data/components/person.py (view raw)
1__author__ = 'justinarmstrong'
2import math, random
3import pygame as pg
4from .. import setup
5
6
7class Person(pg.sprite.Sprite):
8 """Base class for all world characters
9 controlled by the computer"""
10
11 def __init__(self, sheet_key, x, y, direction='down'):
12 super(Person, self).__init__()
13 self.get_image = setup.tools.get_image
14 self.spritesheet_dict = self.create_spritesheet_dict(sheet_key)
15 self.animation_dict = self.create_animation_dict()
16 self.index = 0
17 self.direction = direction
18 self.image_list = self.animation_dict[self.direction]
19 self.image = self.image_list[self.index]
20 self.rect = self.image.get_rect(left=x, top=y)
21 self.old_rect = self.rect
22 self.state_dict = self.create_state_dict()
23 self.vector_dict = self.create_vector_dict()
24 self.x_vel = 0
25 self.y_vel = 0
26 self.timer = 0.0
27 self.move_timer = 0.0
28 self.current_time = 0.0
29 self.state = 'animated resting'
30 self.blockers = self.set_blockers()
31 self.location = self.get_tile_location()
32
33
34 def create_spritesheet_dict(self, sheet_key):
35 """Implemented by inheriting classes"""
36 image_list = []
37 image_dict = {}
38 sheet = setup.GFX[sheet_key]
39
40 image_keys = ['facing up 1', 'facing up 2',
41 'facing down 1', 'facing down 2',
42 'facing left 1', 'facing left 2',
43 'facing right 1', 'facing right 2']
44
45 for row in range(2):
46 for column in range(4):
47 image_list.append(
48 self.get_image(column*32, row*32, 32, 32, sheet))
49
50 for key, image in zip(image_keys, image_list):
51 image_dict[key] = image
52
53 return image_dict
54
55
56 def create_animation_dict(self):
57 """Return a dictionary of image lists for animation"""
58 image_dict = self.spritesheet_dict
59
60 left_list = [image_dict['facing left 1'], image_dict['facing left 2']]
61 right_list = [image_dict['facing right 1'], image_dict['facing right 2']]
62 up_list = [image_dict['facing up 1'], image_dict['facing up 2']]
63 down_list = [image_dict['facing down 1'], image_dict['facing down 2']]
64
65 direction_dict = {'left': left_list,
66 'right': right_list,
67 'up': up_list,
68 'down': down_list}
69
70 return direction_dict
71
72
73 def create_state_dict(self):
74 """Return a dictionary of all state methods"""
75 state_dict = {'resting': self.resting,
76 'moving': self.moving,
77 'animated resting': self.animated_resting,
78 'autoresting': self.auto_resting,
79 'automoving': self.auto_moving}
80
81 return state_dict
82
83
84 def create_vector_dict(self):
85 """Return a dictionary of x and y velocities set to
86 direction keys."""
87 vector_dict = {'up': (0, -1),
88 'down': (0, 1),
89 'left': (-1, 0),
90 'right': (1, 0)}
91
92 return vector_dict
93
94
95 def update(self, current_time):
96 """Implemented by inheriting classes"""
97 self.blockers = self.set_blockers()
98 self.current_time = current_time
99 state_function = self.state_dict[self.state]
100 state_function()
101 self.location = self.get_tile_location()
102
103
104 def set_blockers(self):
105 """Sets blockers to prevent collision with other sprites"""
106 blockers = []
107
108 if self.state == 'animated resting' or self.state == 'autoresting':
109 blockers.append(pg.Rect(self.rect.x, self.rect.y, 32, 32))
110
111 elif self.state == 'moving' or self.state == 'automoving':
112 if self.rect.x % 32 == 0:
113 tile_float = self.rect.y / float(32)
114 tile1 = (self.rect.x, math.ceil(tile_float)*32)
115 tile2 = (self.rect.x, math.floor(tile_float)*32)
116 tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
117 tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
118 blockers.extend([tile_rect1, tile_rect2])
119
120 elif self.rect.y % 32 == 0:
121 tile_float = self.rect.x / float(32)
122 tile1 = (math.ceil(tile_float)*32, self.rect.y)
123 tile2 = (math.floor(tile_float)*32, self.rect.y)
124 tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
125 tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
126 blockers.extend([tile_rect1, tile_rect2])
127
128 return blockers
129
130
131 def get_tile_location(self):
132 """Converts pygame coordinates into tile coordinates"""
133 if self.rect.x == 0:
134 tile_x = 1
135 elif self.rect.x % 32 == 0:
136 tile_x = (self.rect.x / 32) + 1
137 else:
138 tile_x = 0
139
140 if self.rect.y == 0:
141 tile_y = 1
142 elif self.rect.y % 32 == 0:
143 tile_y = (self.rect.y / 32) + 1
144 else:
145 tile_y = 0
146
147 return (tile_x, tile_y)
148
149
150 def resting(self):
151 """
152 When the Person is not moving between tiles.
153 Checks if the player is centered on a tile.
154 """
155 self.image = self.image_list[self.index]
156
157 assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
158 + str(self.rect.y))
159 assert(self.rect.x % 32 == 0), ('Player not centered on tile'
160 + str(self.rect.x))
161
162
163 def moving(self):
164 """Increment index and set self.image for animation."""
