all repos — Legends-RPG @ 107c8c01760c5aab0de838393c6aceca60c3b1dc

A fantasy mini-RPG built with Python and Pygame.

data/components/person.py (view raw)

  1import math, random
  2import pygame as pg
  3from .. import setup
  4from .. import constants as c
  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', state='resting', index=0):
 12        super(Person, self).__init__()
 13        self.name = sheet_key
 14        self.get_image = setup.tools.get_image
 15        self.spritesheet_dict = self.create_spritesheet_dict(sheet_key)
 16        self.animation_dict = self.create_animation_dict()
 17        self.index = index
 18        self.direction = direction
 19        self.image_list = self.animation_dict[self.direction]
 20        self.image = self.image_list[self.index]
 21        self.rect = self.image.get_rect(left=x, top=y)
 22        self.origin_pos = self.rect.topleft
 23        self.state_dict = self.create_state_dict()
 24        self.vector_dict = self.create_vector_dict()
 25        self.x_vel = 0
 26        self.y_vel = 0
 27        self.timer = 0.0
 28        self.move_timer = 0.0
 29        self.current_time = 0.0
 30        self.state = state
 31        self.blockers = self.set_blockers()
 32        self.location = self.get_tile_location()
 33        self.dialogue = ['Location: ' + str(self.location)]
 34        self.default_direction = direction
 35        self.item = None
 36        self.wander_box = self.make_wander_box()
 37
 38    def create_spritesheet_dict(self, sheet_key):
 39        """Implemented by inheriting classes"""
 40        image_list = []
 41        image_dict = {}
 42        sheet = setup.GFX[sheet_key]
 43
 44        image_keys = ['facing up 1', 'facing up 2',
 45                      'facing down 1', 'facing down 2',
 46                      'facing left 1', 'facing left 2',
 47                      'facing right 1', 'facing right 2']
 48
 49        for row in range(2):
 50            for column in range(4):
 51                image_list.append(
 52                    self.get_image(column*32, row*32, 32, 32, sheet))
 53
 54        for key, image in zip(image_keys, image_list):
 55            image_dict[key] = image
 56
 57        return image_dict
 58
 59    def create_animation_dict(self):
 60        """Return a dictionary of image lists for animation"""
 61        image_dict = self.spritesheet_dict
 62
 63        left_list = [image_dict['facing left 1'], image_dict['facing left 2']]
 64        right_list = [image_dict['facing right 1'], image_dict['facing right 2']]
 65        up_list = [image_dict['facing up 1'], image_dict['facing up 2']]
 66        down_list = [image_dict['facing down 1'], image_dict['facing down 2']]
 67
 68        direction_dict = {'left': left_list,
 69                          'right': right_list,
 70                          'up': up_list,
 71                          'down': down_list}
 72
 73        return direction_dict
 74
 75    def create_state_dict(self):
 76        """Return a dictionary of all state methods"""
 77        state_dict = {'resting': self.resting,
 78                      'moving': self.moving,
 79                      'animated resting': self.animated_resting,
 80                      'autoresting': self.auto_resting,
 81                      'automoving': self.auto_moving,
 82                      'battle resting': self.battle_resting,
 83                      'attack': self.attack}
 84
 85        return state_dict
 86
 87    def create_vector_dict(self):
 88        """Return a dictionary of x and y velocities set to
 89        direction keys."""
 90        vector_dict = {'up': (0, -1),
 91                       'down': (0, 1),
 92                       'left': (-1, 0),
 93                       'right': (1, 0)}
 94
 95        return vector_dict
 96
 97    def update(self, current_time, *args):
 98        """Implemented by inheriting classes"""
 99        self.blockers = self.set_blockers()
100        self.current_time = current_time
101        self.image_list = self.animation_dict[self.direction]
102        state_function = self.state_dict[self.state]
103        state_function()
104        self.location = self.get_tile_location()
105
106
107
108    def set_blockers(self):
109        """Sets blockers to prevent collision with other sprites"""
110        blockers = []
111
112        if self.state == 'resting' or self.state == 'autoresting':
113            blockers.append(pg.Rect(self.rect.x, self.rect.y, 32, 32))
114
115        elif self.state == 'moving' or self.state == 'automoving':
116            if self.rect.x % 32 == 0:
117                tile_float = self.rect.y / float(32)
118                tile1 = (self.rect.x, math.ceil(tile_float)*32)
119                tile2 = (self.rect.x, math.floor(tile_float)*32)
120                tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
121                tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
122                blockers.extend([tile_rect1, tile_rect2])
123
124            elif self.rect.y % 32 == 0:
125                tile_float = self.rect.x / float(32)
126                tile1 = (math.ceil(tile_float)*32, self.rect.y)
127                tile2 = (math.floor(tile_float)*32, self.rect.y)
128                tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
129                tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
130                blockers.extend([tile_rect1, tile_rect2])
131
132        return blockers
133
134    def get_tile_location(self):
135        """
