all repos — Legends-RPG @ d47f67121715333a19dfc87e93a7adc8a681e540

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='down', state='resting', index=0):
 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        self.index = index
 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.state_dict = self.create_state_dict()
 22        self.vector_dict = self.create_vector_dict()
 23        self.x_vel = 0
 24        self.y_vel = 0
 25        self.timer = 0.0
 26        self.move_timer = 0.0
 27        self.current_time = 0.0
 28        self.state = state
 29        self.blockers = self.set_blockers()
 30        self.location = self.get_tile_location()
 31        self.dialogue = ['Location: ' + str(self.location)]
 32        self.default_direction = direction
 33        self.item = None
 34        self.wander_box = self.make_wander_box()
 35
 36    def create_spritesheet_dict(self, sheet_key):
 37        """Implemented by inheriting classes"""
 38        image_list = []
 39        image_dict = {}
 40        sheet = setup.GFX[sheet_key]
 41
 42        image_keys = ['facing up 1', 'facing up 2',
 43                      'facing down 1', 'facing down 2',
 44                      'facing left 1', 'facing left 2',
 45                      'facing right 1', 'facing right 2']
 46
 47        for row in range(2):
 48            for column in range(4):
 49                image_list.append(
 50                    self.get_image(column*32, row*32, 32, 32, sheet))
 51
 52        for key, image in zip(image_keys, image_list):
 53            image_dict[key] = image
 54
 55        return image_dict
 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    def create_state_dict(self):
 74        """Return a dictionary of all state methods"""
 75        state_dict = {'resting': self.resting,
 76                      'moving': self.moving,
 77                      'animated resting': self.animated_resting,
 78                      'autoresting': self.auto_resting,
 79                      'automoving': self.auto_moving}
 80
 81        return state_dict
 82
 83    def create_vector_dict(self):
 84        """Return a dictionary of x and y velocities set to
 85        direction keys."""
 86        vector_dict = {'up': (0, -1),
 87                       'down': (0, 1),
 88                       'left': (-1, 0),
 89                       'right': (1, 0)}
 90
 91        return vector_dict
 92
 93    def update(self, current_time, *args):
 94        """Implemented by inheriting classes"""
 95        self.blockers = self.set_blockers()
 96        self.current_time = current_time
 97        self.image_list = self.animation_dict[self.direction]
 98        state_function = self.state_dict[self.state]
 99        state_function()
100        self.location = self.get_tile_location()
101
102
103
104    def set_blockers(self):
105        """Sets blockers to prevent collision with other sprites"""
106        blockers = []
107
108        if self.state == 'resting' or self.state == 'autoresting':
109            blockers.append(pg.Rect(self.rect.x, self.rect.y, 32, 32))
110
111        elif self.state == 'moving' or self.state == 'automoving':
112            if self.rect.x % 32 == 0:
113                tile_float = self.rect.y / float(32)
114                tile1 = (self.rect.x, math.ceil(tile_float)*32)
115                tile2 = (self.rect.x, math.floor(tile_float)*32)
116                tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
117                tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
118                blockers.extend([tile_rect1, tile_rect2])
119
120            elif self.rect.y % 32 == 0:
121                tile_float = self.rect.x / float(32)
122                tile1 = (math.ceil(tile_float)*32, self.rect.y)
123                tile2 = (math.floor(tile_float)*32, self.rect.y)
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        return blockers
129
130    def get_tile_location(self):
131        """
132        Convert pygame coordinates into tile coordinates.
133        """
134        if self.rect.x == 0:
135            tile_x = 0
136        elif self.rect.x % 32 == 0:
137            tile_x = (self.rect.x / 32)
138        else:
139            tile_x = 0
140
141        if self.rect.y == 0:
142            tile_y = 0
143        elif self.rect.y % 32 == 0:
144            tile_y = (self.rect.y / 32)
145        else:
146            tile_y = 0
147
148        return [tile_x, tile_y]
149
150
151    def make_wander_box(self):
152        """
153        Make a list of rects that surround the initial location
154        of a sprite to limit his/her wandering.
155        """
156        x = int(self.location[0])
157        y = int(self.location[1])
158        box_list = []
159        box_rects = []
160
161        for i in range(x-3, x+4):
162            box_list.append([i, y-3])
163            box_list.append([i, y+3])
164
165        for i in range(y-2, y+3):
166            box_list.append([x-3, i])
167            box_list.append([x+3, i])
168
169        for box in box_list:
170            left = box[0]*32
171            top = box[1]*32
172            box_rects.append(pg.Rect(left, top, 32, 32))
173
174        return box_rects
175
176
177    def resting(self):
178        """
179        When the Person is not moving between tiles.
180        Checks if the player is centered on a tile.
181        """
182        self.image = self.image_list[self.index]
183
184        assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
185                                        + str(self.rect.y))
186        assert(self.rect.x % 32 == 0), ('Player not centered on tile'
187                                        + str(self.rect.x))
188
189    def moving(self):
190        """
