
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91 if transform: |
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92 mod_img = transform(img) |
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93 else: |
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94 mod_img = img |
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95 collide_rect = mod_img.get_bounding_rect(1).inflate(-2,-2) |
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96 self._animations[name][facing].append((mod_img, collide_rect)) |
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97 else: |
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98 collide_rect = img.get_bounding_rect(1).inflate(-2,-2) |
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99 self._animations[name].append((img, collide_rect)) |
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100 |
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101 self.collide_rect = Rect((0, 0), (2, 2)) |
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102 if isinstance(pos, pygame.Rect): |
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103 self.collide_rect.midbottom = pos.midbottom |
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104 else: |
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105 self.collide_rect.midbottom = tile_midbottom(pos) |
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106 self._update_image() |
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107 |
342 | 108 |
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109 def _update_image(self, force=False): |
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110 if self.facing: |
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111 images = self._animations[self._animation][self.facing] |
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112 else: |
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113 images = self._animations[self._animation] |
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114 if self._frame >= len(images): |
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115 self._frame = 0 |
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116 cand_image, cand_collide_rect = images[self._frame] |
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117 cand_collide_rect = cand_collide_rect.move(0, 0) # copy collide rect before we move it |
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118 |
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119 cur_pos = self.collide_rect.midbottom |
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120 |
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121 cand_rect = cand_image.get_rect() |
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122 cand_rect_offset = csub(cand_rect.midbottom, cand_collide_rect.midbottom) |
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123 cand_rect.midbottom = cadd(cur_pos, cand_rect_offset) |
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124 cand_collide_rect.midbottom = cur_pos |
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125 |
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126 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image) and not force: |
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127 return |
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128 |
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129 self.image = cand_image |
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130 self.collide_rect = cand_collide_rect |
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131 self.rect = cand_rect |
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132 self.rect_offset = cand_rect_offset |
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133 self.init_pos() |
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134 |
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135 def update(self): |
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136 if self._last_time is not None: |
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137 if time.time() - self._last_time > self.frame_pause: |
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138 self._frame += 1 |
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139 self._last_time = time.time() |
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140 force = False |
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141 if self._animation == 'attacking': |
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142 force = True |
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143 self._update_image(force) |
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144 else: |
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145 self._last_time = time.time() |
213
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146 |
202
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147 |
236
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148 class Monster(AnimatedGameSprite): |
202
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149 |
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150 sprite_layer = Layers.PLAYER |
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151 collision_layer = MONSTER_LAYER |
362 | 152 collides_with = set([PC_LAYER, PROJECTILE_LAYER]) |
47 | 153 |
117
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154 debug_color = (240, 120, 120) |
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155 |
152
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156 block = True |
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157 |
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158 attack_frame = None # Mark a speficic frame in the animation as when the attack lands |
236
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159 attack_damage = 1 |
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160 |
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161 def __init__(self, pos, **opts): |
236
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162 AnimatedGameSprite.__init__(self, pos, **opts) |
186
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163 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2)) |
206
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164 self.health = 10 |
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165 self._done_attack = False |
203
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166 self.setup(**opts) |
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167 |
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168 def setup(self, fishmonger_count=False): |
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169 self.fishmonger_count = fishmonger_count |
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170 |
208
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171 def collided_player(self, player): |
236
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172 self.start_attack(player) |
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173 |
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174 def update(self): |
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175 AnimatedGameSprite.update(self) |
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176 if self._animation == 'attacking': |
352 | 177 if self._frame == 0 and self._done_attack: |
236
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178 # We've just looped through the animation sequence |
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179 self._animation = self._old_state |
239
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180 self.facing = self._old_facing |
242
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181 self._update_image(True) |
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182 elif self._frame == self.attack_frame and not self._done_attack: |
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183 # Attack the player |
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184 self.do_attack() |
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185 |
376
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186 def _launch_projectile(self, cls): |
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187 from .player import Player # avoid circular imports |
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188 if self.facing == 'left': |
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189 pos = pygame.Rect(self.rect.midleft, (0, 0)) |
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190 else: |
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191 pos = pygame.Rect(self.rect.midright, (0, 0)) |
