data/components/person.py (view raw)
1import math, random
2import pygame as pg
3from .. import setup
4
5
6class Person(pg.sprite.Sprite):
7 """Base class for all world characters
8 controlled by the computer"""
9
10 def __init__(self, sheet_key, x, y, direction='right', state='resting'):
11 super(Person, self).__init__()
12 self.name = sheet_key
13 self.get_image = setup.tools.get_image
14 self.spritesheet_dict = self.create_spritesheet_dict(sheet_key)
15 self.animation_dict = self.create_animation_dict()
16 if direction == 'left':
17 self.index = 1
18 else:
19 self.index = 0
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.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
39 def create_spritesheet_dict(self, sheet_key):
40 """Implemented by inheriting classes"""
41 image_list = []
42 image_dict = {}
43 sheet = setup.GFX[sheet_key]
44
45 image_keys = ['facing up 1', 'facing up 2',
46 'facing down 1', 'facing down 2',
47 'facing left 1', 'facing left 2',
48 'facing right 1', 'facing right 2']
49
50 for row in range(2):
51 for column in range(4):
52 image_list.append(
53 self.get_image(column*32, row*32, 32, 32, sheet))
54
55 for key, image in zip(image_keys, image_list):
56 image_dict[key] = image
57
58 return image_dict
59
60 def create_animation_dict(self):
61 """Return a dictionary of image lists for animation"""
62 image_dict = self.spritesheet_dict
63
64 left_list = [image_dict['facing left 1'], image_dict['facing left 2']]
65 right_list = [image_dict['facing right 1'], image_dict['facing right 2']]
66 up_list = [image_dict['facing up 1'], image_dict['facing up 2']]
67 down_list = [image_dict['facing down 1'], image_dict['facing down 2']]
68
69 direction_dict = {'left': left_list,
70 'right': right_list,
71 'up': up_list,
72 'down': down_list}
73
74 return direction_dict
75
76 def create_state_dict(self):
77 """Return a dictionary of all state methods"""
78 state_dict = {'resting': self.resting,
79 'moving': self.moving,
80 'animated resting': self.animated_resting,
81 'autoresting': self.auto_resting,
82 'automoving': self.auto_moving}
83
84 return state_dict
85
86 def create_vector_dict(self):
87 """Return a dictionary of x and y velocities set to
88 direction keys."""
89 vector_dict = {'up': (0, -1),
90 'down': (0, 1),
91 'left': (-1, 0),
92 'right': (1, 0)}
93
94 return vector_dict
95
96 def update(self, current_time, *args):
97 """Implemented by inheriting classes"""
98 self.blockers = self.set_blockers()
99 self.current_time = current_time
100 self.image_list = self.animation_dict[self.direction]
101 state_function = self.state_dict[self.state]
102 state_function()
103 self.location = self.get_tile_location()
104
105
106
107 def set_blockers(self):
108 """Sets blockers to prevent collision with other sprites"""
109 blockers = []
110
111 if self.state == 'resting' or self.state == 'autoresting':
112 blockers.append(pg.Rect(self.rect.x, self.rect.y, 32, 32))
113
114 elif self.state == 'moving' or self.state == 'automoving':
115 if self.rect.x % 32 == 0:
116 tile_float = self.rect.y / float(32)
117 tile1 = (self.rect.x, math.ceil(tile_float)*32)
118 tile2 = (self.rect.x, math.floor(tile_float)*32)
119 tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
120 tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
121 blockers.extend([tile_rect1, tile_rect2])
122
123 elif self.rect.y % 32 == 0:
124 tile_float = self.rect.x / float(32)
125 tile1 = (math.ceil(tile_float)*32, self.rect.y)
126 tile2 = (math.floor(tile_float)*32, self.rect.y)
127 tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
128 tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
129 blockers.extend([tile_rect1, tile_rect2])
130
131 return blockers
132
133
134
135 def get_tile_location(self):
136 """Converts pygame coordinates into tile coordinates"""
137 if self.rect.x == 0:
138 tile_x = 0
139 elif self.rect.x % 32 == 0:
140 tile_x = (self.rect.x / 32)
141 else:
142 tile_x = 0
143
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
150 else:
151 tile_y = 0
152
153 return [tile_x, tile_y]
154
155
156 def make_wander_box(self):
157 """Make a list of rects that surround the initial location
158 of a sprite to limit his/her wandering"""
159 x = int(self.location[0])
160 y = int(self.location[1])
161 box_list = []
162 box_rects = []
163
164 for i in range(x-3, x+4):
165 box_list.append([i, y-3])
166 box_list.append([i, y+3])
167
168 for i in range(y-2, y+3):
169 box_list.append([x-3, i])
170 box_list.append([x+3, i])
171
172 for box in box_list:
173 left = box[0]*32
174 top = box[1]*32
175 box_rects.append(pg.Rect(left, top, 32, 32))
176
177 return box_rects
178
179
180 def resting(self):
181 """
182 When the Person is not moving between tiles.
183 Checks if the player is centered on a tile.
184 """
185 self.image = self.image_list[self.index]
186
187 assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
188 + str(self.rect.y))
189 assert(self.rect.x % 32 == 0), ('Player not centered on tile'
190 + str(self.rect.x))
191
192
193 def moving(self):
194 """Increment index and set self.image for animation."""
195 self.animation()
196
197 assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
198 'Not centered on tile'
199
200
201 def animated_resting(self):
202 self.animation(500)
203
204
205 def animation(self, freq=100):
206 """Adjust sprite image frame based on timer"""
207 if (self.current_time - self.timer) > freq:
208 if self.index < (len(self.image_list) - 1):
209 self.index += 1
210 else:
211 self.index = 0
212 self.timer = self.current_time
213
214 self.image = self.image_list[self.index]
215
216
217
218 def begin_moving(self, direction):
219 """Transition the player into the 'moving' state."""