136        Convert pygame coordinates into tile coordinates.
137        """
138        if self.rect.x == 0:
139            tile_x = 0
140        elif self.rect.x % 32 == 0:
141            tile_x = (self.rect.x / 32)
142        else:
143            tile_x = 0
144
145        if self.rect.y == 0:
146            tile_y = 0
147        elif self.rect.y % 32 == 0:
148            tile_y = (self.rect.y / 32)
149        else:
150            tile_y = 0
151
152        return [tile_x, tile_y]
153
154
155    def make_wander_box(self):
156        """
157        Make a list of rects that surround the initial location
158        of a sprite to limit his/her wandering.
159        """
160        x = int(self.location[0])
161        y = int(self.location[1])
162        box_list = []
163        box_rects = []
164
165        for i in range(x-3, x+4):
166            box_list.append([i, y-3])
167            box_list.append([i, y+3])
168
169        for i in range(y-2, y+3):
170            box_list.append([x-3, i])
171            box_list.append([x+3, i])
172
173        for box in box_list:
174            left = box[0]*32
175            top = box[1]*32
176            box_rects.append(pg.Rect(left, top, 32, 32))
177
178        return box_rects
179
180
181    def resting(self):
182        """
183        When the Person is not moving between tiles.
184        Checks if the player is centered on a tile.
185        """
186        self.image = self.image_list[self.index]
187
188        assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
189                                        + str(self.rect.y) + " : " + str(self.name))
190        assert(self.rect.x % 32 == 0), ('Player not centered on tile'
191                                        + str(self.rect.x))
192
193    def moving(self):
194        """
195        Increment index and set self.image for animation.
196        """
197        self.animation()
198        assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
199            'Not centered on tile'
200
201    def animated_resting(self):
202        self.animation(500)
203
204    def animation(self, freq=100):
205        """
206        Adjust sprite image frame based on timer.
207        """
208        if (self.current_time - self.timer) > freq:
209            if self.index < (len(self.image_list) - 1):
210                self.index += 1
211            else:
212                self.index = 0
213            self.timer = self.current_time
214
215        self.image = self.image_list[self.index]
216
217    def begin_moving(self, direction):
218        """
219        Transition the player into the 'moving' state.
220        """
221        self.direction = direction
222        self.image_list = self.animation_dict[direction]
223        self.timer = self.current_time
224        self.move_timer = self.current_time
225        self.state = 'moving'
226
227        if self.rect.x % 32 == 0:
228            self.y_vel = self.vector_dict[self.direction][1]
229        if self.rect.y % 32 == 0:
230            self.x_vel = self.vector_dict[self.direction][0]
231
232
233    def begin_resting(self):
234        """
235        Transition the player into the 'resting' state.
236        """
237        self.state = 'resting'
238        self.index = 1
239        self.x_vel = self.y_vel = 0
240
241    def begin_auto_moving(self, direction):
242        """
243        Transition sprite to a automatic moving state.
244        """
245        self.direction = direction
246        self.image_list = self.animation_dict[direction]
247        self.state = 'automoving'
248        self.x_vel = self.vector_dict[direction][0]
249        self.y_vel = self.vector_dict[direction][1]
250        self.move_timer = self.current_time
251
252    def begin_auto_resting(self):
253        """
254        Transition sprite to an automatic resting state.
255        """
256        self.state = 'autoresting'
257        self.index = 1
258        self.x_vel = self.y_vel = 0
259        self.move_timer = self.current_time
260
261
262    def auto_resting(self):
263        """
264        Determine when to move a sprite from resting to moving in a random
265        direction.
