annotate skaapsteker/sprites/base.py @ 333:e499a10eb41f

Time based animation for npcs and monsters. Make oni attack faster
author Neil Muller <drnlmuller@gmail.com>
date Sat, 09 Apr 2011 12:06:19 +0200
parents 78220c989e6a
children c6552e9fc2e1
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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
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6 from pygame import Rect
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7 import pygame.transform
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8
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9 from ..physics import Sprite
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10 from ..constants import Layers
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11 from ..engine import OpenDialog
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12 from .. import data
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13 from .. import dialogue
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16 TILE_SIZE = (64, 64)
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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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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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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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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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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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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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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
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132
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133 class Monster(AnimatedGameSprite):
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134
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135 collision_layer = MONSTER_LAYER
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136 collides_with = set([PC_LAYER])
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137
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138 debug_color = (240, 120, 120)
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139
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140 block = True
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141
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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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diff changeset
144
25
fe87d828d093 Very basic enemy support.
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diff changeset
145 def __init__(self, pos, **opts):
236
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diff changeset
146 AnimatedGameSprite.__init__(self, pos, **opts)
186
72e92893ccb8 Use layers for floor check
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diff changeset
147 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2))
59
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diff changeset
148 self._layer = Layers.PLAYER
206
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149 self.health = 10
333
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diff changeset
150 self._done_attack = False
203
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diff changeset
151 self.setup(**opts)
25
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diff changeset
152
fe87d828d093 Very basic enemy support.
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153
208
c72d9bf911fb Add start of player damage
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parents: 206
diff changeset
154 def collided_player(self, player):
202
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diff changeset
155 print "%s collided with player" % self
236
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diff changeset
156 self.start_attack(player)
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diff changeset
157
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diff changeset
158 def update(self):
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diff changeset
159 AnimatedGameSprite.update(self)
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diff changeset
160 if self._animation == 'attacking':
333
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diff changeset
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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diff changeset
162 # We've just looped through the animation sequence
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diff changeset
163 self._animation = self._old_state
239
6a2f366d5e62 Add facing support for attack animations
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parents: 236
diff changeset
164 self.facing = self._old_facing
242
c30fcf903d29 Add update force parameter, so we can transition out of attacking animations even if it introduce a new collision
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parents: 241
diff changeset
165 self._update_image(True)
333
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diff changeset
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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diff changeset
168 self.do_attack()
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diff changeset
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)
333
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174 self._done_attack = True
236
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diff changeset
175
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176 def start_attack(self, player):
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177 if self._animation == 'attacking':
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diff changeset
178 return # We're already attacking
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diff changeset
179 elif self.attack_frame is not None:
333
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diff changeset
180 self._done_attack = False
236
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181 self._target = player
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diff changeset
182 self._old_state = self._animation
239
6a2f366d5e62 Add facing support for attack animations
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parents: 236
diff changeset
183 self._old_facing = self.facing
236
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184 self._animation = 'attacking'
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diff changeset
185 self._frame = 0 # Start the attack from the beginning
242
c30fcf903d29 Add update force parameter, so we can transition out of attacking animations even if it introduce a new collision
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parents: 241
diff changeset
186 self._update_image(True)
333
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diff changeset
187 self._last_time = self._start_attack_time = time.time()
236
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diff changeset
188 else:
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189 player.damage(1) # collision damage
18
81974842b38e Add skeleton for physics and sprites.
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190
210
9a6c711e2fdf KILLhg statushg status
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191 def damage(self, damage):
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192 print 'Damaged by ', damage
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193 self.health -= damage
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194 print 'Monster health', self.health
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parents: 209
diff changeset
195 if self.health < 0:
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196 self.kill()
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197
18
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198
213
c5c4306593d8 Attempt to animate NPCs a bit.
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parents: 210
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199 class NPC(AnimatedGameSprite):
189
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parents: 186
diff changeset
200
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parents: 186
diff changeset
201 collision_layer = NPC_LAYER
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parents: 186
diff changeset
202
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parents: 186
diff changeset
203 debug_color = (240, 240, 240)
271
56a529a69e97 Only backout / move-off "solid" collisions
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parents: 264
diff changeset
204 bounce_factor = (0, 0) # NPC's don't bounce by default
189
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parents: 186
diff changeset
205
202
a11325bc5ff0 Sprite refactoring stuff.
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206 block = False
273
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207 actionable = True
189
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parents: 186
diff changeset
208
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parents: 186
diff changeset
209 def __init__(self, pos, **opts):
213
c5c4306593d8 Attempt to animate NPCs a bit.
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parents: 210
diff changeset
210 AnimatedGameSprite.__init__(self, pos, **opts)
189
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parents: 186
diff changeset
211 self._layer = Layers.PLAYER
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
212
217
fcc5eca8eaca Add explicit starting state to avoid it magically appearing later.
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parents: 214
diff changeset
213 def setup(self, name, world, dsm, state):
302
78220c989e6a Add supporting for flicking between speaking NPCs.
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parents: 296
diff changeset
214 self.name = name
217
fcc5eca8eaca Add explicit starting state to avoid it magically appearing later.
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parents: 214
diff changeset
215 self.dsm = dialogue.DSM(name, world, dsm, state)
18
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parents:
diff changeset
216
273
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diff changeset
217 def player_action(self, player):
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parents: 271
diff changeset
218 OpenDialog.post(self)
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
219
189f7f8ef714 Basic item interaction.
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diff changeset
220
202
a11325bc5ff0 Sprite refactoring stuff.
