all repos — Legends-RPG @ 5db3d7e67c6601aad8156f1f7ef88fceb69ad109

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
  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 = []
 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        assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
281                                        + str(self.rect.y))
282        assert(self.rect.x % 32 == 0), ('Player not centered on tile'
283                                        + str(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 battle_resting(self):
293        """
294        Player stays still during battle state unless he attacks.
295        """
296        pass
297
298    def enter_attack_state(self, enemy):
299        """
300        Set values for attack state.
301        """
302        self.attacked_enemy = enemy
303        self.x_vel = -5
304        self.state = 'attack'
305
306
307    def attack(self):
308        """
309        Player does an attack animation.
310        """
311        FAST_FORWARD = -5
312        FAST_BACK = 5
313
314        self.rect.x += self.x_vel
315
316        if self.x_vel == FAST_FORWARD:
317            self.image = self.spritesheet_dict['facing left 1']
318            self.image = pg.transform.scale2x(self.image)
319            if self.rect.x <= self.origin_pos[0] - 110:
320                self.x_vel = FAST_BACK
321                self.notify(c.ENEMY_DAMAGED)
322        else:
323            if self.rect.x >= self.origin_pos[0]:
324                self.rect.x = self.origin_pos[0]
325                self.x_vel = 0
326                self.state = 'battle resting'
327                self.image = self.spritesheet_dict['facing left 2']
328                self.image = pg.transform.scale2x(self.image)
329                self.notify(c.PLAYER_FINISHED_ATTACK)
330
331    def enter_enemy_attack_state(self):
332        """
333        Set values for enemy attack state.
334        """
335        self.x_vel = -5
336        self.state = 'enemy attack'
337        self.origin_pos = self.rect.topleft
338        self.move_counter = 0
339
340    def enemy_attack(self):
341        """
342        Enemy does an attack animation.
343        """
344        FAST_LEFT = -5
345        FAST_RIGHT = 5
346        STARTX = self.origin_pos[0]
347
348        self.rect.x += self.x_vel
349
350        if self.move_counter == 3:
351            self.x_vel = 0
352            self.state = 'battle resting'
353            self.rect.x = STARTX
354            self.notify(c.PLAYER_DAMAGED)
355
356        elif self.x_vel == FAST_LEFT:
357            if self.rect.x <= (STARTX - 15):
358                self.x_vel = FAST_RIGHT
359        elif self.x_vel == FAST_RIGHT:
360            if self.rect.x >= (STARTX + 15):
361                self.move_counter += 1
362                self.x_vel = FAST_LEFT
363
364    def auto_moving(self):
365        """
366        Animate sprite and check to stop.
367        """
368        self.animation()
369
370        assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
371            'Not centered on tile'
372
373    def notify(self, event):
374        """
375        Notify all observers of events.
376        """
377        for observer in self.observers:
378            observer.on_notify(event)
379
380    def calculate_hit(self, armor_list, inventory):
381        """
382        Calculate hit strength based on attack stats.
383        """
384        armor_power = 0
385        for armor in armor_list:
386            armor_power += inventory[armor]['power']
387        max_strength = max(1, (self.level * 5) - armor_power)
388        min_strength = 0
389        return random.randint(min_strength, max_strength)
390
391    def run_away(self):
392        """
393        Run away from battle state.
394        """
395        X_VEL = 5
396        self.rect.x += X_VEL
397        self.direction = 'right'
398        self.small_image_list = self.animation_dict[self.direction]
399        self.image_list = []
400        for image in self.small_image_list:
401            self.image_list.append(pg.transform.scale2x(image))
402        self.animation()
403
404    def victory_dance(self):
405        """
406        Post Victory Dance.
407        """
408        self.small_image_list = self.animation_dict[self.direction]
409        self.image_list = []
410        for image in self.small_image_list:
411            self.image_list.append(pg.transform.scale2x(image))
412        self.animation(500)
413
414    def knock_back(self):
415        """
416        Knock back when hit.
417        """
418        FORWARD_VEL = -2
419
420        self.rect.x += self.x_vel
421
422        if self.name == 'player':
423            if self.rect.x >= (self.origin_pos[0] + 10):
424                self.x_vel = FORWARD_VEL
425            elif self.rect.x <= self.origin_pos[0]:
426                self.rect.x = self.origin_pos[0]
427                self.state = 'battle resting'
428                self.x_vel = 0
429        else:
430            if self.rect.x <= (self.origin_pos[0] - 10):
431                self.x_vel = 2
432            elif self.rect.x >= self.origin_pos[0]:
433                self.rect.x = self.origin_pos[0]
434                self.state = 'battle resting'
435                self.x_vel = 0
436
437    def fade_death(self):
438        """
439        Make character become transparent in death.
440        """
441        self.image = pg.Surface((64, 64)).convert()
442        self.image.set_colorkey(c.BLACK)
443        self.image.set_alpha(self.alpha)
444        self.image.blit(self.death_image, (0, 0))
445        self.alpha -= 8
446        if self.alpha <= 0:
447            self.kill()
448            self.notify(c.ENEMY_DEAD)
449
450
451    def enter_knock_back_state(self):
452        """
453        Set values for entry to knock back state.
454        """
455        if self.name == 'player':
456            self.x_vel = 4
457        else:
458            self.x_vel = -4
459
460        self.state = c.KNOCK_BACK
461        self.origin_pos = self.rect.topleft
462
463
464class Player(Person):
465    """
466    User controlled character.
467    """
468
469    def __init__(self, direction, game_data, x=0, y=0, state='resting', index=0):
470        super(Player, self).__init__('player', x, y, direction, state, index)
471        self.damaged = False
472        self.healing = False
473        self.damage_alpha = 0
474        self.healing_alpha = 0
475        self.fade_in = True
476        self.game_data = game_data
477
478    @property
479    def level(self):
480        """
481        Make level property equal to player level in game_data.
482        """
483        return self.game_data['player stats']['Level']
484
485
486    def create_vector_dict(self):
487        """Return a dictionary of x and y velocities set to
488        direction keys."""
