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'):
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 self.index = 0
17 self.direction = direction
18 self.image_list = self.animation_dict[self.direction]
19 self.image = self.image_list[self.index]
20 self.rect = self.image.get_rect(left=x, top=y)
21 self.old_rect = self.rect
22 self.state_dict = self.create_state_dict()
23 self.vector_dict = self.create_vector_dict()
24 self.x_vel = 0
25 self.y_vel = 0
26 self.timer = 0.0
27 self.move_timer = 0.0
28 self.current_time = 0.0
29 self.state = 'animated resting'
30 self.blockers = self.set_blockers()
31 self.location = self.get_tile_location()
32 self.dialogue = ['Placeholder Dialogue']
33
34
35 def create_spritesheet_dict(self, sheet_key):
36 """Implemented by inheriting classes"""
37 image_list = []
38 image_dict = {}
39 sheet = setup.GFX[sheet_key]
40
41 image_keys = ['facing up 1', 'facing up 2',
42 'facing down 1', 'facing down 2',
43 'facing left 1', 'facing left 2',
44 'facing right 1', 'facing right 2']
45
46 for row in range(2):
47 for column in range(4):
48 image_list.append(
49 self.get_image(column*32, row*32, 32, 32, sheet))
50
51 for key, image in zip(image_keys, image_list):
52 image_dict[key] = image
53
54 return image_dict
55
56
57 def create_animation_dict(self):
58 """Return a dictionary of image lists for animation"""
59 image_dict = self.spritesheet_dict
60
61 left_list = [image_dict['facing left 1'], image_dict['facing left 2']]
62 right_list = [image_dict['facing right 1'], image_dict['facing right 2']]
63 up_list = [image_dict['facing up 1'], image_dict['facing up 2']]
64 down_list = [image_dict['facing down 1'], image_dict['facing down 2']]
65
66 direction_dict = {'left': left_list,
67 'right': right_list,
68 'up': up_list,
69 'down': down_list}
70
71 return direction_dict
72
73
74 def create_state_dict(self):
75 """Return a dictionary of all state methods"""
76 state_dict = {'resting': self.resting,
77 'moving': self.moving,
78 'animated resting': self.animated_resting,
79 'autoresting': self.auto_resting,
80 'automoving': self.auto_moving}
81
82 return state_dict
83
84
85 def create_vector_dict(self):
86 """Return a dictionary of x and y velocities set to
87 direction keys."""
88 vector_dict = {'up': (0, -1),
89 'down': (0, 1),
90 'left': (-1, 0),
91 'right': (1, 0)}
92
93 return vector_dict
94
95
96 def update(self, current_time):
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 def set_blockers(self):
107 """Sets blockers to prevent collision with other sprites"""
108 blockers = []
109
110 if self.state == 'animated resting' or self.state == 'autoresting':
111 blockers.append(pg.Rect(self.rect.x, self.rect.y, 32, 32))
112
113 elif self.state == 'moving' or self.state == 'automoving':
114 if self.rect.x % 32 == 0:
115 tile_float = self.rect.y / float(32)
116 tile1 = (self.rect.x, math.ceil(tile_float)*32)
117 tile2 = (self.rect.x, math.floor(tile_float)*32)
118 tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
119 tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
120 blockers.extend([tile_rect1, tile_rect2])
121
122 elif self.rect.y % 32 == 0:
123 tile_float = self.rect.x / float(32)
124 tile1 = (math.ceil(tile_float)*32, self.rect.y)
125 tile2 = (math.floor(tile_float)*32, self.rect.y)
126 tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
127 tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
128 blockers.extend([tile_rect1, tile_rect2])
129
130 return blockers
131
132
133
134 def get_tile_location(self):
135 """Converts pygame coordinates into tile coordinates"""
136 if self.rect.x == 0:
137 tile_x = 1
138 elif self.rect.x % 32 == 0:
139 tile_x = (self.rect.x / 32) + 1
140 else:
141 tile_x = 0
142
143 if self.rect.y == 0:
144 tile_y = 1
145 elif self.rect.y % 32 == 0:
146 tile_y = (self.rect.y / 32) + 1
147 else:
148 tile_y = 0
149
150 return (tile_x, tile_y)
151
152
153 def resting(self):
154 """
155 When the Person is not moving between tiles.
156 Checks if the player is centered on a tile.
157 """
158 self.image = self.image_list[self.index]
159
160 assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
161 + str(self.rect.y))
162 assert(self.rect.x % 32 == 0), ('Player not centered on tile'
163 + str(self.rect.x))
164
165
166 def moving(self):
167 """Increment index and set self.image for animation."""
