all repos — Legends-RPG @ eee4466ba0c28babec1e401af0b6e30c2faa7cf7

A fantasy mini-RPG built with Python and Pygame.

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.alpha = 255
 15        self.name = sheet_key
 16        self.get_image = setup.tools.get_image
 17        self.spritesheet_dict = self.create_spritesheet_dict(sheet_key)
 18        self.animation_dict = self.create_animation_dict()
 19        self.index = index
 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.origin_pos = self.rect.topleft
 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 = ['Location: ' + str(self.location)]
 36        self.default_direction = direction
 37        self.item = None
 38        self.wander_box = self.make_wander_box()
 39        self.observers = []
 40        self.level = 1
 41        self.health = 0
 42        self.death_image = pg.transform.scale2x(self.image)
 43
 44    def create_spritesheet_dict(self, sheet_key):
 45        """Implemented by inheriting classes"""
 46        image_list = []
 47        image_dict = {}
 48        sheet = setup.GFX[sheet_key]
 49
 50        image_keys = ['facing up 1', 'facing up 2',
 51                      'facing down 1', 'facing down 2',
 52                      'facing left 1', 'facing left 2',
 53                      'facing right 1', 'facing right 2']
 54
 55        for row in range(2):
 56            for column in range(4):
 57                image_list.append(
 58                    self.get_image(column*32, row*32, 32, 32, sheet))
 59
 60        for key, image in zip(image_keys, image_list):
 61            image_dict[key] = image
 62
 63        return image_dict
 64
 65    def create_animation_dict(self):
 66        """Return a dictionary of image lists for animation"""
 67        image_dict = self.spritesheet_dict
 68
 69        left_list = [image_dict['facing left 1'], image_dict['facing left 2']]
 70        right_list = [image_dict['facing right 1'], image_dict['facing right 2']]
 71        up_list = [image_dict['facing up 1'], image_dict['facing up 2']]
 72        down_list = [image_dict['facing down 1'], image_dict['facing down 2']]
 73
 74        direction_dict = {'left': left_list,
 75                          'right': right_list,
 76                          'up': up_list,
 77                          'down': down_list}
 78
 79        return direction_dict
 80
 81    def create_state_dict(self):
 82        """Return a dictionary of all state methods"""
 83        state_dict = {'resting': self.resting,
 84                      'moving': self.moving,
 85                      'animated resting': self.animated_resting,
 86                      'autoresting': self.auto_resting,
 87                      'automoving': self.auto_moving,
 88                      'battle resting': self.battle_resting,
 89                      'attack': self.attack,
 90                      'enemy attack': self.enemy_attack,
 91                      c.RUN_AWAY: self.run_away,
 92                      c.VICTORY_DANCE: self.victory_dance,
 93                      c.KNOCK_BACK: self.knock_back,
 94                      c.FADE_DEATH: self.fade_death}
 95
 96        return state_dict
 97
 98    def create_vector_dict(self):
 99        """Return a dictionary of x and y velocities set to
100        direction keys."""
101        vector_dict = {'up': (0, -1),
102                       'down': (0, 1),
103                       'left': (-1, 0),
104                       'right': (1, 0)}
105
106        return vector_dict
107
108    def update(self, current_time, *args):
109        """Implemented by inheriting classes"""
110        self.blockers = self.set_blockers()
111        self.current_time = current_time
112        self.image_list = self.animation_dict[self.direction]
113        state_function = self.state_dict[self.state]
114        state_function()
115        self.location = self.get_tile_location()
116
117
118
119    def set_blockers(self):
120        """Sets blockers to prevent collision with other sprites"""
121        blockers = []
122
123        if self.state == 'resting' or self.state == 'autoresting':
124            blockers.append(pg.Rect(self.rect.x, self.rect.y, 32, 32))
125
126        elif self.state == 'moving' or self.state == 'automoving':
127            if self.rect.x % 32 == 0:
128                tile_float = self.rect.y / float(32)
129                tile1 = (self.rect.x, math.ceil(tile_float)*32)
130                tile2 = (self.rect.x, math.floor(tile_float)*32)
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            elif self.rect.y % 32 == 0:
136                tile_float = self.rect.x / float(32)
137                tile1 = (math.ceil(tile_float)*32, self.rect.y)
138                tile2 = (math.floor(tile_float)*32, self.rect.y)
139                tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
140                tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
141                blockers.extend([tile_rect1, tile_rect2])
142
143        return blockers
144
145    def get_tile_location(self):
146        """