441 | 192 projectile = cls(pos, direction=self.facing, hits=Player, source=self) |
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193 projectile.launch() |
376
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194 AddSpriteEvent.post(projectile) |
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195 |
236
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196 def do_attack(self): |
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197 """Overriden by monster classes""" |
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198 if self.check_collides(self._target): |
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199 self._target.damage(self.attack_damage) |
352 | 200 self._done_attack = True |
236
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201 |
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202 def start_attack(self, player): |
410
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203 if player.invisible: |
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204 return |
236
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205 if self._animation == 'attacking': |
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206 return # We're already attacking |
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207 elif self.attack_frame is not None: |
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208 self._done_attack = False |
236
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209 self._target = player |
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210 self._old_state = self._animation |
239
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211 self._old_facing = self.facing |
236
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212 self._animation = 'attacking' |
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213 self._frame = 0 # Start the attack from the beginning |
242
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214 self._update_image(True) |
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215 self._last_time = self._start_attack_time = time.time() |
236
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216 else: |
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217 player.damage(1) # collision damage |
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218 |
210 | 219 def damage(self, damage): |
220 self.health -= damage | |
374 | 221 if self.health <= 0: |
528
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222 AddSpriteEvent.post(Skeleton(self.rect.midbottom)) |
210 | 223 self.kill() |
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224 if self.fishmonger_count: |
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225 self.world.missions.fishmonger_demons_killed += 1 |
210 | 226 |
373
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227 class PatrollingMonster(Monster): |
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228 """Monster that collides with horizontal geography""" |
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229 |
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230 debug_color = (120, 240, 120) |
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231 |
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232 patrol_speed = (200, 0) |
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233 |
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234 def update(self): |
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235 Monster.update(self) |
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236 if self._animation == 'running': |
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237 if self.facing == 'left': |
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238 self.velocity = (-self.patrol_speed[0], 0) |
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239 elif self.facing == 'right': |
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240 self.velocity = self.patrol_speed |
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241 |
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242 def collided(self, other): |
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243 Monster.collided(self, other) |
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244 # Check if the object we've collided with is the same height our higher than us |
399 | 245 if (other.block or other.floor) and other.collide_rect.bottom <= self.collide_rect.bottom: |
373
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246 # Change direction |
409 | 247 self.change_facing() |
248 | |
249 def change_facing(self): | |
250 if self.facing == 'left': | |
251 self.facing = 'right' | |
252 self._update_image(True) | |
253 else: | |
254 self.facing = 'left' | |
255 self._update_image(True) | |
373
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256 |
400
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257 def check_floors(self, floors): |
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258 """If we're only on 1 floor tile, and our centre is beyond half way, |
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259 turn back""" |
592
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260 if len(floors) != 1: |
400
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261 return |
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262 |
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263 floor = floors[0] |
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264 |
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265 if self.facing == 'left': |
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266 if self.collide_rect.centerx < floor.collide_rect.centerx: |
409 | 267 self.change_facing() |
400
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268 else: |
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269 if self.collide_rect.centerx > floor.collide_rect.centerx: |
409 | 270 self.change_facing() |
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271 |
213
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272 class NPC(AnimatedGameSprite): |
189
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273 |
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274 sprite_layer = Layers.PLAYER |
189
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275 collision_layer = NPC_LAYER |
362 | 276 collides_with = set([]) |
189
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277 |
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278 debug_color = (240, 240, 240) |
271
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279 bounce_factor = (0, 0) # NPC's don't bounce by default |
537
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280 gravitates = False |
189
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281 |
202
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282 block = False |
273
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283 actionable = True |
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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 |
273
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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": |
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340 shift = cdiv(self.PROJECTILE_SIZE, (-2, 1)) |
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341 dv = cmul(self.VELOCITY, (-1, 1)) |
366 | 342 else: |
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343 shift = cdiv(self.PROJECTILE_SIZE, (2, 1)) |
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344 dv = cmul(self.VELOCITY, (1, 1)) |
366 | 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 sprite_layer = Layers.PLAYER |
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374 collision_layer = NPC_LAYER |
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375 |
335 | 376 debug_color = (240, 0, 240) |
127
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377 |
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378 |
193
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379 def setup(self, name, world): |
209 | 380 self.name = name |
381 self.world = world | |
335 | 382 self._me = getattr(self.world.items, self.name) |
191 | 383 |
384 | |
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385 def player_action(self, player): |
434
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386 if self.liftable: |
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387 player.take_item(self) |
209 | 388 |
202
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389 |
335 | 390 def remove(self): |
391 self._me.level = '_limbo' | |
