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