489        vector_dict = {'up': (0, -2),
490                       'down': (0, 2),
491                       'left': (-2, 0),
492                       'right': (2, 0)}
493
494        return vector_dict
495
496    def update(self, keys, current_time):
497        """Updates player behavior"""
498        self.current_time = current_time
499        self.damage_animation()
500        self.healing_animation()
501        self.blockers = self.set_blockers()
502        self.keys = keys
503        self.check_for_input()
504        state_function = self.state_dict[self.state]
505        state_function()
506        self.location = self.get_tile_location()
507
508    def damage_animation(self):
509        """
510        Put a red overlay over sprite to indicate damage.
511        """
512        if self.damaged:
513            self.image = copy.copy(self.spritesheet_dict['facing left 2'])
514            self.image = pg.transform.scale2x(self.image).convert_alpha()
515            damage_image = copy.copy(self.image).convert_alpha()
516            damage_image.fill((255, 0, 0, self.damage_alpha), special_flags=pg.BLEND_RGBA_MULT)
517            self.image.blit(damage_image, (0, 0))
518            if self.fade_in:
519                self.damage_alpha += 25
520                if self.damage_alpha >= 255:
521                    self.fade_in = False
522                    self.damage_alpha = 255
523            elif not self.fade_in:
524                self.damage_alpha -= 25
525                if self.damage_alpha <= 0:
526                    self.damage_alpha = 0
527                    self.damaged = False
528                    self.fade_in = True
529                    self.image = self.spritesheet_dict['facing left 2']
530                    self.image = pg.transform.scale2x(self.image)
531
532    def healing_animation(self):
533        """
534        Put a green overlay over sprite to indicate healing.
535        """
536        if self.healing:
537            self.image = copy.copy(self.spritesheet_dict['facing left 2'])
538            self.image = pg.transform.scale2x(self.image).convert_alpha()
539            healing_image = copy.copy(self.image).convert_alpha()
540            healing_image.fill((0, 255, 0, self.healing_alpha), special_flags=pg.BLEND_RGBA_MULT)
541            self.image.blit(healing_image, (0, 0))
542            if self.fade_in:
543                self.healing_alpha += 25
544                if self.healing_alpha >= 255:
545                    self.fade_in = False
546                    self.healing_alpha = 255
547            elif not self.fade_in:
548                self.healing_alpha -= 25
549                if self.healing_alpha <= 0:
550                    self.healing_alpha = 0
551                    self.healing = False
552                    self.fade_in = True
553                    self.image = self.spritesheet_dict['facing left 2']
554                    self.image = pg.transform.scale2x(self.image)
555
556
557
558    def check_for_input(self):
559        """Checks for player input"""
560        if self.state == 'resting':
561            if self.keys[pg.K_UP]:
562                self.begin_moving('up')
563            elif self.keys[pg.K_DOWN]:
564                self.begin_moving('down')
565            elif self.keys[pg.K_LEFT]:
566                self.begin_moving('left')
567            elif self.keys[pg.K_RIGHT]:
568                self.begin_moving('right')
569
570    def calculate_hit(self):
571        """
572        Calculate hit strength based on attack stats.
573        """
574        weapon = self.game_data['player inventory']['equipped weapon']
575        if not weapon:
576            weapon_power = 0
577        else:
578            weapon_power = self.game_data['player inventory'][weapon]['power']
579        max_strength = weapon_power + (self.level * 5)
580        min_strength = max_strength // 2
581        return random.randint(min_strength, max_strength)
582
583
584class Enemy(Person):
585    """
586    Enemy sprite.
587    """
588    def __init__(self, sheet_key, x, y, direction='down', state='resting', index=0):
589        super(Enemy, self).__init__(sheet_key, x, y, direction, state, index)
590        self.level = 1
591        self.type = 'enemy'
592
593
594class Chest(Person):
595    """
596    Treasure chest that contains items to collect.
597    """
598    def __init__(self, x, y, id):
599        super(Chest, self).__init__('treasurechest', x, y)
600        self.spritesheet_dict = self.make_image_dict()
601        self.image_list = self.make_image_list()
602        self.image = self.image_list[self.index]
603        self.rect = self.image.get_rect(x=x, y=y)
604        self.id = id
605
606    def make_image_dict(self):
607        """
608        Make a dictionary for the sprite's images.
609        """
610        sprite_sheet = setup.GFX['treasurechest']
611        image_dict = {'closed': self.get_image(0, 0, 32, 32, sprite_sheet),
612                      'opened': self.get_image(32, 0, 32, 32, sprite_sheet)}
613
614        return image_dict
615
616    def make_image_list(self):
617        """
618        Make the list of two images for the chest.
619        """
620        image_list = [self.spritesheet_dict['closed'],
621                      self.spritesheet_dict['opened']]
622
623        return image_list
624
625    def update(self, current_time, *args):
626        """Implemented by inheriting classes"""
627        self.blockers = self.set_blockers()
628        self.current_time = current_time
629        state_function = self.state_dict[self.state]
630        state_function()
631        self.location = self.get_tile_location()
632
633
634
635