all repos — Legends-RPG @ 7ec97552dc243a24c58dcd48fc20549cc8788e01

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