all repos — Legends-RPG @ 0c36050b5841a8b230a30b7dcda0ff5d32b310ed

A fantasy mini-RPG built with Python and Pygame.

data/components/person.py (view raw)

  1from __future__ import division
  2import math, random, copy
  3import pygame as pg
  4from .. import setup, observer
  5from .. import constants as c
  6
  7
  8class Person(pg.sprite.Sprite):
  9    """Base class for all world characters
 10    controlled by the computer"""
 11
 12    def __init__(self, sheet_key, x, y, direction='down', state='resting', index=0):
 13        super(Person, self).__init__()
 14        self.alpha = 255
 15        self.name = sheet_key
 16        self.get_image = setup.tools.get_image
 17        self.spritesheet_dict = self.create_spritesheet_dict(sheet_key)
 18        self.animation_dict = self.create_animation_dict()
 19        self.index = index
 20        self.direction = direction
 21        self.image_list = self.animation_dict[self.direction]
 22        self.image = self.image_list[self.index]
 23        self.rect = self.image.get_rect(left=x, top=y)
 24        self.origin_pos = self.rect.topleft
 25        self.state_dict = self.create_state_dict()
 26        self.vector_dict = self.create_vector_dict()
 27        self.x_vel = 0
 28        self.y_vel = 0
 29        self.timer = 0.0
 30        self.move_timer = 0.0
 31        self.current_time = 0.0
 32        self.state = state
 33        self.blockers = self.set_blockers()
 34        self.location = self.get_tile_location()
 35        self.dialogue = ['Location: ' + str(self.location)]
 36        self.default_direction = direction
 37        self.item = None
 38        self.wander_box = self.make_wander_box()
 39        self.observers = [observer.SoundEffects()]
 40        self.health = 0
 41        self.death_image = pg.transform.scale2x(self.image)
 42        self.battle = None
 43
 44    def create_spritesheet_dict(self, sheet_key):
 45        """Implemented by inheriting classes"""
 46        image_list = []
 47        image_dict = {}
 48        sheet = setup.GFX[sheet_key]
 49
 50        image_keys = ['facing up 1', 'facing up 2',
 51                      'facing down 1', 'facing down 2',
 52                      'facing left 1', 'facing left 2',
 53                      'facing right 1', 'facing right 2']
 54
 55        for row in range(2):
 56            for column in range(4):
 57                image_list.append(
 58                    self.get_image(column*32, row*32, 32, 32, sheet))
 59
 60        for key, image in zip(image_keys, image_list):
 61            image_dict[key] = image
 62
 63        return image_dict
 64
 65    def create_animation_dict(self):
 66        """Return a dictionary of image lists for animation"""
 67        image_dict = self.spritesheet_dict
 68
 69        left_list = [image_dict['facing left 1'], image_dict['facing left 2']]
 70        right_list = [image_dict['facing right 1'], image_dict['facing right 2']]
 71        up_list = [image_dict['facing up 1'], image_dict['facing up 2']]
 72        down_list = [image_dict['facing down 1'], image_dict['facing down 2']]
 73
 74        direction_dict = {'left': left_list,
 75                          'right': right_list,
 76                          'up': up_list,
 77                          'down': down_list}
 78
 79        return direction_dict
 80
 81    def create_state_dict(self):
 82        """Return a dictionary of all state methods"""
 83        state_dict = {'resting': self.resting,
 84                      'moving': self.moving,
 85                      'animated resting': self.animated_resting,
 86                      'autoresting': self.auto_resting,
 87                      'automoving': self.auto_moving,
 88                      'battle resting': self.battle_resting,
 89                      'attack': self.attack,
 90                      'enemy attack': self.enemy_attack,
 91                      c.RUN_AWAY: self.run_away,
 92                      c.VICTORY_DANCE: self.victory_dance,
 93                      c.KNOCK_BACK: self.knock_back,
 94                      c.FADE_DEATH: self.fade_death}
 95
 96        return state_dict
 97
 98    def create_vector_dict(self):
 99        """Return a dictionary of x and y velocities set to
100        direction keys."""
