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
90 return state_dict
91
92 def create_vector_dict(self):
93 """Return a dictionary of x and y velocities set to
94 direction keys."""
95 vector_dict = {'up': (0, -1),
96 'down': (0, 1),
97 'left': (-1, 0),
98 'right': (1, 0)}
99
100 return vector_dict
101
102 def update(self, current_time, *args):
103 """Implemented by inheriting classes"""
104 self.blockers = self.set_blockers()
105 self.current_time = current_time
106 self.image_list = self.animation_dict[self.direction]
107 state_function = self.state_dict[self.state]
108 state_function()
109 self.location = self.get_tile_location()
110
111
112
113 def set_blockers(self):
114 """Sets blockers to prevent collision with other sprites"""
115 blockers = []
116
117 if self.state == 'resting' or self.state == 'autoresting':
118 blockers.append(pg.Rect(self.rect.x, self.rect.y, 32, 32))
119
120 elif self.state == 'moving' or self.state == 'automoving':
121 if self.rect.x % 32 == 0:
122 tile_float = self.rect.y / float(32)
123 tile1 = (self.rect.x, math.ceil(tile_float)*32)
124 tile2 = (self.rect.x, math.floor(tile_float)*32)
125 tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
126 tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
127 blockers.extend([tile_rect1, tile_rect2])
128
129 elif self.rect.y % 32 == 0:
130 tile_float = self.rect.x / float(32)
131 tile1 = (math.ceil(tile_float)*32, self.rect.y)
132 tile2 = (math.floor(tile_float)*32, self.rect.y)
133 tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
134 tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
135 blockers.extend([tile_rect1, tile_rect2])
136
137 return blockers
138
139 def get_tile_location(self):
140 """
141 Convert pygame coordinates into tile coordinates.
142 """
143 if self.rect.x == 0:
144 tile_x = 0
145 elif self.rect.x % 32 == 0:
146 tile_x = (self.rect.x / 32)
147 else:
148 tile_x = 0
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 else:
155 tile_y = 0
156
157 return [tile_x, tile_y]
158
159
160 def make_wander_box(self):
161 """
162 Make a list of rects that surround the initial location
163 of a sprite to limit his/her wandering.
164 """
165 x = int(self.location[0])
166 y = int(self.location[1])
167 box_list = []
168 box_rects = []
169
170 for i in range(x-3, x+4):
171 box_list.append([i, y-3])
172 box_list.append([i, y+3])
173
174 for i in range(y-2, y+3):
175 box_list.append([x-3, i])
176 box_list.append([x+3, i])
177
178 for box in box_list:
179 left = box[0]*32
180 top = box[1]*32
181 box_rects.append(pg.Rect(left, top, 32, 32))
182
183 return box_rects
184
185
186 def resting(self):
187 """
188 When the Person is not moving between tiles.
189 Checks if the player is centered on a tile.
190 """
191 self.image = self.image_list[self.index]
192
193 assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
194 + str(self.rect.y) + " : " + str(self.name))
195 assert(self.rect.x % 32 == 0), ('Player not centered on tile'
196 + str(self.rect.x))
197
198 def moving(self):
199 """
200 Increment index and set self.image for animation.
201 """
202 self.animation()
203 assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
204 'Not centered on tile'
205
206 def animated_resting(self):
207 self.animation(500)
208
209 def animation(self, freq=100):
210 """
211 Adjust sprite image frame based on timer.
212 """
213 if (self.current_time - self.timer) > freq:
214 if self.index < (len(self.image_list) - 1):
215 self.index += 1
216 else:
217 self.index = 0
218 self.timer = self.current_time
219
220 self.image = self.image_list[self.index]
221
222 def begin_moving(self, direction):
223 """
224 Transition the player into the 'moving' state.
225 """
226 self.direction = direction
227 self.image_list = self.animation_dict[direction]
228 self.timer = self.current_time
229 self.move_timer = self.current_time
230 self.state = 'moving'
231
232 if self.rect.x % 32 == 0:
233 self.y_vel = self.vector_dict[self.direction][1]
234 if self.rect.y % 32 == 0:
235 self.x_vel = self.vector_dict[self.direction][0]
236
237
238 def begin_resting(self):
239 """
