annotate skaapsteker/sprites/base.py @ 228:ec38a0b08729

Remove debugging print.
author Simon Cross <hodgestar@gmail.com>
date Thu, 07 Apr 2011 01:39:05 +0200
parents fcc5eca8eaca
children 9528c6fc7f75
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1 """Basic sprite classes."""
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3 from pygame import Rect
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4 import re
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6 from skaapsteker.physics import Sprite
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7 from skaapsteker.constants import Layers
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8 from skaapsteker import data
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9 from skaapsteker import dialogue
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12 TILE_SIZE = (64, 64)
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14 # Collision Layers (values are ids not numbers)
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15 PC_LAYER = 0
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16 MONSTER_LAYER = 1
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17 NPC_LAYER = 2
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20
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21 class GameSprite(Sprite):
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22 image_dir = 'sprites/'
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23 image_file = None
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25 def __init__(self, pos, **opts):
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26 Sprite.__init__(self)
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27 self.image = data.load_image(self.image_dir + self.image_file)
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28 self.rect = self.image.get_rect(midbottom=(pos[0]*TILE_SIZE[0]+TILE_SIZE[0]/2, (pos[1]+1)*TILE_SIZE[1]))
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29 self.collide_rect = self.rect.move(0, 0)
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30 self.setup(**opts)
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32
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33 class AnimatedGameSprite(Sprite):
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34 # folder for animation files, e.g. sprites/foo
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35 image_dir = None
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36
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37 # first item is the starting animation
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38 animation_regexes = [
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39 # TODO: swap back once we know how to swap
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40 ("running", r"^.*_\d+.png$"),
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41 ("standing", r"^.*_standing.png$"),
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42 ]
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44 wants_updates = True
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45
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46 def __init__(self, pos, **opts):
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47 Sprite.__init__(self)
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48 self._animations = dict((k, []) for k, r in self.animation_regexes)
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49 self._frame = 0
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50 self._tick = 0 # TODO: hack to show some animation; kill shortly
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51 self._animation = self.animation_regexes[0][0]
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52
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53 for image in data.get_files(self.image_dir):
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54 for name, pattern in self.animation_regexes:
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55 if re.match(pattern, image):
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56 img = data.load_image("%s/%s" % (self.image_dir, image))
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57 collide_rect = img.get_bounding_rect(1).inflate(-2,-2)
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58 self._animations[name].append((img, collide_rect))
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59
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60 self.collide_rect = Rect((0, 0), (2, 2))
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61 self.collide_rect.midbottom = (pos[0]*TILE_SIZE[0]+TILE_SIZE[0]/2, (pos[1]+1)*TILE_SIZE[1])
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62 self._update_image()
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63 self.setup(**opts)
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64
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65 def _update_image(self):
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66 images = self._animations[self._animation]
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67 if self._frame >= len(images):
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68 self._frame = 0
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69 cand_image, cand_collide_rect = images[self._frame]
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70 cand_collide_rect = cand_collide_rect.move(0, 0) # copy collide rect before we move it
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71
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72 cur_pos = self.collide_rect.midbottom
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73
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74 cand_rect = cand_image.get_rect()
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75 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom
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76 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1]
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77 cand_collide_rect.midbottom = cur_pos
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78
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79 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image):
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80 return
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81
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82 self.image = cand_image
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83 self.collide_rect = cand_collide_rect
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84 self.rect = cand_rect
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85 self.rect_offset = cand_rect_offset
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86 self.init_pos()
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87
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88 def update(self):
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89 if self._tick > 10:
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90 self._tick = 0
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91 self._frame += 1
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92 self._update_image()
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93 self._tick += 1
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94
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96 class Monster(GameSprite):
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97
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98 collision_layer = MONSTER_LAYER
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99 collides_with = set([PC_LAYER])
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101 debug_color = (240, 120, 120)
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102
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103 block = True
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104
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105 def __init__(self, pos, **opts):
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106 GameSprite.__init__(self, pos, **opts)
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107 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2))
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108 self._layer = Layers.PLAYER
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109 self.health = 10
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110 self.setup(**opts)
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111
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112
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113 def collided_player(self, player):
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114 print "%s collided with player" % self
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115 player.damage(1)
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116
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117 def damage(self, damage):
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118 print 'Damaged by ', damage
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119 self.health -= damage
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120 print 'Monster health', self.health
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121 if self.health < 0:
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122 self.kill()
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123
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124
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125 class NPC(AnimatedGameSprite):
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126
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127 collision_layer = NPC_LAYER
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128 collides_with = set([PC_LAYER])
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129
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130 debug_color = (240, 240, 240)
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131
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132 block = False
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134 def __init__(self, pos, **opts):
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135 AnimatedGameSprite.__init__(self, pos, **opts)
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136 self._layer = Layers.PLAYER
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137
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138 def setup(self, name, world, dsm, state):
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139 self.dsm = dialogue.DSM(name, world, dsm, state)
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140
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141
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142 def collided_player(self, player):
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143 print "%s is ignoring player" % self
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144
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145
202
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146 class Projectile(GameSprite):
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147 gravitates = False
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148
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149
202
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150 class Item(GameSprite):
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151 mobile = False
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152 gravitates = False
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153
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154 collision_layer = MONSTER_LAYER
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155 collides_with = set([PC_LAYER])
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156
191
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157 portable = True
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158
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159 def __init__(self, pos, **opts):
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160 GameSprite.__init__(self, pos, **opts)
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161 self._layer = Layers.PLAYER
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162
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163
193
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164 def setup(self, name, world):
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165 self.name = name
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166 self.world = world
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167
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168
191
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169 def get_debug_color(self):
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170 if self.portable:
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171 return (240, 0, 240)
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172 return (0, 0, 240)
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173
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174
209
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175 def collided_player(self, player):
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176 print "Player touched %s" % self
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177 player.take_item(self)
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178
202
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179
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180
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181 class Geography(Sprite):
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182 mobile = False
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183 gravitates = False
189
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184 collides_with = set([PC_LAYER, MONSTER_LAYER, NPC_LAYER])
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185 is_ground = True
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186 bounce_factor = (0.0, 0.0)
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187
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188 def __init__(self, pos, image):
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189 Sprite.__init__(self)
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190 self.tile_pos = pos
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191 self.image = image
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192 self.collide_rect = self.image.get_bounding_rect(1)
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193 self.floor_rect = Rect(self.collide_rect.topleft, (self.collide_rect.width, 2))
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194 self.rect = self.image.get_rect()
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195 self.rect_offset = self.collide_rect.left - self.rect.left, self.rect.top - self.rect.top
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196 self.collide_rect.topleft = pos[0] * TILE_SIZE[0] + self.rect_offset[0], pos[1] * TILE_SIZE[1] + self.rect_offset[1]
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197 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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198 self.rect.topleft = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1]
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199
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200 def get_debug_color(self):
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201 if self.floor or self.block:
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202 return (240, 240, 0)
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203 return (0, 240, 0)
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204
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205
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206 def find_sprite(descr, mod_name=None):
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207 """Create a sprite object from a dictionary describing it."""
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208 descr = descr.copy()
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209 cls_name = descr.pop("type")
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210 if mod_name is None:
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211 mod_name, cls_name = cls_name.rsplit(".", 1)
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212 mod_name = ".".join(["skaapsteker.sprites", mod_name])
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213 mod = __import__(mod_name, fromlist=[cls_name])
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214 cls = getattr(mod, cls_name)
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215 return cls(**descr)
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216