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='right', state='resting'):
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 if direction == 'left':
18 self.index = 1
19 else:
20 self.index = 0
21 self.direction = direction
22 self.image_list = self.animation_dict[self.direction]
23 self.image = self.image_list[self.index]
24 self.rect = self.image.get_rect(left=x, top=y)
25 #self.old_rect = self.rect
26 self.state_dict = self.create_state_dict()
27 self.vector_dict = self.create_vector_dict()
28 self.x_vel = 0
29 self.y_vel = 0
30 self.timer = 0.0
31 self.move_timer = 0.0
32 self.current_time = 0.0
33 self.state = state
34 self.blockers = self.set_blockers()
35 self.location = self.get_tile_location()
36 self.dialogue = ['Location: ' + str(self.location)]
37 self.default_direction = direction
38
39
40 def create_spritesheet_dict(self, sheet_key):
41 """Implemented by inheriting classes"""
42 image_list = []
43 image_dict = {}
44 sheet = setup.GFX[sheet_key]
45
46 image_keys = ['facing up 1', 'facing up 2',
47 'facing down 1', 'facing down 2',
48 'facing left 1', 'facing left 2',
49 'facing right 1', 'facing right 2']
50
51 for row in range(2):
52 for column in range(4):
53 image_list.append(
54 self.get_image(column*32, row*32, 32, 32, sheet))
55
56 for key, image in zip(image_keys, image_list):
57 image_dict[key] = image
58
59 return image_dict
60
61
62 def create_animation_dict(self):
63 """Return a dictionary of image lists for animation"""
64 image_dict = self.spritesheet_dict
65
66 left_list = [image_dict['facing left 1'], image_dict['facing left 2']]
67 right_list = [image_dict['facing right 1'], image_dict['facing right 2']]
68 up_list = [image_dict['facing up 1'], image_dict['facing up 2']]
69 down_list = [image_dict['facing down 1'], image_dict['facing down 2']]
70
71 direction_dict = {'left': left_list,
72 'right': right_list,
73 'up': up_list,
74 'down': down_list}
75
76 return direction_dict
77
78
79 def create_state_dict(self):
80 """Return a dictionary of all state methods"""
81 state_dict = {'resting': self.resting,
82 'moving': self.moving,
83 'animated resting': self.animated_resting,
84 'autoresting': self.auto_resting,
85 'automoving': self.auto_moving}
86
87 return state_dict
88
89
90 def create_vector_dict(self):
91 """Return a dictionary of x and y velocities set to
92 direction keys."""
93 vector_dict = {'up': (0, -1),
94 'down': (0, 1),
95 'left': (-1, 0),
96 'right': (1, 0)}
97
98 return vector_dict
99
100
101 def update(self, current_time, *args):
102 """Implemented by inheriting classes"""
103 self.blockers = self.set_blockers()
104 self.current_time = current_time
105 self.image_list = self.animation_dict[self.direction]
106 state_function = self.state_dict[self.state]
107 state_function()
108 self.location = self.get_tile_location()
109
110
111
112 def set_blockers(self):
113 """Sets blockers to prevent collision with other sprites"""
114 blockers = []
115
116 if self.state == 'resting' or self.state == 'autoresting':
117 blockers.append(pg.Rect(self.rect.x, self.rect.y, 32, 32))
118
119 elif self.state == 'moving' or self.state == 'automoving':
120 if self.rect.x % 32 == 0:
121 tile_float = self.rect.y / float(32)
122 tile1 = (self.rect.x, math.ceil(tile_float)*32)
123 tile2 = (self.rect.x, math.floor(tile_float)*32)
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 elif self.rect.y % 32 == 0:
129 tile_float = self.rect.x / float(32)
130 tile1 = (math.ceil(tile_float)*32, self.rect.y)
131 tile2 = (math.floor(tile_float)*32, self.rect.y)
132 tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
133 tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
134 blockers.extend([tile_rect1, tile_rect2])
135
136 return blockers
137
138
139
140 def get_tile_location(self):
141 """Converts pygame coordinates into tile coordinates"""
142 if self.rect.x == 0:
143 tile_x = 0
144 elif self.rect.x % 32 == 0:
145 tile_x = (self.rect.x / 32)
146 else:
147 tile_x = 0
148
149
150 if self.rect.y == 0:
151 tile_y = 0
152 elif self.rect.y % 32 == 0:
153 tile_y = (self.rect.y / 32)
154
155 else:
156 tile_y = 0
157
158 return [tile_x, tile_y]
159
160
161 def resting(self):
162 """
163 When the Person is not moving between tiles.
164 Checks if the player is centered on a tile.
165 """
166 self.image = self.image_list[self.index]
167
168 assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
169 + str(self.rect.y))
170 assert(self.rect.x % 32 == 0), ('Player not centered on tile'
171 + str(self.rect.x))
172
173
174 def moving(self):
175 """Increment index and set self.image for animation."""