101        vector_dict = {'up': (0, -1),
102                       'down': (0, 1),
103                       'left': (-1, 0),
104                       'right': (1, 0)}
105
106        return vector_dict
107
108    def update(self, current_time, *args):
109        """Implemented by inheriting classes"""
110        self.blockers = self.set_blockers()
111        self.current_time = current_time
112        self.image_list = self.animation_dict[self.direction]
113        state_function = self.state_dict[self.state]
114        state_function()
115        self.location = self.get_tile_location()
116
117    def set_blockers(self):
118        """Sets blockers to prevent collision with other sprites"""
119        blockers = []
120
121        if self.state == 'resting' or self.state == 'autoresting':
122            blockers.append(pg.Rect(self.rect.x, self.rect.y, 32, 32))
123
124        elif self.state == 'moving' or self.state == 'automoving':
125            if self.rect.x % 32 == 0:
126                tile_float = self.rect.y / float(32)
127                tile1 = (self.rect.x, math.ceil(tile_float)*32)
128                tile2 = (self.rect.x, math.floor(tile_float)*32)
129                tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
130                tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
131                blockers.extend([tile_rect1, tile_rect2])
132
133            elif self.rect.y % 32 == 0:
134                tile_float = self.rect.x / float(32)
135                tile1 = (math.ceil(tile_float)*32, self.rect.y)
136                tile2 = (math.floor(tile_float)*32, self.rect.y)
137                tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
138                tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
139                blockers.extend([tile_rect1, tile_rect2])
140
141        return blockers
142
143    def get_tile_location(self):
144        """
145        Convert pygame coordinates into tile coordinates.
146        """
147        if self.rect.x == 0:
148            tile_x = 0
149        elif self.rect.x % 32 == 0:
150            tile_x = (self.rect.x / 32)
151        else:
152            tile_x = 0
153
154        if self.rect.y == 0:
155            tile_y = 0
156        elif self.rect.y % 32 == 0:
157            tile_y = (self.rect.y / 32)
158        else:
159            tile_y = 0
160
161        return [tile_x, tile_y]
162
163
164    def make_wander_box(self):
165        """
166        Make a list of rects that surround the initial location
167        of a sprite to limit his/her wandering.
168        """
169        x = int(self.location[0])
170        y = int(self.location[1])
171        box_list = []
172        box_rects = []
173
174        for i in range(x-3, x+4):
175            box_list.append([i, y-3])
176            box_list.append([i, y+3])
177
178        for i in range(y-2, y+3):
179            box_list.append([x-3, i])
180            box_list.append([x+3, i])
181
182        for box in box_list:
183            left = box[0]*32
184            top = box[1]*32
185            box_rects.append(pg.Rect(left, top, 32, 32))
186
187        return box_rects
188
189
190    def resting(self):
191        """
192        When the Person is not moving between tiles.
193        Checks if the player is centered on a tile.
194        """
195        self.image = self.image_list[self.index]
196
197        assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
198                                        + str(self.rect.y) + " : " + str(self.name))
199        assert(self.rect.x % 32 == 0), ('Player not centered on tile'
200                                        + str(self.rect.x))
201
202    def moving(self):
203        """
204        Increment index and set self.image for animation.
205        """
206        self.animation()
207        assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
208            'Not centered on tile'
209
210    def animated_resting(self):
211        self.animation(500)
212
213    def animation(self, freq=100):
214        """
215        Adjust sprite image frame based on timer.
216        """
217        if (self.current_time - self.timer) > freq:
218            if self.index < (len(self.image_list) - 1):
219                self.index += 1
220            else:
221                self.index = 0
222            self.timer = self.current_time
223
224        self.image = self.image_list[self.index]
225
226    def begin_moving(self, direction):
227        """
228        Transition the player into the 'moving' state.
229        """
230        self.direction = direction
231        self.image_list = self.animation_dict[direction]
232        self.timer = self.current_time
233        self.move_timer = self.current_time
234        self.state = 'moving'
235
236        if self.rect.x % 32 == 0:
237            self.y_vel = self.vector_dict[self.direction][1]
238        if self.rect.y % 32 == 0:
239            self.x_vel = self.vector_dict[self.direction][0]
240
241
242    def begin_resting(self):
243        """