168 self.animation()
169
170 assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
171 'Not centered on tile'
172
173
174 def animated_resting(self):
175 self.animation(500)
176
177
178 def animation(self, freq=100):
179 """Adjust sprite image frame based on timer"""
180 if (self.current_time - self.timer) > freq:
181 if self.index < (len(self.image_list) - 1):
182 self.index += 1
183 else:
184 self.index = 0
185 self.timer = self.current_time
186
187 self.image = self.image_list[self.index]
188
189
190
191 def begin_moving(self, direction):
192 """Transition the player into the 'moving' state."""
193 self.direction = direction
194 self.image_list = self.animation_dict[direction]
195 self.timer = self.current_time
196 self.move_timer = self.current_time
197 self.state = 'moving'
198
199 if self.rect.x % 32 == 0:
200 self.y_vel = self.vector_dict[self.direction][1]
201 if self.rect.y % 32 == 0:
202 self.x_vel = self.vector_dict[self.direction][0]
203
204
205 def begin_resting(self):
206 """Transition the player into the 'resting' state."""
207 self.state = 'resting'
208 self.index = 1
209 self.x_vel = self.y_vel = 0
210
211
212 def begin_auto_moving(self, direction):
213 """Transition sprite to a automatic moving state"""
214 self.direction = direction
215 self.image_list = self.animation_dict[direction]
216 self.state = 'automoving'
217 self.x_vel = self.vector_dict[direction][0]
218 self.y_vel = self.vector_dict[direction][1]
219 self.move_timer = self.current_time
220
221
222 def begin_auto_resting(self):
223 """Transition sprite to an automatic resting state"""
224 self.state = 'autoresting'
225 self.index = 0
226 self.x_vel = self.y_vel = 0
227 self.move_timer = self.current_time
228
229
230 def auto_resting(self):
231 """
232 Determine when to move a sprite from resting to moving in a random
233 direction.
234 """
235 #self.image = self.image_list[self.index]
236 self.animation(700)
237
238 assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
239 + str(self.rect.y))
240 assert(self.rect.x % 32 == 0), ('Player not centered on tile'
241 + str(self.rect.x))
242
243 if (self.current_time - self.move_timer) > 2000:
244 direction_list = ['up', 'down', 'left', 'right']
245 random.shuffle(direction_list)
246 direction = direction_list[0]
247 self.begin_auto_moving(direction)
248 self.move_timer = self.current_time
249
250
251
252 def auto_moving(self):
253 """Animate sprite and check to stop"""
254 self.animation()
255
256 assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
257 'Not centered on tile'
258
259
260
261class Player(Person):
262 """User controlled character"""
263
264 def __init__(self, direction):
265 super(Player, self).__init__('player', 0, 0, direction)
266
267
268 def create_vector_dict(self):
269 """Return a dictionary of x and y velocities set to
270 direction keys."""
271 vector_dict = {'up': (0, -2),
272 'down': (0, 2),
273 'left': (-2, 0),
274 'right': (2, 0)}
275
276 return vector_dict
277
278
279 def update(self, keys, current_time):
280 """Updates player behavior"""
281 self.blockers = self.set_blockers()
282 self.keys = keys
283 self.current_time = current_time
284 self.check_for_input()
285 state_function = self.state_dict[self.state]
286 state_function()
287 self.location = self.get_tile_location()
288
289
290 def check_for_input(self):
291 """Checks for player input"""
292 if self.state == 'resting':
293 if self.keys[pg.K_UP]:
294 self.begin_moving('up')
295 elif self.keys[pg.K_DOWN]:
296 self.begin_moving('down')
297 elif self.keys[pg.K_LEFT]:
298 self.begin_moving('left')
299 elif self.keys[pg.K_RIGHT]:
300 self.begin_moving('right')
301
302
303
304class Soldier(Person):
305 """Soldier for the castle"""
306
307 def __init__(self, x, y):
308 super(Soldier, self).__init__('soldier', x, y)
309 self.state = 'animated resting'
310
311
312
313class FemaleVillager(Person):
314 """Female Person for town"""
315
316 def __init__(self, x, y):
317 super(FemaleVillager, self).__init__('femalevillager', x, y)
318
319
320class MaleVillager(Person):
321 """Male Person for town"""
322
323 def __init__(self):
324 super(MaleVillager, self).__init__('male villager', x, y)
325