Mercurial > skaapsteker
annotate skaapsteker/sprites/base.py @ 228:ec38a0b08729
Remove debugging print.
author | Simon Cross <hodgestar@gmail.com> |
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date | Thu, 07 Apr 2011 01:39:05 +0200 |
parents | fcc5eca8eaca |
children | 9528c6fc7f75 |
rev | line source |
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1 """Basic sprite classes.""" |
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2 |
35 | 3 from pygame import Rect |
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4 import re |
35 | 5 |
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6 from skaapsteker.physics import Sprite |
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7 from skaapsteker.constants import Layers |
47 | 8 from skaapsteker import data |
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9 from skaapsteker import dialogue |
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10 |
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11 |
35 | 12 TILE_SIZE = (64, 64) |
13 | |
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14 # Collision Layers (values are ids not numbers) |
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15 PC_LAYER = 0 |
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16 MONSTER_LAYER = 1 |
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17 NPC_LAYER = 2 |
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35 | 19 |
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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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24 |
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25 def __init__(self, pos, **opts): |
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26 Sprite.__init__(self) |
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27 self.image = data.load_image(self.image_dir + self.image_file) |
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28 self.rect = self.image.get_rect(midbottom=(pos[0]*TILE_SIZE[0]+TILE_SIZE[0]/2, (pos[1]+1)*TILE_SIZE[1])) |
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29 self.collide_rect = self.rect.move(0, 0) |
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30 self.setup(**opts) |
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31 |
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32 |
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33 class AnimatedGameSprite(Sprite): |
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34 # folder for animation files, e.g. sprites/foo |
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35 image_dir = None |
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36 |
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37 # first item is the starting animation |
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38 animation_regexes = [ |
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39 # TODO: swap back once we know how to swap |
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40 ("running", r"^.*_\d+.png$"), |
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41 ("standing", r"^.*_standing.png$"), |
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42 ] |
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43 |
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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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95 |
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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]) |
47 | 100 |
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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 |
210 | 117 def damage(self, damage): |
118 print 'Damaged by ', damage | |
119 self.health -= damage | |
120 print 'Monster health', self.health | |
121 if self.health < 0: | |
122 self.kill() | |
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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133 |
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134 def __init__(self, pos, **opts): |
213
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135 AnimatedGameSprite.__init__(self, pos, **opts) |
189
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136 self._layer = Layers.PLAYER |
202
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137 |
217
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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 |
209 | 142 def collided_player(self, player): |
143 print "%s is ignoring player" % self | |
144 | |
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 | 157 portable = True |
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158 |
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159 def __init__(self, pos, **opts): |
202
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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): |
209 | 165 self.name = name |
166 self.world = world | |
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167 |
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168 |
191 | 169 def get_debug_color(self): |
170 if self.portable: | |
171 return (240, 0, 240) | |
172 return (0, 0, 240) | |
173 | |
174 | |
209 | 175 def collided_player(self, player): |
202
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176 print "Player touched %s" % self |
209 | 177 player.take_item(self) |
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]) |
144
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185 is_ground = True |
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186 bounce_factor = (0.0, 0.0) |
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187 |
35 | 188 def __init__(self, pos, image): |
189 Sprite.__init__(self) | |
190 self.tile_pos = pos | |
191 self.image = image | |
122
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192 self.collide_rect = self.image.get_bounding_rect(1) |
186
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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] |
186
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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] |
35 | 199 |
117
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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 |
35 | 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) |
35 | 216 |