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diff changeset
221 class Projectile(GameSprite):
18
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222 gravitates = False
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parents:
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223
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
224
202
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diff changeset
225 class Item(GameSprite):
18
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parents:
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226 mobile = False
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parents:
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227 gravitates = False
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parents:
diff changeset
228
273
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diff changeset
229 collision_layer = NPC_LAYER
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
230
191
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
231 portable = True
273
95e2ef31e714 Hit "down" to interact with things.
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diff changeset
232 actionable = True
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
233
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
234 def __init__(self, pos, **opts):
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
235 GameSprite.__init__(self, pos, **opts)
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
236 self._layer = Layers.PLAYER
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
237
e1dd3b785269 Initial game state stuff.
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diff changeset
238
193
897eec397cbb Fix state checks for hattori, ichiro, kaneda and kumiko. In the process provide easier access to other npcs.
Simon Cross <hodgestar@gmail.com>
parents: 191
diff changeset
239 def setup(self, name, world):
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
240 self.name = name
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
241 self.world = world
296
15b2be883a40 Ancient and honorable tea ceremony.
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parents: 273
diff changeset
242 self.item_state = getattr(self.world.items, self.name)
127
e1dd3b785269 Initial game state stuff.
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parents: 122
diff changeset
243
18
81974842b38e Add skeleton for physics and sprites.
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parents:
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244
191
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
245 def get_debug_color(self):
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
246 if self.portable:
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parents: 189
diff changeset
247 return (240, 0, 240)
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
248 return (0, 0, 240)
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
249
993f4f55eb93 Minor item changes.
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parents: 189
diff changeset
250
273
95e2ef31e714 Hit "down" to interact with things.
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parents: 271
diff changeset
251 def player_action(self, player):
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
252 print "Player touched %s" % self
209
189f7f8ef714 Basic item interaction.
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parents: 208
diff changeset
253 player.take_item(self)
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parents: 208
diff changeset
254
202
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
255
a11325bc5ff0 Sprite refactoring stuff.
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parents: 193
diff changeset
256
18
81974842b38e Add skeleton for physics and sprites.
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parents:
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257 class Geography(Sprite):
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parents:
diff changeset
258 mobile = False
81974842b38e Add skeleton for physics and sprites.
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parents:
diff changeset
259 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
260 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
261 is_ground = True
273
95e2ef31e714 Hit "down" to interact with things.
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parents: 271
diff changeset
262 actionable = False
144
6b488e1351a5 Buggy ground implementation. Make the world less bouncy
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parents: 127
diff changeset
263 bounce_factor = (0.0, 0.0)
28
94d5ebaa912f Example for global sprite importing.
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parents: 25
diff changeset
264
35
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
265 def __init__(self, pos, image):
38d2f7c43d86 Sprite-based tiles. \o/
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diff changeset
266 Sprite.__init__(self)
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diff changeset
267 self.tile_pos = pos
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parents: 28
diff changeset
268 self.image = image
122
51bcc909873d Saner, buggier collision rectangles
Neil Muller <drnlmuller@gmail.com>
parents: 117
diff changeset
269 self.collide_rect = self.image.get_bounding_rect(1)
186
72e92893ccb8 Use layers for floor check
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parents: 174
diff changeset
270 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
271 self.rect = self.image.get_rect()
51bcc909873d Saner, buggier collision rectangles
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parents: 117
diff changeset
272 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
273 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
274 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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parents: 117
diff changeset
275 self.rect.topleft = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1]
35
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
276
117
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
277 def get_debug_color(self):
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
278 if self.floor or self.block:
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
279 return (240, 240, 0)
b361d9e17c26 Angry fruit salad debug boxes.
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parents: 97
diff changeset
280 return (0, 240, 0)
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parents: 97
diff changeset
281
35
38d2f7c43d86 Sprite-based tiles. \o/
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parents: 28
diff changeset
282
249
30ae3c681507 Doors and stuff.
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parents: 248
diff changeset
283
30ae3c681507 Doors and stuff.
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parents: 248
diff changeset
284 class Doorway(GameSprite):
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285 mobile = False
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286 gravitates = False
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287
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288 blocks = False
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289 actionable = True
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290
249
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291 image_file = 'torii.png'
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292
264
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293
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294 def setup_image_data(self, pos):
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295 super(Doorway, self).setup_image_data(pos)
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296 self.image = pygame.transform.scale(self.image, self.image.get_rect().center)
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297 self.rect = self.image.get_rect(midbottom=self.rect.midbottom)
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298 self.collide_rect = self.rect
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299
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300
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301 def setup(self, facing, leadsto):
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302 self.facing = facing
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303 self.leadsto = leadsto
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304 print leadsto
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305
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306
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307 def player_action(self, player):
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308 print "Player touched %s" % self
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309 from .. import engine, levelscene
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310 engine.ChangeScene.post((levelscene.LevelScene, self.leadsto))
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311
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312
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313
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314 class StartingDoorway(Doorway):
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315 actionable = False
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316
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317 def setup_image_data(self, pos):
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318 self.image = pygame.Surface((0, 0))
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319 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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320 self.collide_rect = self.rect.move(0, 0)
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321
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322
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323 def setup(self, facing):
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324 Doorway.setup(self, facing, None)
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325
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326
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327
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328 def find_sprite(descr, mod_name=None):
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329 """Create a sprite object from a dictionary describing it."""
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330 descr = dict((str(k), v) for k, v in descr.items()) # convert unicode keys
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331 cls_name = descr.pop("type")
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332 if mod_name is None:
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333 mod_name, cls_name = cls_name.rsplit(".", 1)
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334 mod_name = ".".join(["skaapsteker.sprites", mod_name])
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335 mod = __import__(mod_name, fromlist=[cls_name])
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336 cls = getattr(mod, cls_name)
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337 return cls(**descr)
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338