147        Convert pygame coordinates into tile coordinates.
148        """
149        if self.rect.x == 0:
150            tile_x = 0
151        elif self.rect.x % 32 == 0:
152            tile_x = (self.rect.x / 32)
153        else:
154            tile_x = 0
155
156        if self.rect.y == 0:
157            tile_y = 0
158        elif self.rect.y % 32 == 0:
159            tile_y = (self.rect.y / 32)
160        else:
161            tile_y = 0
162
163        return [tile_x, tile_y]
164
165
166    def make_wander_box(self):
167        """
168        Make a list of rects that surround the initial location
169        of a sprite to limit his/her wandering.
170        """
171        x = int(self.location[0])
172        y = int(self.location[1])
173        box_list = []
174        box_rects = []
175
176        for i in range(x-3, x+4):
177            box_list.append([i, y-3])
178            box_list.append([i, y+3])
179
180        for i in range(y-2, y+3):
181            box_list.append([x-3, i])
182            box_list.append([x+3, i])
183
184        for box in box_list:
185            left = box[0]*32
186            top = box[1]*32
187            box_rects.append(pg.Rect(left, top, 32, 32))
188
189        return box_rects
190
191
192    def resting(self):
193        """
194        When the Person is not moving between tiles.
195        Checks if the player is centered on a tile.
196        """
197        self.image = self.image_list[self.index]
198
199        assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
200                                        + str(self.rect.y) + " : " + str(self.name))
201        assert(self.rect.x % 32 == 0), ('Player not centered on tile'
202                                        + str(self.rect.x))
203
204    def moving(self):
205        """
206        Increment index and set self.image for animation.
207        """
208        self.animation()
209        assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
210            'Not centered on tile'
211
212    def animated_resting(self):
213        self.animation(500)
214
215    def animation(self, freq=100):
216        """
217        Adjust sprite image frame based on timer.
218        """
219        if (self.current_time - self.timer) > freq:
220            if self.index < (len(self.image_list) - 1):
221                self.index += 1
222            else:
223                self.index = 0
224            self.timer = self.current_time
225
226        self.image = self.image_list[self.index]
227
228    def begin_moving(self, direction):
229        """
230        Transition the player into the 'moving' state.
231        """
232        self.direction = direction
233        self.image_list = self.animation_dict[direction]
234        self.timer = self.current_time
235        self.move_timer = self.current_time
236        self.state = 'moving'
237
238        if self.rect.x % 32 == 0:
239            self.y_vel = self.vector_dict[self.direction][1]
240        if self.rect.y % 32 == 0:
241            self.x_vel = self.vector_dict[self.direction][0]
242
243
244    def begin_resting(self):
245        """
246        Transition the player into the 'resting' state.
247        """
248        self.state = 'resting'
249        self.index = 1
250        self.x_vel = self.y_vel = 0
251
252    def begin_auto_moving(self, direction):
253        """
254        Transition sprite to a automatic moving state.
255        """
256        self.direction = direction
257        self.image_list = self.animation_dict[direction]
258        self.state = 'automoving'
259        self.x_vel = self.vector_dict[direction][0]
260        self.y_vel = self.vector_dict[direction][1]
261        self.move_timer = self.current_time
262
263    def begin_auto_resting(self):
264        """
265        Transition sprite to an automatic resting state.
266        """
267        self.state = 'autoresting'
268        self.index = 1
269        self.x_vel = self.y_vel = 0
270        self.move_timer = self.current_time
271
272
273    def auto_resting(self):
274        """
275        Determine when to move a sprite from resting to moving in a random
276        direction.