240 Transition the player into the 'resting' state.
241 """
242 self.state = 'resting'
243 self.index = 1
244 self.x_vel = self.y_vel = 0
245
246 def begin_auto_moving(self, direction):
247 """
248 Transition sprite to a automatic moving state.
249 """
250 self.direction = direction
251 self.image_list = self.animation_dict[direction]
252 self.state = 'automoving'
253 self.x_vel = self.vector_dict[direction][0]
254 self.y_vel = self.vector_dict[direction][1]
255 self.move_timer = self.current_time
256
257 def begin_auto_resting(self):
258 """
259 Transition sprite to an automatic resting state.
260 """
261 self.state = 'autoresting'
262 self.index = 1
263 self.x_vel = self.y_vel = 0
264 self.move_timer = self.current_time
265
266
267 def auto_resting(self):
268 """
269 Determine when to move a sprite from resting to moving in a random
270 direction.
271 """
272 #self.image = self.image_list[self.index]
273 self.image_list = self.animation_dict[self.direction]
274 self.image = self.image_list[self.index]
275
276 assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
277 + str(self.rect.y))
278 assert(self.rect.x % 32 == 0), ('Player not centered on tile'
279 + str(self.rect.x))
280
281 if (self.current_time - self.move_timer) > 2000:
282 direction_list = ['up', 'down', 'left', 'right']
283 random.shuffle(direction_list)
284 direction = direction_list[0]
285 self.begin_auto_moving(direction)
286 self.move_timer = self.current_time
287
288 def battle_resting(self):
289 """
290 Player stays still during battle state unless he attacks.
291 """
292 pass
293
294 def enter_attack_state(self, enemy):
295 """
296 Set values for attack state.
297 """
298 self.attacked_enemy = enemy
299 self.x_vel = -5
300 self.state = 'attack'
301
302
303 def attack(self):
304 """
305 Player does an attack animation.
306 """
307 FAST_FORWARD = -5
308 FAST_BACK = 5
309
310 self.rect.x += self.x_vel
311
312 if self.x_vel == FAST_FORWARD:
313 self.image = self.spritesheet_dict['facing left 1']
314 self.image = pg.transform.scale2x(self.image)
315 if self.rect.x <= self.origin_pos[0] - 110:
316 self.x_vel = FAST_BACK
317 self.notify('attack animation')
318 else:
319 if self.rect.x >= self.origin_pos[0]:
320 self.rect.x = self.origin_pos[0]
321 self.x_vel = 0
322 self.state = 'battle resting'
323 self.image = self.spritesheet_dict['facing left 2']
324 self.image = pg.transform.scale2x(self.image)
325 self.notify(c.PLAYER_FINISHED_ATTACK)
326
327 def enter_enemy_attack_state(self):
328 """
329 Set values for enemy attack state.
330 """
331 self.x_vel = -5
332 self.state = 'enemy attack'
333 self.origin_pos = self.rect.topleft
334 self.move_counter = 0
335
336 def enemy_attack(self):
337 """
338 Enemy does an attack animation.
339 """
340 FAST_LEFT = -5
341 FAST_RIGHT = 5
342 STARTX = self.origin_pos[0]
343
344 self.rect.x += self.x_vel
345
346 if self.move_counter == 3:
347 self.x_vel = 0
348 self.state = 'battle resting'
349 self.rect.x = STARTX
350 self.notify(c.ENEMY_ATTACK_DAMAGE)
351
352 elif self.x_vel == FAST_LEFT:
353 if self.rect.x <= (STARTX - 15):
354 self.x_vel = FAST_RIGHT
355 elif self.x_vel == FAST_RIGHT:
356 if self.rect.x >= (STARTX + 15):
357 self.move_counter += 1
358 self.x_vel = FAST_LEFT
359
360 def auto_moving(self):
361 """
