data/components/person.py (view raw)
1__author__ = 'justinarmstrong'
2import math, random
3import pygame as pg
4from .. import setup
5
6
7class Person(pg.sprite.Sprite):
8 """Base class for all world characters
9 controlled by the computer"""
10
11 def __init__(self, sheet_key, x, y, direction='down', state='animated resting'):
12 super(Person, self).__init__()
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.old_rect = self.rect
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 = ['Placeholder Dialogue']
36 self.name = sheet_key
37
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
61 def create_animation_dict(self):
62 """Return a dictionary of image lists for animation"""
63 image_dict = self.spritesheet_dict
64
65 left_list = [image_dict['facing left 1'], image_dict['facing left 2']]
66 right_list = [image_dict['facing right 1'], image_dict['facing right 2']]
67 up_list = [image_dict['facing up 1'], image_dict['facing up 2']]
68 down_list = [image_dict['facing down 1'], image_dict['facing down 2']]
69
70 direction_dict = {'left': left_list,
71 'right': right_list,
72 'up': up_list,
73 'down': down_list}
74
75 return direction_dict
76
77
78 def create_state_dict(self):
79 """Return a dictionary of all state methods"""
80 state_dict = {'resting': self.resting,
81 'moving': self.moving,
82 'animated resting': self.animated_resting,
83 'autoresting': self.auto_resting,
84 'automoving': self.auto_moving}
85
86 return state_dict
87
88
89 def create_vector_dict(self):
90 """Return a dictionary of x and y velocities set to
91 direction keys."""
92 vector_dict = {'up': (0, -1),
93 'down': (0, 1),
94 'left': (-1, 0),
95 'right': (1, 0)}
96
97 return vector_dict
98
99
100 def update(self, current_time, *args):
101 """Implemented by inheriting classes"""
102 self.blockers = self.set_blockers()
103 self.current_time = current_time
104 self.image_list = self.animation_dict[self.direction]
105 state_function = self.state_dict[self.state]
106 state_function()
107 self.location = self.get_tile_location()
108
109
110
111 def set_blockers(self):
112 """Sets blockers to prevent collision with other sprites"""
113 blockers = []
114
115 if self.state == 'animated resting' or self.state == 'autoresting':
116 blockers.append(pg.Rect(self.rect.x, self.rect.y, 32, 32))
117
118 elif self.state == 'moving' or self.state == 'automoving':
119 if self.rect.x % 32 == 0:
120 tile_float = self.rect.y / float(32)
121 tile1 = (self.rect.x, math.ceil(tile_float)*32)
122 tile2 = (self.rect.x, math.floor(tile_float)*32)
123 tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
124 tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
125 blockers.extend([tile_rect1, tile_rect2])
126
127 elif self.rect.y % 32 == 0:
128 tile_float = self.rect.x / float(32)
129 tile1 = (math.ceil(tile_float)*32, self.rect.y)
130 tile2 = (math.floor(tile_float)*32, self.rect.y)
131 tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
132 tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
133 blockers.extend([tile_rect1, tile_rect2])
134
135 return blockers
136
137
138
139 def get_tile_location(self):
140 """Converts pygame coordinates into tile coordinates"""
141 if self.rect.x == 0:
142 tile_x = 1
143 elif self.rect.x % 32 == 0:
144 tile_x = (self.rect.x / 32) + 1
145 else:
146 tile_x = 0
147
148 if self.rect.y == 0:
149 tile_y = 1
150 elif self.rect.y % 32 == 0:
151 tile_y = (self.rect.y / 32) + 1
152 else:
153 tile_y = 0
154
155 return (tile_x, tile_y)
156
157
158 def resting(self):
159 """
160 When the Person is not moving between tiles.
161 Checks if the player is centered on a tile.
162 """
163 self.image = self.image_list[self.index]
164
165 assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
166 + str(self.rect.y))
167 assert(self.rect.x % 32 == 0), ('Player not centered on tile'
168 + str(self.rect.x))
169
170
171 def moving(self):
172 """Increment index and set self.image for animation."""
