all repos — Legends-RPG @ 879c70982bb89a9271247c1014e1a314ff283c2e

A fantasy mini-RPG built with Python and Pygame.

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
 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 make_wander_box(self):
162        """Make a list of rects that surround the initial location
163        of a sprite to limit his/her wandering"""
164        x = self.location[0]
165        y = self.location[1]
166        box_list = []
167        box_rects = []
168
169        for i in range(x-3, x+4):
170            box_list.append([i, y-3])
171            box_list.append([i, y+3])
172
173        for i in range(y-2, y+3):
174            box_list.append([x-3, i])
175            box_list.append([x+3, i])
176
177        for box in box_list:
178            left = box[0]*32
179            top = box[1]*32
180            box_rects.append(pg.Rect(left, top, 32, 32))
181
182        return box_rects
183
184
185    def resting(self):
186        """
187        When the Person is not moving between tiles.
188        Checks if the player is centered on a tile.
189        """
190        self.image = self.image_list[self.index]
191
192        assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
193                                        + str(self.rect.y))
194        assert(self.rect.x % 32 == 0), ('Player not centered on tile'
195                                        + str(self.rect.x))
196
197
198    def moving(self):
199        """Increment index and set self.image for animation."""
200        self.animation()
201
202        assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
203            'Not centered on tile'
204
205
206    def animated_resting(self):
207        self.animation(500)
208
209
210    def animation(self, freq=100):
211        """Adjust sprite image frame based on timer"""
212        if (self.current_time - self.timer) > freq:
213            if self.index < (len(self.image_list) - 1):
214                self.index += 1
215            else:
216                self.index = 0
217            self.timer = self.current_time
218
219        self.image = self.image_list[self.index]
220
221
222
223    def begin_moving(self, direction):
224        """Transition the player into the 'moving' state."""
225        self.direction = direction
226        self.image_list = self.animation_dict[direction]
227        self.timer = self.current_time
228        self.move_timer = self.current_time
229        self.state = 'moving'
230
231        if self.rect.x % 32 == 0:
232            self.y_vel = self.vector_dict[self.direction][1]
233        if self.rect.y % 32 == 0:
234            self.x_vel = self.vector_dict[self.direction][0]
235
236
237    def begin_resting(self):
238        """Transition the player into the 'resting' state."""
239        self.state = 'resting'
240        self.index = 1
241        self.x_vel = self.y_vel = 0
242
243
244    def begin_auto_moving(self, direction):
245        """Transition sprite to a automatic moving state"""
246        self.direction = direction
247        self.image_list = self.animation_dict[direction]
248        self.state = 'automoving'
249        self.x_vel = self.vector_dict[direction][0]
250        self.y_vel = self.vector_dict[direction][1]
251        self.move_timer = self.current_time
252
253
254    def begin_auto_resting(self):
255        """Transition sprite to an automatic resting state"""
256        self.state = 'autoresting'
257        self.index = 1
258        self.x_vel = self.y_vel = 0
259        self.move_timer = self.current_time
260
261
262    def auto_resting(self):
263        """
264        Determine when to move a sprite from resting to moving in a random
265        direction.
266        """
267        #self.image = self.image_list[self.index]
268        self.image_list = self.animation_dict[self.direction]
269        self.image = self.image_list[self.index]
270
271        assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
272                                        + str(self.rect.y))
273        assert(self.rect.x % 32 == 0), ('Player not centered on tile'
274                                        + str(self.rect.x))
275
276        if (self.current_time - self.move_timer) > 2000:
277            direction_list = ['up', 'down', 'left', 'right']
278            random.shuffle(direction_list)
279            direction = direction_list[0]
280            self.begin_auto_moving(direction)
281            self.move_timer = self.current_time
282
283
284
285    def auto_moving(self):
286        """Animate sprite and check to stop"""
287        self.animation()
288
289        assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
290            'Not centered on tile'
291
292
293
294class Player(Person):
295    """User controlled character"""
296
297    def __init__(self, direction, x=0, y=0):
298        super(Player, self).__init__('player', x, y, direction)
299
300
301    def create_vector_dict(self):
302        """Return a dictionary of x and y velocities set to
303        direction keys."""
304        vector_dict = {'up': (0, -2),
305                       'down': (0, 2),
306                       'left': (-2, 0),
307                       'right': (2, 0)}
308
309        return vector_dict
310
311
312    def update(self, keys, current_time):
313        """Updates player behavior"""
314        self.blockers = self.set_blockers()
315        self.keys = keys
316        self.current_time = current_time
317        self.check_for_input()
318        state_function = self.state_dict[self.state]
319        state_function()
320        self.location = self.get_tile_location()
321
322
323    def check_for_input(self):
324        """Checks for player input"""
325        if self.state == 'resting':
326            if self.keys[pg.K_UP]:
327                self.begin_moving('up')
328            elif self.keys[pg.K_DOWN]:
329                self.begin_moving('down')
330            elif self.keys[pg.K_LEFT]:
331                self.begin_moving('left')
332            elif self.keys[pg.K_RIGHT]:
333                self.begin_moving('right')
334
335
336
337class Soldier(Person):
338    """Soldier for the castle"""
339
340    def __init__(self, x, y, direction='down', state='resting'):
341        super(Soldier, self).__init__('soldier', x, y, direction, state)
342
343
344
345class FemaleVillager(Person):
346    """Female Person for town"""
347
348    def __init__(self, x, y):
349        super(FemaleVillager, self).__init__('femalevillager', x, y)
350        self.index = 1
351
352
353class FemaleVillager2(Person):
354    """A second female person for town"""
355    def __init__(self, x, y, direction='down'):
356        super(FemaleVillager2, self).__init__('femvillager2', x, y, direction)
357        self.index = 1
358
359
360class King(Person):
361    """King of the town"""
362    def __init__(self, x, y, direction='down', state='resting'):
363        super(King, self).__init__('king', x, y, direction, state)
364
365
366class Devil(Person):
367    """Devil-like villager"""
368    def __init__(self, x, y, direction='down', state='autoresting'):
369        super(Devil, self).__init__('devil', x, y, direction, state)
370
371
372class OldMan(Person):
373    """Old man villager"""
374    def __init__(self, x, y, direction='down', state='resting'):
375        super(OldMan, self).__init__('oldman', x, y, direction, state)
376
377
378class Well(pg.sprite.Sprite):
379    """Talking well"""
380    def __init__(self, x, y):
381        super(Well, self).__init__()
382        self.image = pg.Surface((32, 32))
383        self.image.set_colorkey((0,0,0))
384        self.rect = self.image.get_rect(left=x, top=y)
385        self.location = self.get_location()
386        self.dialogue = ["I'm a well!"]
387        self.blockers = [self.rect]
388        self.x_vel = self.y_vel = 0
389        self.state = 'resting'
390        self.direction = 'down'
391        self.default_direction = self.direction
392        self.item = None
393        self.wander_box = []
394
395    def get_location(self):
396        """Get tile location"""
397        x = self.rect.x / 32
398        y = self.rect.y / 32
399
400        return [x, y]
401
402    def begin_auto_resting(self):
403        """Placeholder"""
404        pass
405
406