277        """
278        #self.image = self.image_list[self.index]
279        self.image_list = self.animation_dict[self.direction]
280        self.image = self.image_list[self.index]
281
282        assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
283                                        + str(self.rect.y))
284        assert(self.rect.x % 32 == 0), ('Player not centered on tile'
285                                        + str(self.rect.x))
286
287        if (self.current_time - self.move_timer) > 2000:
288            direction_list = ['up', 'down', 'left', 'right']
289            random.shuffle(direction_list)
290            direction = direction_list[0]
291            self.begin_auto_moving(direction)
292            self.move_timer = self.current_time
293
294    def battle_resting(self):
295        """
296        Player stays still during battle state unless he attacks.
297        """
298        pass
299
300    def enter_attack_state(self, enemy):
301        """
302        Set values for attack state.
303        """
304        self.attacked_enemy = enemy
305        self.x_vel = -5
306        self.state = 'attack'
307
308
309    def attack(self):
310        """
311        Player does an attack animation.
312        """
313        FAST_FORWARD = -5
314        FAST_BACK = 5
315
316        self.rect.x += self.x_vel
317
318        if self.x_vel == FAST_FORWARD:
319            self.image = self.spritesheet_dict['facing left 1']
320            self.image = pg.transform.scale2x(self.image)
321            if self.rect.x <= self.origin_pos[0] - 110:
322                self.x_vel = FAST_BACK
323                self.notify('attack animation')
324        else:
325            if self.rect.x >= self.origin_pos[0]:
326                self.rect.x = self.origin_pos[0]
327                self.x_vel = 0
328                self.state = 'battle resting'
329                self.image = self.spritesheet_dict['facing left 2']
330                self.image = pg.transform.scale2x(self.image)
331                self.notify(c.PLAYER_FINISHED_ATTACK)
332
333    def enter_enemy_attack_state(self):
334        """
335        Set values for enemy attack state.
336        """
337        self.x_vel = -5
338        self.state = 'enemy attack'
339        self.origin_pos = self.rect.topleft
340        self.move_counter = 0
341
342    def enemy_attack(self):
343        """
344        Enemy does an attack animation.
345        """
346        FAST_LEFT = -5
347        FAST_RIGHT = 5
348        STARTX = self.origin_pos[0]
349
350        self.rect.x += self.x_vel
351
352        if self.move_counter == 3:
353            self.x_vel = 0
354            self.state = 'battle resting'
355            self.rect.x = STARTX
356            self.notify(c.ENEMY_ATTACK_DAMAGE)
357
358        elif self.x_vel == FAST_LEFT:
359            if self.rect.x <= (STARTX - 15):
360                self.x_vel = FAST_RIGHT
361        elif self.x_vel == FAST_RIGHT:
362            if self.rect.x >= (STARTX + 15):
363                self.move_counter += 1
364                self.x_vel = FAST_LEFT
365
366    def auto_moving(self):
367        """
368        Animate sprite and check to stop.
369        """
370        self.animation()
371
372        assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
373            'Not centered on tile'
374
375    def notify(self, event):
376        """
377        Notify all observers of events.
378        """
379        for observer in self.observers:
380            observer.on_notify(event)
381
382    def calculate_hit(self):
383        """
384        Calculate hit strength based on attack stats.
385        """
386        max_strength = self.level * 5
387        min_strength = 0
388        return random.randint(min_strength, max_strength)
389
390    def run_away(self):
391        """
392        Run away from battle state.
393        """
394        X_VEL = 5
395        self.rect.x += X_VEL
396        self.direction = 'right'
397        self.small_image_list = self.animation_dict[self.direction]
398        self.image_list = []
399        for image in self.small_image_list:
400            self.image_list.append(pg.transform.scale2x(image))
401        self.animation()
402
403    def victory_dance(self):
404        """