173 self.animation()
174
175 assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
176 'Not centered on tile'
177
178
179 def animated_resting(self):
180 self.animation(500)
181
182
183 def animation(self, freq=100):
184 """Adjust sprite image frame based on timer"""
185 if (self.current_time - self.timer) > freq:
186 if self.index < (len(self.image_list) - 1):
187 self.index += 1
188 else:
189 self.index = 0
190 self.timer = self.current_time
191
192 self.image = self.image_list[self.index]
193
194
195
196 def begin_moving(self, direction):
197 """Transition the player into the 'moving' state."""
198 self.direction = direction
199 self.image_list = self.animation_dict[direction]
200 self.timer = self.current_time
201 self.move_timer = self.current_time
202 self.state = 'moving'
203
204 if self.rect.x % 32 == 0:
205 self.y_vel = self.vector_dict[self.direction][1]
206 if self.rect.y % 32 == 0:
207 self.x_vel = self.vector_dict[self.direction][0]
208
209
210 def begin_resting(self):
211 """Transition the player into the 'resting' state."""
212 self.state = 'resting'
213 self.index = 1
214 self.x_vel = self.y_vel = 0
215
216
217 def begin_auto_moving(self, direction):
218 """Transition sprite to a automatic moving state"""
219 self.direction = direction
220 self.image_list = self.animation_dict[direction]
221 self.state = 'automoving'
222 self.x_vel = self.vector_dict[direction][0]
223 self.y_vel = self.vector_dict[direction][1]
224 self.move_timer = self.current_time
225
226
227 def begin_auto_resting(self):
228 """Transition sprite to an automatic resting state"""
229 self.state = 'autoresting'
230 self.index = 0
231 self.x_vel = self.y_vel = 0
232 self.move_timer = self.current_time
233
234
235 def auto_resting(self):
236 """
237 Determine when to move a sprite from resting to moving in a random
238 direction.
239 """
240 #self.image = self.image_list[self.index]
241 self.animation(700)
242
243 assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
244 + str(self.rect.y))
245 assert(self.rect.x % 32 == 0), ('Player not centered on tile'
246 + str(self.rect.x))
247
248 if (self.current_time - self.move_timer) > 2000:
249 direction_list = ['up', 'down', 'left', 'right']
250 random.shuffle(direction_list)
251 direction = direction_list[0]
252 self.begin_auto_moving(direction)
253 self.move_timer = self.current_time
254
255
256
257 def auto_moving(self):
258 """Animate sprite and check to stop"""
259 self.animation()
260
261 assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
262 'Not centered on tile'
263
264
265
266class Player(Person):
267 """User controlled character"""
268
269 def __init__(self, direction):
270 super(Player, self).__init__('player', 0, 0, direction)
271
272
273 def create_vector_dict(self):
274 """Return a dictionary of x and y velocities set to
275 direction keys."""
276 vector_dict = {'up': (0, -2),
277 'down': (0, 2),
278 'left': (-2, 0),
279 'right': (2, 0)}
280
281 return vector_dict
282
283
284 def update(self, keys, current_time):
285 """Updates player behavior"""
286 self.blockers = self.set_blockers()
287 self.keys = keys
288 self.current_time = current_time
289 self.check_for_input()
290 state_function = self.state_dict[self.state]
291 state_function()
292 self.location = self.get_tile_location()
293
294
295 def check_for_input(self):
296 """Checks for player input"""
297 if self.state == 'resting':
298 if self.keys[pg.K_UP]:
299 self.begin_moving('up')
300 elif self.keys[pg.K_DOWN]:
301 self.begin_moving('down')
302 elif self.keys[pg.K_LEFT]:
303 self.begin_moving('left')
304 elif self.keys[pg.K_RIGHT]:
305 self.begin_moving('right')
306
307
308
309class Soldier(Person):
310 """Soldier for the castle"""
311
312 def __init__(self, x, y, direction='down', state='animated resting'):
313 super(Soldier, self).__init__('soldier', x, y, direction, state)
314
315
316
317class FemaleVillager(Person):
318 """Female Person for town"""
319
320 def __init__(self, x, y):
321 super(FemaleVillager, self).__init__('femalevillager', x, y)
322
323
324class MaleVillager(Person):
325 """Male Person for town"""
326
327 def __init__(self):
328 super(MaleVillager, self).__init__('male villager', x, y)
329