165 self.animation()
166
167 assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
168 'Not centered on tile'
169
170
171 def animated_resting(self):
172 self.animation(500)
173
174
175 def animation(self, freq=100):
176 """Adjust sprite image frame based on timer"""
177 if (self.current_time - self.timer) > freq:
178 if self.index < (len(self.image_list) - 1):
179 self.index += 1
180 else:
181 self.index = 0
182 self.timer = self.current_time
183
184 self.image = self.image_list[self.index]
185
186
187
188 def begin_moving(self, direction):
189 """Transition the player into the 'moving' state."""
190 self.direction = direction
191 self.image_list = self.animation_dict[direction]
192 self.timer = self.current_time
193 self.move_timer = self.current_time
194 self.state = 'moving'
195
196 if self.rect.x % 32 == 0:
197 self.y_vel = self.vector_dict[self.direction][1]
198 if self.rect.y % 32 == 0:
199 self.x_vel = self.vector_dict[self.direction][0]
200
201
202 def begin_resting(self):
203 """Transition the player into the 'resting' state."""
204 self.state = 'resting'
205 self.index = 1
206 self.x_vel = self.y_vel = 0
207
208
209 def begin_auto_moving(self, direction):
210 """Transition sprite to a automatic moving state"""
211 self.direction = direction
212 self.image_list = self.animation_dict[direction]
213 self.state = 'automoving'
214 self.x_vel = self.vector_dict[direction][0]
215 self.y_vel = self.vector_dict[direction][1]
216 self.move_timer = self.current_time
217
218
219 def begin_auto_resting(self):
220 """Transition sprite to an automatic resting state"""
221 self.state = 'autoresting'
222 self.index = 0
223 self.x_vel = self.y_vel = 0
224 self.move_timer = self.current_time
225
226
227 def auto_resting(self):
228 """
229 Determine when to move a sprite from resting to moving in a random
230 direction.
231 """
232 #self.image = self.image_list[self.index]
233 self.animation(700)
234
235 assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
236 + str(self.rect.y))
237 assert(self.rect.x % 32 == 0), ('Player not centered on tile'
238 + str(self.rect.x))
239
240 if (self.current_time - self.move_timer) > 2000:
241 direction_list = ['up', 'down', 'left', 'right']
242 random.shuffle(direction_list)
243 direction = direction_list[0]
244 self.begin_auto_moving(direction)
245 self.move_timer = self.current_time
246
247
248
249 def auto_moving(self):
250 """Animate sprite and check to stop"""
251 self.animation()
252
253 assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
254 'Not centered on tile'
255
256
257
258class Player(Person):
259 """User controlled character"""
260
261 def __init__(self, direction):
262 super(Player, self).__init__('player', 0, 0, direction)
263
264
265 def create_vector_dict(self):
266 """Return a dictionary of x and y velocities set to
267 direction keys."""
268 vector_dict = {'up': (0, -2),
269 'down': (0, 2),
270 'left': (-2, 0),
271 'right': (2, 0)}
272
273 return vector_dict
274
275
276 def update(self, keys, current_time):
277 """Updates player behavior"""
278 self.blockers = self.set_blockers()
279 self.keys = keys
280 self.current_time = current_time
281 self.check_for_input()
282 state_function = self.state_dict[self.state]
283 state_function()
284 self.location = self.get_tile_location()
285
286
287 def check_for_input(self):
288 """Checks for player input"""
289 if self.state == 'resting':
290 if self.keys[pg.K_UP]:
291 self.begin_moving('up')
292 elif self.keys[pg.K_DOWN]:
293 self.begin_moving('down')
294 elif self.keys[pg.K_LEFT]:
295 self.begin_moving('left')
296 elif self.keys[pg.K_RIGHT]:
297 self.begin_moving('right')
298
299
300
301class Soldier(Person):
302 """Soldier for the castle"""
303
304 def __init__(self, x, y):
305 super(Soldier, self).__init__('soldier', x, y)
306 self.state = 'animated resting'
307
308
309
310class FemaleVillager(Person):
311 """Female Person for town"""
312
313 def __init__(self, x, y):
314 super(FemaleVillager, self).__init__('femalevillager', x, y)
315
316
317class MaleVillager(Person):
318 """Male Person for town"""
319
320 def __init__(self):
321 super(MaleVillager, self).__init__('male villager', x, y)
322