405        Post Victory Dance.
406        """
407        self.small_image_list = self.animation_dict[self.direction]
408        self.image_list = []
409        for image in self.small_image_list:
410            self.image_list.append(pg.transform.scale2x(image))
411        self.animation(500)
412
413    def knock_back(self):
414        """
415        Knock back when hit.
416        """
417        FORWARD_VEL = -2
418
419        self.rect.x += self.x_vel
420
421        if self.name == 'player':
422            if self.rect.x >= (self.origin_pos[0] + 10):
423                self.x_vel = FORWARD_VEL
424            elif self.rect.x <= self.origin_pos[0]:
425                self.rect.x = self.origin_pos[0]
426                self.state = 'battle resting'
427                self.x_vel = 0
428        else:
429            if self.rect.x <= (self.origin_pos[0] - 10):
430                self.x_vel = 2
431            elif self.rect.x >= self.origin_pos[0]:
432                self.rect.x = self.origin_pos[0]
433                self.state = 'battle resting'
434                self.x_vel = 0
435
436    def fade_death(self):
437        """
438        Make character become transparent in death.
439        """
440        self.image = pg.Surface((64, 64)).convert()
441        self.image.set_colorkey(c.BLACK)
442        self.image.set_alpha(self.alpha)
443        self.image.blit(self.death_image, (0, 0))
444        self.alpha -= 8
445        if self.alpha <= 0:
446            self.kill()
447            self.notify(c.ENEMY_DEAD)
448
449
450    def enter_knock_back_state(self):
451        """
452        Set values for entry to knock back state.
453        """
454        if self.name == 'player':
455            self.x_vel = 4
456        else:
457            self.x_vel = -4
458
459        self.state = c.KNOCK_BACK
460        self.origin_pos = self.rect.topleft
461
462
463class Player(Person):
464    """
465    User controlled character.
466    """
467
468    def __init__(self, direction, x=0, y=0, state='resting', index=0):
469        super(Player, self).__init__('player', x, y, direction, state, index)
470        self.damaged = False
471        self.healing = False
472        self.damage_alpha = 0
473        self.healing_alpha = 0
474        self.fade_in = True
475
476    def create_vector_dict(self):
477        """Return a dictionary of x and y velocities set to
478        direction keys."""
479        vector_dict = {'up': (0, -2),
480                       'down': (0, 2),
481                       'left': (-2, 0),
482                       'right': (2, 0)}
483
484        return vector_dict
485
486    def update(self, keys, current_time):
487        """Updates player behavior"""
488        self.current_time = current_time
489        self.damage_animation()
490        self.healing_animation()
491        self.blockers = self.set_blockers()
492        self.keys = keys
493        self.check_for_input()
494        state_function = self.state_dict[self.state]
495        state_function()
496        self.location = self.get_tile_location()
497
498    def damage_animation(self):
499        """
500        Put a red overlay over sprite to indicate damage.
501        """
502        if self.damaged:
503            self.image = copy.copy(self.spritesheet_dict['facing left 2'])
504            self.image = pg.transform.scale2x(self.image).convert_alpha()
505            damage_image = copy.copy(self.image).convert_alpha()
506            damage_image.fill((255, 0, 0, self.damage_alpha), special_flags=pg.BLEND_RGBA_MULT)
507            self.image.blit(damage_image, (0, 0))
508            if self.fade_in:
509                self.damage_alpha += 25
510                if self.damage_alpha >= 255:
511                    self.fade_in = False
512                    self.damage_alpha = 255
513            elif not self.fade_in:
514                self.damage_alpha -= 25
515                if self.damage_alpha <= 0:
516                    self.damage_alpha = 0
517                    self.damaged = False
518                    self.fade_in = True
519                    self.image = self.spritesheet_dict['facing left 2']
520                    self.image = pg.transform.scale2x(self.image)
521
522    def healing_animation(self):
523        """