392 self.kill() | |
393 | |
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394 |
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395 class Geography(Sprite): |
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396 mobile = False |
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397 gravitates = False |
362 | 398 collides_with = set([PC_LAYER, MONSTER_LAYER, NPC_LAYER, PROJECTILE_LAYER]) |
144
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399 is_ground = True |
273
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400 actionable = False |
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401 bounce_factor = (0.0, 0.0) |
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402 |
35 | 403 def __init__(self, pos, image): |
404 Sprite.__init__(self) | |
405 self.tile_pos = pos | |
406 self.image = image | |
122
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407 self.collide_rect = self.image.get_bounding_rect(1) |
186
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408 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2)) |
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409 self.rect = self.image.get_rect() |
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410 self.rect_offset = csub(self.collide_rect.topleft, self.rect.topleft) |
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411 self.rect.topleft = cmul(pos, TILE_SIZE) |
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412 self.collide_rect.topleft = cadd(self.rect.topleft, self.rect_offset) |
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413 self.floor_rect.topleft = cadd(self.rect.topleft, self.rect_offset) |
35 | 414 |
117
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415 def get_debug_color(self): |
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416 if self.floor or self.block: |
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417 return (240, 240, 0) |
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418 return (0, 240, 0) |
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419 |
35 | 420 |
249 | 421 |
422 class Doorway(GameSprite): | |
423 mobile = False | |
424 gravitates = False | |
425 | |
271
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426 blocks = False |
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427 actionable = True |
271
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428 |
249 | 429 image_file = 'torii.png' |
430 | |
264
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431 |
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432 def setup_image_data(self, pos): |
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433 super(Doorway, self).setup_image_data(pos) |
249 | 434 self.image = pygame.transform.scale(self.image, self.image.get_rect().center) |
435 self.rect = self.image.get_rect(midbottom=self.rect.midbottom) | |
436 self.collide_rect = self.rect | |
437 | |
438 | |
264
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439 def setup(self, facing, leadsto): |
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440 self.facing = facing |
249 | 441 self.leadsto = leadsto |
442 | |
443 | |
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444 def player_action(self, player): |
264
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445 from .. import engine, levelscene |
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446 engine.ChangeScene.post((levelscene.LevelScene, self.leadsto)) |
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447 |
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448 |
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449 |
562
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450 class CelestialDoorway(Doorway): |
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451 def player_action(self, player): |
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452 from .. import engine |
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453 if len(self.world.fox.tails) < 8: |
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454 engine.OpenNotification.post(text="You need eight tails to enter the Celestial Plane.") |
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455 return |
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456 super(CelestialDoorway, self).player_action(player) |
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457 |
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458 |
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459 |
264
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460 class StartingDoorway(Doorway): |
273
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461 actionable = False |
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462 |
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463 def setup_image_data(self, pos): |
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464 self.image = pygame.Surface((0, 0)) |
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465 self.rect = self.image.get_rect(midbottom=tile_midbottom(pos)) |
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466 self.collide_rect = self.rect.move(0, 0) |
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467 |
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468 |
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469 def setup(self, facing): |
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470 Doorway.setup(self, facing, None) |
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471 |
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472 |
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473 class Skeleton(GameSprite): |
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474 mobile = False |
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475 gravitates = False |
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476 actionable = False |
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477 liftable = False |
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478 image_dir = 'sprites/skulls/' |
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479 sprite_layer = Layers.BEHIND |
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480 debug_color = (255, 255, 0) |
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481 |
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482 |
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483 def __init__(self, pos, player=False, **opts): |
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484 self._pos = pos |
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485 if player: |
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486 self.image_file = 'kitsune.png' |
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487 else: |
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488 self.image_file = 'monster.png' |
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489 super(Skeleton, self).__init__(pos, **opts) |
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490 |
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491 def setup_image_data(self, pos): |
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492 GameSprite.setup_image_data(self, pos) |
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493 # Pixel based rect, not tile: |
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494 self.rect = self.image.get_rect(midbottom=self._pos) |
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495 self.collide_rect = self.rect.move(0, 0) |
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496 |
249 | 497 |
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498 def find_sprite(descr, mod_name=None): |
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499 """Create a sprite object from a dictionary describing it.""" |
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500 descr = dict((str(k), v) for k, v in descr.items()) # convert unicode keys |
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501 cls_name = descr.pop("type") |
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502 if mod_name is None: |
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503 mod_name, cls_name = cls_name.rsplit(".", 1) |
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504 mod_name = ".".join(["skaapsteker.sprites", mod_name]) |
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505 mod = __import__(mod_name, fromlist=[cls_name]) |
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506 cls = getattr(mod, cls_name) |
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507 return cls(**descr) |
35 | 508 |