220 self.direction = direction
221 self.image_list = self.animation_dict[direction]
222 self.timer = self.current_time
223 self.move_timer = self.current_time
224 self.state = 'moving'
225
226 if self.rect.x % 32 == 0:
227 self.y_vel = self.vector_dict[self.direction][1]
228 if self.rect.y % 32 == 0:
229 self.x_vel = self.vector_dict[self.direction][0]
230
231
232 def begin_resting(self):
233 """Transition the player into the 'resting' state."""
234 self.state = 'resting'
235 self.index = 1
236 self.x_vel = self.y_vel = 0
237
238
239 def begin_auto_moving(self, direction):
240 """Transition sprite to a automatic moving state"""
241 self.direction = direction
242 self.image_list = self.animation_dict[direction]
243 self.state = 'automoving'
244 self.x_vel = self.vector_dict[direction][0]
245 self.y_vel = self.vector_dict[direction][1]
246 self.move_timer = self.current_time
247
248
249 def begin_auto_resting(self):
250 """Transition sprite to an automatic resting state"""
251 self.state = 'autoresting'
252 self.index = 1
253 self.x_vel = self.y_vel = 0
254 self.move_timer = self.current_time
255
256
257 def auto_resting(self):
258 """
259 Determine when to move a sprite from resting to moving in a random
260 direction.
261 """
262 #self.image = self.image_list[self.index]
263 self.image_list = self.animation_dict[self.direction]
264 self.image = self.image_list[self.index]
265
266 assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
267 + str(self.rect.y))
268 assert(self.rect.x % 32 == 0), ('Player not centered on tile'
269 + str(self.rect.x))
270
271 if (self.current_time - self.move_timer) > 2000:
272 direction_list = ['up', 'down', 'left', 'right']
273 random.shuffle(direction_list)
274 direction = direction_list[0]
275 self.begin_auto_moving(direction)
276 self.move_timer = self.current_time
277
278
279
280 def auto_moving(self):
281 """Animate sprite and check to stop"""
282 self.animation()
283
284 assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
285 'Not centered on tile'
286
287
288class Player(Person):
289 """User controlled character"""
290
291 def __init__(self, direction, x=0, y=0):
292 super(Player, self).__init__('player', x, y, direction)
293
294 def create_vector_dict(self):
295 """Return a dictionary of x and y velocities set to
296 direction keys."""
297 vector_dict = {'up': (0, -2),
298 'down': (0, 2),
299 'left': (-2, 0),
300 'right': (2, 0)}
301
302 return vector_dict
303
304 def update(self, keys, current_time):
305 """Updates player behavior"""
306 self.blockers = self.set_blockers()
307 self.keys = keys
308 self.current_time = current_time
309 self.check_for_input()
310 state_function = self.state_dict[self.state]
311 state_function()
312 self.location = self.get_tile_location()
313
314 def check_for_input(self):
315 """Checks for player input"""
316 if self.state == 'resting':
317 if self.keys[pg.K_UP]:
318 self.begin_moving('up')
319 elif self.keys[pg.K_DOWN]:
320 self.begin_moving('down')
321 elif self.keys[pg.K_LEFT]:
322 self.begin_moving('left')
323 elif self.keys[pg.K_RIGHT]:
324 self.begin_moving('right')
325
326
327
328class Soldier(Person):
329 """Soldier for the castle"""
330
331 def __init__(self, x, y, direction='down', state='resting'):
332 super(Soldier, self).__init__('soldier', x, y, direction, state)
333
334
335
336class FemaleVillager(Person):
337 """Female Person for town"""
338
339 def __init__(self, x, y, direction='down', state='resting'):
340 super(FemaleVillager, self).__init__('femalevillager', x, y, direction, state)
341 self.index = 1
342
343
344class FemaleVillager2(Person):
345 """A second female person for town"""
346 def __init__(self, x, y, direction='down'):
347 super(FemaleVillager2, self).__init__('femvillager2', x, y, direction, 'autoresting')
348 self.index = 1
349
350
351class King(Person):
352 """King of the town"""
353 def __init__(self, x, y, direction='down', state='resting'):
354 super(King, self).__init__('king', x, y, direction, state)
355
356
357class Devil(Person):
358 """Devil-like villager"""
359 def __init__(self, x, y, direction='down', state='autoresting'):
360 super(Devil, self).__init__('devil', x, y, direction, state)
361
362
363class OldMan(Person):
364 """Old man villager"""
365 def __init__(self, x, y, direction='down', state='resting'):
366 super(OldMan, self).__init__('oldman', x, y, direction, state)
367
368class OldManBrother(OldMan):
369 """Brother of Old Man"""
370 def __init__(self, x, y):
371 super(OldManBrother, self).__init__(x, y, 'oldmanbrother')
372
373
374class Well(pg.sprite.Sprite):
375 """Talking well"""
376 def __init__(self, x, y):
377 super(Well, self).__init__()
378 self.image = pg.Surface((32, 32))
379 self.image.set_colorkey((0,0,0))
380 self.rect = self.image.get_rect(left=x, top=y)
381 self.location = self.get_location()
382 self.dialogue = ["I'm a well!"]
383 self.blockers = [self.rect]
384 self.x_vel = self.y_vel = 0
385 self.state = 'resting'
386 self.direction = 'down'
387 self.default_direction = self.direction
388 self.item = None
389 self.wander_box = []
390
391 def get_location(self):
392 """Get tile location"""
393 x = self.rect.x / 32
394 y = self.rect.y / 32
395
396 return [x, y]
397
398 def begin_auto_resting(self):
399 """Placeholder"""
400 pass
401
402