524        Put a green overlay over sprite to indicate healing.
525        """
526        if self.healing:
527            self.image = copy.copy(self.spritesheet_dict['facing left 2'])
528            self.image = pg.transform.scale2x(self.image).convert_alpha()
529            healing_image = copy.copy(self.image).convert_alpha()
530            healing_image.fill((0, 255, 0, self.healing_alpha), special_flags=pg.BLEND_RGBA_MULT)
531            self.image.blit(healing_image, (0, 0))
532            if self.fade_in:
533                self.healing_alpha += 25
534                if self.healing_alpha >= 255:
535                    self.fade_in = False
536                    self.healing_alpha = 255
537            elif not self.fade_in:
538                self.healing_alpha -= 25
539                if self.healing_alpha <= 0:
540                    self.healing_alpha = 0
541                    self.healing = False
542                    self.fade_in = True
543                    self.image = self.spritesheet_dict['facing left 2']
544                    self.image = pg.transform.scale2x(self.image)
545
546
547
548    def check_for_input(self):
549        """Checks for player input"""
550        if self.state == 'resting':
551            if self.keys[pg.K_UP]:
552                self.begin_moving('up')
553            elif self.keys[pg.K_DOWN]:
554                self.begin_moving('down')
555            elif self.keys[pg.K_LEFT]:
556                self.begin_moving('left')
557            elif self.keys[pg.K_RIGHT]:
558                self.begin_moving('right')
559
560    def calculate_hit(self):
561        """
562        Calculate hit strength based on attack stats.
563        """
564        max_strength = 5 + (self.level * 5)
565        min_strength = max_strength // 2
566        return random.randint(min_strength, max_strength)
567
568
569
570
571class Well(pg.sprite.Sprite):
572    """Talking well"""
573    def __init__(self, x, y):
574        super(Well, self).__init__()
575        self.image = pg.Surface((32, 32))
576        self.image.set_colorkey((0,0,0))
577        self.rect = self.image.get_rect(left=x, top=y)
578        self.location = self.get_location()
579        self.dialogue = ["I'm a well!"]
580        self.blockers = [self.rect]
581        self.x_vel = self.y_vel = 0
582        self.state = 'resting'
583        self.direction = 'down'
584        self.default_direction = self.direction
585        self.item = None
586        self.wander_box = []
587
588    def get_location(self):
589        """Get tile location"""
590        x = self.rect.x / 32
591        y = self.rect.y / 32
592
593        return [x, y]
594
595    def begin_auto_resting(self):
596        """Placeholder"""
597        pass
598
599
600class Chest(Person):
601    """
602    Treasure chest that contains items to collect.
603    """
604    def __init__(self, x, y, id):
605        super(Chest, self).__init__('treasurechest', x, y)
606        self.spritesheet_dict = self.make_image_dict()
607        self.image_list = self.make_image_list()
608        self.image = self.image_list[self.index]
609        self.rect = self.image.get_rect(x=x, y=y)
610        self.id = id
611
612    def make_image_dict(self):
613        """
614        Make a dictionary for the sprite's images.
615        """
616        sprite_sheet = setup.GFX['treasurechest']
617        image_dict = {'closed': self.get_image(0, 0, 32, 32, sprite_sheet),
618                      'opened': self.get_image(32, 0, 32, 32, sprite_sheet)}
619
620        return image_dict
621
622    def make_image_list(self):
623        """
624        Make the list of two images for the chest.
625        """
626        image_list = [self.spritesheet_dict['closed'],
627                      self.spritesheet_dict['opened']]
628
629        return image_list
630
631    def update(self, current_time, *args):
632        """Implemented by inheriting classes"""
633        self.blockers = self.set_blockers()
634        self.current_time = current_time
635        state_function = self.state_dict[self.state]
636        state_function()
637        self.location = self.get_tile_location()
638
639
640
641