191        Increment index and set self.image for animation.
192        """
193        self.animation()
194        assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
195            'Not centered on tile'
196
197    def animated_resting(self):
198        self.animation(500)
199
200    def animation(self, freq=100):
201        """
202        Adjust sprite image frame based on timer.
203        """
204        if (self.current_time - self.timer) > freq:
205            if self.index < (len(self.image_list) - 1):
206                self.index += 1
207            else:
208                self.index = 0
209            self.timer = self.current_time
210
211        self.image = self.image_list[self.index]
212
213    def begin_moving(self, direction):
214        """
215        Transition the player into the 'moving' state.
216        """
217        self.direction = direction
218        self.image_list = self.animation_dict[direction]
219        self.timer = self.current_time
220        self.move_timer = self.current_time
221        self.state = 'moving'
222
223        if self.rect.x % 32 == 0:
224            self.y_vel = self.vector_dict[self.direction][1]
225        if self.rect.y % 32 == 0:
226            self.x_vel = self.vector_dict[self.direction][0]
227
228
229    def begin_resting(self):
230        """
231        Transition the player into the 'resting' state.
232        """
233        self.state = 'resting'
234        self.index = 1
235        self.x_vel = self.y_vel = 0
236
237    def begin_auto_moving(self, direction):
238        """
239        Transition sprite to a automatic moving state.
240        """
241        self.direction = direction
242        self.image_list = self.animation_dict[direction]
243        self.state = 'automoving'
244        self.x_vel = self.vector_dict[direction][0]
245        self.y_vel = self.vector_dict[direction][1]
246        self.move_timer = self.current_time
247
248    def begin_auto_resting(self):
249        """
250        Transition sprite to an automatic resting state.
251        """
252        self.state = 'autoresting'
253        self.index = 1
254        self.x_vel = self.y_vel = 0
255        self.move_timer = self.current_time
256
257
258    def auto_resting(self):
259        """
260        Determine when to move a sprite from resting to moving in a random
261        direction.
262        """
263        #self.image = self.image_list[self.index]
264        self.image_list = self.animation_dict[self.direction]
265        self.image = self.image_list[self.index]
266
267        assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
268                                        + str(self.rect.y))
269        assert(self.rect.x % 32 == 0), ('Player not centered on tile'
270                                        + str(self.rect.x))
271
272        if (self.current_time - self.move_timer) > 2000:
273            direction_list = ['up', 'down', 'left', 'right']
274            random.shuffle(direction_list)
275            direction = direction_list[0]
276            self.begin_auto_moving(direction)
277            self.move_timer = self.current_time
278
279    def auto_moving(self):
280        """
281        Animate sprite and check to stop.
282        """
283        self.animation()
284
285        assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
286            'Not centered on tile'
287
288
289class Player(Person):
290    """
291    User controlled character.
292    """
293
294    def __init__(self, direction, x=0, y=0):
295        super(Player, self).__init__('player', x, y, direction)
296
297    def create_vector_dict(self):
298        """Return a dictionary of x and y velocities set to
299        direction keys."""
300        vector_dict = {'up': (0, -2),
301                       'down': (0, 2),
302                       'left': (-2, 0),
303                       'right': (2, 0)}
304
305        return vector_dict
306
307    def update(self, keys, current_time):
308        """Updates player behavior"""
309        self.blockers = self.set_blockers()
310        self.keys = keys
311        self.current_time = current_time
312        self.check_for_input()
313        state_function = self.state_dict[self.state]
314        state_function()
315        self.location = self.get_tile_location()
316
317    def check_for_input(self):
318        """Checks for player input"""
319        if self.state == 'resting':
320            if self.keys[pg.K_UP]:
321                self.begin_moving('up')
322            elif self.keys[pg.K_DOWN]:
323                self.begin_moving('down')
324            elif self.keys[pg.K_LEFT]:
325                self.begin_moving('left')
326            elif self.keys[pg.K_RIGHT]:
327                self.begin_moving('right')
328
329
330
331class Soldier(Person):
332    """Soldier for the castle"""
333
334    def __init__(self, x, y, direction='down', state='resting'):
335        super(Soldier, self).__init__('soldier', x, y, direction, state)
336
337
338class Well(pg.sprite.Sprite):
339    """Talking well"""
340    def __init__(self, x, y):
341        super(Well, self).__init__()
342        self.image = pg.Surface((32, 32))
343        self.image.set_colorkey((0,0,0))
344        self.rect = self.image.get_rect(left=x, top=y)
345        self.location = self.get_location()
346        self.dialogue = ["I'm a well!"]
347        self.blockers = [self.rect]
348        self.x_vel = self.y_vel = 0
349        self.state = 'resting'
350        self.direction = 'down'
351        self.default_direction = self.direction
352        self.item = None
353        self.wander_box = []
354
355    def get_location(self):
356        """Get tile location"""
357        x = self.rect.x / 32
358        y = self.rect.y / 32
359
360        return [x, y]
361
362    def begin_auto_resting(self):
363        """Placeholder"""
364        pass
365
366