244        Transition the player into the 'resting' state.
245        """
246        self.state = 'resting'
247        self.index = 1
248        self.x_vel = self.y_vel = 0
249
250    def begin_auto_moving(self, direction):
251        """
252        Transition sprite to a automatic moving state.
253        """
254        self.direction = direction
255        self.image_list = self.animation_dict[direction]
256        self.state = 'automoving'
257        self.x_vel = self.vector_dict[direction][0]
258        self.y_vel = self.vector_dict[direction][1]
259        self.move_timer = self.current_time
260
261    def begin_auto_resting(self):
262        """
263        Transition sprite to an automatic resting state.
264        """
265        self.state = 'autoresting'
266        self.index = 1
267        self.x_vel = self.y_vel = 0
268        self.move_timer = self.current_time
269
270
271    def auto_resting(self):
272        """
273        Determine when to move a sprite from resting to moving in a random
274        direction.
275        """
276        #self.image = self.image_list[self.index]
277        self.image_list = self.animation_dict[self.direction]
278        self.image = self.image_list[self.index]
279
280        if self.rect.y % 32 != 0:
281            self.correct_position(self.rect.y)
282        if self.rect.x % 32 != 0:
283            self.correct_position(self.rect.x)
284
285        if (self.current_time - self.move_timer) > 2000:
286            direction_list = ['up', 'down', 'left', 'right']
287            random.shuffle(direction_list)
288            direction = direction_list[0]
289            self.begin_auto_moving(direction)
290            self.move_timer = self.current_time
291
292    def correct_position(self, rect_pos):
293        """
294        Adjust sprite position to be centered on tile.
295        """
296        diff = rect_pos % 32
297        if diff <= 16:
298            rect_pos - diff
299        else:
300            rect_pos + diff
301 
302
303    def battle_resting(self):
304        """
305        Player stays still during battle state unless he attacks.
306        """
307        pass
308
309    def enter_attack_state(self, enemy):
310        """
311        Set values for attack state.
312        """
313        self.notify(c.SWORD)
314        self.attacked_enemy = enemy
315        self.x_vel = -5
316        self.state = 'attack'
317
318
319    def attack(self):
320        """
321        Player does an attack animation.
322        """
323        FAST_FORWARD = -5
324        FAST_BACK = 5
325
326        self.rect.x += self.x_vel
327
328        if self.x_vel == FAST_FORWARD:
329            self.image = self.spritesheet_dict['facing left 1']
330            self.image = pg.transform.scale2x(self.image)
331            if self.rect.x <= self.origin_pos[0] - 110:
332                self.x_vel = FAST_BACK
333                self.notify(c.ENEMY_DAMAGED)
334        else:
335            if self.rect.x >= self.origin_pos[0]:
336                self.rect.x = self.origin_pos[0]
337                self.x_vel = 0
338                self.state = 'battle resting'
339                self.image = self.spritesheet_dict['facing left 2']
340                self.image = pg.transform.scale2x(self.image)
341                self.notify(c.PLAYER_FINISHED_ATTACK)
342
343    def enter_enemy_attack_state(self):
344        """
345        Set values for enemy attack state.
346        """
347        self.x_vel = -5
348        self.state = 'enemy attack'
349        self.origin_pos = self.rect.topleft
350        self.move_counter = 0
351
352    def enemy_attack(self):
353        """
354        Enemy does an attack animation.
355        """
356        FAST_LEFT = -5
357        FAST_RIGHT = 5
358        STARTX = self.origin_pos[0]
359
360        self.rect.x += self.x_vel
361
362        if self.move_counter == 3:
363            self.x_vel = 0
364            self.state = 'battle resting'
365            self.rect.x = STARTX
366            self.notify(c.PLAYER_DAMAGED)
367
368        elif self.x_vel == FAST_LEFT:
369            if self.rect.x <= (STARTX - 15):
370                self.x_vel = FAST_RIGHT
371        elif self.x_vel == FAST_RIGHT:
372            if self.rect.x >= (STARTX + 15):
373                self.move_counter += 1
374                self.x_vel = FAST_LEFT
375
376    def auto_moving(self):
377        """
378        Animate sprite and check to stop.
379        """
380        self.animation()
381
382        assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
383            'Not centered on tile'
384
385    def notify(self, event):
386        """