362 Animate sprite and check to stop.
363 """
364 self.animation()
365
366 assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
367 'Not centered on tile'
368
369 def notify(self, event):
370 """
371 Notify all observers of events.
372 """
373 for observer in self.observers:
374 observer.on_notify(event)
375
376 def calculate_hit(self):
377 """
378 Calculate hit strength based on attack stats.
379 """
380 max_strength = self.level * 5
381 min_strength = 0
382 return random.randint(min_strength, max_strength)
383
384
385class Player(Person):
386 """
387 User controlled character.
388 """
389
390 def __init__(self, direction, x=0, y=0, state='resting', index=0):
391 super(Player, self).__init__('player', x, y, direction, state, index)
392 self.damaged = False
393 self.damage_timer = 0.0
394 self.damage_alpha = 0
395 self.fade_in = True
396
397 def create_vector_dict(self):
398 """Return a dictionary of x and y velocities set to
399 direction keys."""
400 vector_dict = {'up': (0, -2),
401 'down': (0, 2),
402 'left': (-2, 0),
403 'right': (2, 0)}
404
405 return vector_dict
406
407 def update(self, keys, current_time):
408 """Updates player behavior"""
409 self.current_time = current_time
410 self.damage_animation()
411 self.blockers = self.set_blockers()
412 self.keys = keys
413 self.check_for_input()
414 state_function = self.state_dict[self.state]
415 state_function()
416 self.location = self.get_tile_location()
417
418 def damage_animation(self):
419 """
420 Put a red overlay over sprite to indicate damage.
421 """
422 if self.damaged:
423 self.image = copy.copy(self.spritesheet_dict['facing left 2'])
424 self.image = pg.transform.scale2x(self.image).convert_alpha()
425 damage_image = copy.copy(self.image).convert_alpha()
426 damage_image.fill((255, 0, 0, self.damage_alpha), special_flags=pg.BLEND_RGBA_MULT)
427 self.image.blit(damage_image, (0, 0))
428 if self.fade_in:
429 self.damage_alpha += 25
430 if self.damage_alpha >= 255.0:
431 self.fade_in = False
432 self.damage_alpha = 255
433 elif not self.fade_in:
434 self.damage_alpha -= 25
435 if self.damage_alpha <= 0:
436 self.damage_alpha = 0
437 self.damaged = False
438 self.fade_in = True
439 self.image = self.spritesheet_dict['facing left 2']
440 self.image = pg.transform.scale2x(self.image)
441
442
443
444 def check_for_input(self):
445 """Checks for player input"""
446 if self.state == 'resting':
447 if self.keys[pg.K_UP]:
448 self.begin_moving('up')
449 elif self.keys[pg.K_DOWN]:
450 self.begin_moving('down')
451 elif self.keys[pg.K_LEFT]:
452 self.begin_moving('left')
453 elif self.keys[pg.K_RIGHT]:
454 self.begin_moving('right')
455
456 def calculate_hit(self):
457 """
458 Calculate hit strength based on attack stats.
459 """
460 max_strength = 5 + (self.level * 5)
461 min_strength = max_strength // 2
462 return random.randint(min_strength, max_strength)
463
464
465
466
467class Well(pg.sprite.Sprite):
468 """Talking well"""
469 def __init__(self, x, y):
470 super(Well, self).__init__()
471 self.image = pg.Surface((32, 32))
472 self.image.set_colorkey((0,0,0))
473 self.rect = self.image.get_rect(left=x, top=y)
474 self.location = self.get_location()
475 self.dialogue = ["I'm a well!"]
476 self.blockers = [self.rect]
477 self.x_vel = self.y_vel = 0
478 self.state = 'resting'
479 self.direction = 'down'
480 self.default_direction = self.direction
481 self.item = None
482 self.wander_box = []
483
484 def get_location(self):
485 """Get tile location"""
486 x = self.rect.x / 32
487 y = self.rect.y / 32
488
489 return [x, y]
490
491 def begin_auto_resting(self):
492 """Placeholder"""
493 pass
494
495