266        """
267        #self.image = self.image_list[self.index]
268        self.image_list = self.animation_dict[self.direction]
269        self.image = self.image_list[self.index]
270
271        assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
272                                        + str(self.rect.y))
273        assert(self.rect.x % 32 == 0), ('Player not centered on tile'
274                                        + str(self.rect.x))
275
276        if (self.current_time - self.move_timer) > 2000:
277            direction_list = ['up', 'down', 'left', 'right']
278            random.shuffle(direction_list)
279            direction = direction_list[0]
280            self.begin_auto_moving(direction)
281            self.move_timer = self.current_time
282
283    def battle_resting(self):
284        """
285        Player stays still during battle state unless he attacks.
286        """
287        pass
288
289    def enter_attack_state(self, enemy):
290        """
291        Set values for attack state.
292        """
293        self.attacked_enemy = enemy
294        self.x_vel = 1
295        self.state = 'attack'
296
297    def attack(self):
298        """
299        Player does an attack animation.
300        """
301        SLOW_BACK = 1
302        FAST_FORWARD = -5
303        FAST_BACK = 5
304
305        self.rect.x += self.x_vel
306
307        if self.x_vel == SLOW_BACK:
308            if self.rect.x >= self.origin_pos[0] + 20:
309                self.x_vel = FAST_FORWARD
310        elif self.x_vel == FAST_FORWARD:
311            if self.rect.topleft >= self.origin_pos:
312                self.image = self.spritesheet_dict['facing left 1']
313                self.image = pg.transform.scale2x(self.image)
314            elif self.rect.x <= self.origin_pos[0] - 110:
315                self.x_vel = FAST_BACK
316                self.observer.on_notify('attack animation')
317        else:
318            if self.rect.x >= self.origin_pos[0]:
319                self.rect.x = self.origin_pos[0]
320                self.x_vel = 0
321                self.state = 'battle resting'
322                self.image = self.spritesheet_dict['facing left 2']
323                self.image = pg.transform.scale2x(self.image)
324                self.observer.on_notify(c.PLAYER_FINISHED_ATTACK)
325
326
327
328    def auto_moving(self):
329        """
330        Animate sprite and check to stop.
331        """
332        self.animation()
333
334        assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
335            'Not centered on tile'
336
337
338class Player(Person):
339    """
340    User controlled character.
341    """
342
343    def __init__(self, direction, x=0, y=0, state='resting', index=0):
344        super(Player, self).__init__('player', x, y, direction, state, index)
345
346    def create_vector_dict(self):
347        """Return a dictionary of x and y velocities set to
348        direction keys."""
349        vector_dict = {'up': (0, -2),
350                       'down': (0, 2),
351                       'left': (-2, 0),
352                       'right': (2, 0)}
353
354        return vector_dict
355
356    def update(self, keys, current_time):
357        """Updates player behavior"""
358        self.blockers = self.set_blockers()
359        self.keys = keys
360        self.current_time = current_time
361        self.check_for_input()
362        state_function = self.state_dict[self.state]
363        state_function()
364        self.location = self.get_tile_location()
365
366    def check_for_input(self):
367        """Checks for player input"""
368        if self.state == 'resting':
369            if self.keys[pg.K_UP]:
370                self.begin_moving('up')
371            elif self.keys[pg.K_DOWN]:
372                self.begin_moving('down')
373            elif self.keys[pg.K_LEFT]:
374                self.begin_moving('left')
375            elif self.keys[pg.K_RIGHT]:
376                self.begin_moving('right')
377
378
379
380
381class Well(pg.sprite.Sprite):
382    """Talking well"""
383    def __init__(self, x, y):
384        super(Well, self).__init__()
385        self.image = pg.Surface((32, 32))
386        self.image.set_colorkey((0,0,0))
387        self.rect = self.image.get_rect(left=x, top=y)
388        self.location = self.get_location()
389        self.dialogue = ["I'm a well!"]
390        self.blockers = [self.rect]
391        self.x_vel = self.y_vel = 0
392        self.state = 'resting'
393        self.direction = 'down'
394        self.default_direction = self.direction
395        self.item = None
396        self.wander_box = []
397
398    def get_location(self):
399        """Get tile location"""
400        x = self.rect.x / 32
401        y = self.rect.y / 32
402
403        return [x, y]
404
405    def begin_auto_resting(self):
406        """Placeholder"""
407        pass
408
409