387        Notify all observers of events.
388        """
389        for observer in self.observers:
390            observer.on_notify(event)
391
392    def calculate_hit(self, armor_list, inventory):
393        """
394        Calculate hit strength based on attack stats.
395        """
396        armor_power = 0
397        for armor in armor_list:
398            armor_power += inventory[armor]['power']
399        max_strength = max(1, (self.level * 5) - armor_power)
400        min_strength = 0
401        return random.randint(min_strength, max_strength)
402
403    def run_away(self):
404        """
405        Run away from battle state.
406        """
407        X_VEL = 5
408        self.rect.x += X_VEL
409        self.direction = 'right'
410        self.small_image_list = self.animation_dict[self.direction]
411        self.image_list = []
412        for image in self.small_image_list:
413            self.image_list.append(pg.transform.scale2x(image))
414        self.animation()
415
416    def victory_dance(self):
417        """
418        Post Victory Dance.
419        """
420        self.small_image_list = self.animation_dict[self.direction]
421        self.image_list = []
422        for image in self.small_image_list:
423            self.image_list.append(pg.transform.scale2x(image))
424        self.animation(500)
425
426    def knock_back(self):
427        """
428        Knock back when hit.
429        """
430        FORWARD_VEL = -2
431
432        self.rect.x += self.x_vel
433
434        if self.name == 'player':
435            if self.rect.x >= (self.origin_pos[0] + 10):
436                self.x_vel = FORWARD_VEL
437            elif self.rect.x <= self.origin_pos[0]:
438                self.rect.x = self.origin_pos[0]
439                self.state = 'battle resting'
440                self.x_vel = 0
441        else:
442            if self.rect.x <= (self.origin_pos[0] - 10):
443                self.x_vel = 2
444            elif self.rect.x >= self.origin_pos[0]:
445                self.rect.x = self.origin_pos[0]
446                self.state = 'battle resting'
447                self.x_vel = 0
448
449    def fade_death(self):
450        """
451        Make character become transparent in death.
452        """
453        self.image = pg.Surface((64, 64)).convert()
454        self.image.set_colorkey(c.BLACK)
455        self.image.set_alpha(self.alpha)
456        self.image.blit(self.death_image, (0, 0))
457        self.alpha -= 8
458        if self.alpha <= 0:
459            self.kill()
460            self.notify(c.ENEMY_DEAD)
461
462
463    def enter_knock_back_state(self):
464        """
465        Set values for entry to knock back state.
466        """
467        if self.name == 'player':
468            self.x_vel = 4
469        else:
470            self.x_vel = -4
471
472        self.state = c.KNOCK_BACK
473        self.origin_pos = self.rect.topleft
474
475
476class Player(Person):
477    """
478    User controlled character.
479    """
480
481    def __init__(self, direction, game_data, x=0, y=0, state='resting', index=0):
482        super(Player, self).__init__('player', x, y, direction, state, index)
483        self.damaged = False
484        self.healing = False
485        self.damage_alpha = 0
486        self.healing_alpha = 0
487        self.fade_in = True
488        self.game_data = game_data
489        self.index = 1
490        self.image = self.image_list[self.index]
491
492    @property
493    def level(self):
494        """
495        Make level property equal to player level in game_data.
496        """
497        return self.game_data['player stats']['Level']
498
499
500    def create_vector_dict(self):
501        """Return a dictionary of x and y velocities set to
502        direction keys."""
503        vector_dict = {'up': (0, -2),
504                       'down': (0, 2),
505                       'left': (-2, 0),
506                       'right': (2, 0)}
507
508        return vector_dict
509
510    def update(self, keys, current_time):
511        """Updates player behavior"""
512        self.current_time = current_time
513        self.damage_animation()
514        self.healing_animation()
515        self.blockers = self.set_blockers()
516        self.keys = keys
517        self.check_for_input()
518        state_function = self.state_dict[self.state]
519        state_function()
520        self.location = self.get_tile_location()
521
522    def damage_animation(self):
523        """