176 self.animation()
177
178 assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
179 'Not centered on tile'
180
181
182 def animated_resting(self):
183 self.animation(500)
184
185
186 def animation(self, freq=100):
187 """Adjust sprite image frame based on timer"""
188 if (self.current_time - self.timer) > freq:
189 if self.index < (len(self.image_list) - 1):
190 self.index += 1
191 else:
192 self.index = 0
193 self.timer = self.current_time
194
195 self.image = self.image_list[self.index]
196
197
198
199 def begin_moving(self, direction):
200 """Transition the player into the 'moving' state."""
201 self.direction = direction
202 self.image_list = self.animation_dict[direction]
203 self.timer = self.current_time
204 self.move_timer = self.current_time
205 self.state = 'moving'
206
207 if self.rect.x % 32 == 0:
208 self.y_vel = self.vector_dict[self.direction][1]
209 if self.rect.y % 32 == 0:
210 self.x_vel = self.vector_dict[self.direction][0]
211
212
213 def begin_resting(self):
214 """Transition the player into the 'resting' state."""
215 self.state = 'resting'
216 self.index = 1
217 self.x_vel = self.y_vel = 0
218
219
220 def begin_auto_moving(self, direction):
221 """Transition sprite to a automatic moving state"""
222 self.direction = direction
223 self.image_list = self.animation_dict[direction]
224 self.state = 'automoving'
225 self.x_vel = self.vector_dict[direction][0]
226 self.y_vel = self.vector_dict[direction][1]
227 self.move_timer = self.current_time
228
229
230 def begin_auto_resting(self):
231 """Transition sprite to an automatic resting state"""
232 self.state = 'autoresting'
233 self.index = 1
234 self.x_vel = self.y_vel = 0
235 self.move_timer = self.current_time
236
237
238 def auto_resting(self):
239 """
240 Determine when to move a sprite from resting to moving in a random
241 direction.
242 """
243 #self.image = self.image_list[self.index]
244 self.image_list = self.animation_dict[self.direction]
245 self.image = self.image_list[self.index]
246
247 assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
248 + str(self.rect.y))
249 assert(self.rect.x % 32 == 0), ('Player not centered on tile'
250 + str(self.rect.x))
251
252 if (self.current_time - self.move_timer) > 2000:
253 direction_list = ['up', 'down', 'left', 'right']
254 random.shuffle(direction_list)
255 direction = direction_list[0]
256 self.begin_auto_moving(direction)
257 self.move_timer = self.current_time
258
259
260
261 def auto_moving(self):
262 """Animate sprite and check to stop"""
263 self.animation()
264
265 assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
266 'Not centered on tile'
267
268
269
270class Player(Person):
271 """User controlled character"""
272
273 def __init__(self, direction):
274 super(Player, self).__init__('player', 0, 0, direction)
275
276
277 def create_vector_dict(self):
278 """Return a dictionary of x and y velocities set to
279 direction keys."""
280 vector_dict = {'up': (0, -2),
281 'down': (0, 2),
282 'left': (-2, 0),
283 'right': (2, 0)}
284
285 return vector_dict
286
287
288 def update(self, keys, current_time):
289 """Updates player behavior"""
290 self.blockers = self.set_blockers()
291 self.keys = keys
292 self.current_time = current_time
293 self.check_for_input()
294 state_function = self.state_dict[self.state]
295 state_function()
296 self.location = self.get_tile_location()
297
298
299 def check_for_input(self):
300 """Checks for player input"""
301 if self.state == 'resting':
302 if self.keys[pg.K_UP]:
303 self.begin_moving('up')
304 elif self.keys[pg.K_DOWN]:
305 self.begin_moving('down')
306 elif self.keys[pg.K_LEFT]:
307 self.begin_moving('left')
308 elif self.keys[pg.K_RIGHT]:
309 self.begin_moving('right')
310
311
312
313class Soldier(Person):
314 """Soldier for the castle"""
315
316 def __init__(self, x, y, direction='down', state='resting'):
317 super(Soldier, self).__init__('soldier', x, y, direction, state)
318
319
320
321class FemaleVillager(Person):
322 """Female Person for town"""
323
324 def __init__(self, x, y):
325 super(FemaleVillager, self).__init__('femalevillager', x, y)
326 self.index = 1
327
328
329class MaleVillager(Person):
330 """Male Person for town"""
331
332 def __init__(self):
333 super(MaleVillager, self).__init__('male villager', x, y)
334
335
336class King(Person):
337 """King of the town"""
338 def __init__(self, x, y, direction='down', state='resting'):
339 super(King, self).__init__('king', x, y, direction, state)
340
341
342class Well(pg.sprite.Sprite):
343 """Talking well"""
344 def __init__(self, x, y):
345 super(Well, self).__init__()
346 self.image = pg.Surface((32, 32))
347 self.image.set_colorkey((0,0,0))
348 self.rect = self.image.get_rect(left=x, top=y)
349 self.location = self.get_location()
350 self.dialogue = ["I'm a well!"]
351 self.blockers = [self.rect]
352 self.x_vel = self.y_vel = 0
353 self.state = 'resting'
354 self.direction = 'down'
355 self.default_direction = self.direction
356
357 def get_location(self):
358 """Get tile location"""
359 x = self.rect.x / 32
360 y = self.rect.y / 32
361
362 return [x, y]
363
364 def begin_auto_resting(self):
365 """Placeholder"""
366 pass
367
368