524        Put a red overlay over sprite to indicate damage.
525        """
526        if self.damaged:
527            self.image = copy.copy(self.spritesheet_dict['facing left 2'])
528            self.image = pg.transform.scale2x(self.image).convert_alpha()
529            damage_image = copy.copy(self.image).convert_alpha()
530            damage_image.fill((255, 0, 0, self.damage_alpha), special_flags=pg.BLEND_RGBA_MULT)
531            self.image.blit(damage_image, (0, 0))
532            if self.fade_in:
533                self.damage_alpha += 25
534                if self.damage_alpha >= 255:
535                    self.fade_in = False
536                    self.damage_alpha = 255
537            elif not self.fade_in:
538                self.damage_alpha -= 25
539                if self.damage_alpha <= 0:
540                    self.damage_alpha = 0
541                    self.damaged = False
542                    self.fade_in = True
543                    self.image = self.spritesheet_dict['facing left 2']
544                    self.image = pg.transform.scale2x(self.image)
545
546    def healing_animation(self):
547        """
548        Put a green overlay over sprite to indicate healing.
549        """
550        if self.healing:
551            self.image = copy.copy(self.spritesheet_dict['facing left 2'])
552            self.image = pg.transform.scale2x(self.image).convert_alpha()
553            healing_image = copy.copy(self.image).convert_alpha()
554            healing_image.fill((0, 255, 0, self.healing_alpha), special_flags=pg.BLEND_RGBA_MULT)
555            self.image.blit(healing_image, (0, 0))
556            if self.fade_in:
557                self.healing_alpha += 25
558                if self.healing_alpha >= 255:
559                    self.fade_in = False
560                    self.healing_alpha = 255
561            elif not self.fade_in:
562                self.healing_alpha -= 25
563                if self.healing_alpha <= 0:
564                    self.healing_alpha = 0
565                    self.healing = False
566                    self.fade_in = True
567                    self.image = self.spritesheet_dict['facing left 2']
568                    self.image = pg.transform.scale2x(self.image)
569
570    def check_for_input(self):
571        """Checks for player input"""
572        if self.state == 'resting':
573            if self.keys[pg.K_UP]:
574                self.begin_moving('up')
575            elif self.keys[pg.K_DOWN]:
576                self.begin_moving('down')
577            elif self.keys[pg.K_LEFT]:
578                self.begin_moving('left')
579            elif self.keys[pg.K_RIGHT]:
580                self.begin_moving('right')
581
582    def calculate_hit(self):
583        """
584        Calculate hit strength based on attack stats.
585        """
586        weapon = self.game_data['player inventory']['equipped weapon']
587        if not weapon:
588            weapon_power = 0
589        else:
590            weapon_power = self.game_data['player inventory'][weapon]['power']
591        max_strength = weapon_power + (self.level * 5)
592        min_strength = max_strength // 4
593        return random.randint(min_strength, max_strength)
594
595
596class Enemy(Person):
597    """
598    Enemy sprite.
599    """
600    def __init__(self, sheet_key, x, y, direction='down', state='resting', index=0):
601        super(Enemy, self).__init__(sheet_key, x, y, direction, state, index)
602        self.level = 1
603        self.type = 'enemy'
604
605
606class Chest(Person):
607    """
608    Treasure chest that contains items to collect.
609    """
610    def __init__(self, x, y, id):
611        super(Chest, self).__init__('treasurechest', x, y)
612        self.spritesheet_dict = self.make_image_dict()
613        self.image_list = self.make_image_list()
614        self.image = self.image_list[self.index]
615        self.rect = self.image.get_rect(x=x, y=y)
616        self.id = id
617
618    def make_image_dict(self):
619        """
620        Make a dictionary for the sprite's images.
621        """
622        sprite_sheet = setup.GFX['treasurechest']
623        image_dict = {'closed': self.get_image(0, 0, 32, 32, sprite_sheet),
624                      'opened': self.get_image(32, 0, 32, 32, sprite_sheet)}
625
626        return image_dict
627
628    def make_image_list(self):
629        """
630        Make the list of two images for the chest.
631        """
632        image_list = [self.spritesheet_dict['closed'],
633                      self.spritesheet_dict['opened']]
634
635        return image_list
636
637    def update(self, current_time, *args):
638        """Implemented by inheriting classes"""
639        self.blockers = self.set_blockers()
640        self.current_time = current_time
641        state_function = self.state_dict[self.state]
642        state_function()
643        self.location = self.get_tile_location()
644
645
646
647