data/components/person.py (view raw)
1__author__ = 'justinarmstrong'
2import math
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.current_time = 0.0
28 self.state = 'resting'
29 self.blockers = self.set_blockers()
30 self.location = self.get_tile_location()
31 self.dialogue = 'Hello there!'
32
33
34 def create_spritesheet_dict(self, sheet_key):
35 """Implemented by inheriting classes"""
36 image_list = []
37 image_dict = {}
38 sheet = setup.GFX[sheet_key]
39
40 image_keys = ['facing up 1', 'facing up 2',
41 'facing down 1', 'facing down 2',
42 'facing left 1', 'facing left 2',
43 'facing right 1', 'facing right 2']
44
45 for row in range(2):
46 for column in range(4):
47 image_list.append(
48 self.get_image(self, column*32, row*32, 32, 32, sheet))
49
50 for key, image in zip(image_keys, image_list):
51 image_dict[key] = image
52
53 return image_dict
54
55
56 def create_animation_dict(self):
57 """Return a dictionary of image lists for animation"""
58 image_dict = self.spritesheet_dict
59
60 left_list = [image_dict['facing left 1'], image_dict['facing left 2']]
61 right_list = [image_dict['facing right 1'], image_dict['facing right 2']]
62 up_list = [image_dict['facing up 1'], image_dict['facing up 2']]
63 down_list = [image_dict['facing down 1'], image_dict['facing down 2']]
64
65 direction_dict = {'left': left_list,
66 'right': right_list,
67 'up': up_list,
68 'down': down_list}
69
70 return direction_dict
71
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
78 return state_dict
79
80
81 def create_vector_dict(self):
82 """Return a dictionary of x and y velocities set to
83 direction keys."""
84 vector_dict = {'up': (0, -2),
85 'down': (0, 2),
86 'left': (-2, 0),
87 'right': (2, 0)}
88
89 return vector_dict
90
91
92 def update(self, keys, current_time):
93 """Implemented by inheriting classes"""
94 self.blockers = self.set_blockers()
95 self.current_time = current_time
96 self.check_for_input()
97 state_function = self.state_dict[self.state]
98 state_function()
99 self.location = self.get_tile_location()
100
101
102 def set_blockers(self):
103 """Sets blockers to prevent collision with other sprites"""
104 blockers = []
105
106 if self.state == 'resting':
107 blockers.append(pg.Rect(self.rect.x, self.rect.y, 32, 32))
108
109 elif self.state == 'moving':
110 if self.rect.x % 32 == 0:
111 tile_float = self.rect.y / float(32)
112 tile1 = (self.rect.x, math.ceil(tile_float)*32)
113 tile2 = (self.rect.x, math.floor(tile_float)*32)
114 tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
115 tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
116 blockers.extend([tile_rect1, tile_rect2])
117
118 elif self.rect.y % 32 == 0:
119 tile_float = self.rect.x / float(32)
120 tile1 = (math.ceil(tile_float)*32, self.rect.y)
121 tile2 = (math.floor(tile_float)*32, self.rect.y)
122 tile_rect1 = pg.Rect(tile1[0], tile1[1], 32, 32)
123 tile_rect2 = pg.Rect(tile2[0], tile2[1], 32, 32)
124 blockers.extend([tile_rect1, tile_rect2])
125
126 return blockers
127
128
129 def get_tile_location(self):
130 """Converts pygame coordinates into tile coordinates"""
131 if self.rect.x == 0:
132 tile_x = 1
133 elif self.rect.x % 32 == 0:
134 tile_x = (self.rect.x / 32) + 1
135 else:
136 tile_x = 0
137
138 if self.rect.y == 0:
139 tile_y = 1
140 elif self.rect.y % 32 == 0:
141 tile_y = (self.rect.y / 32) + 1
142 else:
143 tile_y = 0
144
145 return (tile_x, tile_y)
146
147
148 def resting(self):
149 """
150 When the Person is not moving between tiles.
151 Checks if the player is centered on a tile.
152 """
153 self.image = self.image_list[self.index]
154
155 assert(self.rect.y % 32 == 0), ('Player not centered on tile: '
156 + str(self.rect.y))
157 assert(self.rect.x % 32 == 0), ('Player not centered on tile'
158 + str(self.rect.x))
159
160
161 def moving(self):
162 """Increment index and set self.image for animation."""
163 self.animation()
164
165 assert(self.rect.x % 32 == 0 or self.rect.y % 32 == 0), \
166 'Not centered on tile'
167
168
169 def animation(self):
170 """Adjust sprite image frame based on timer"""
171 if (self.current_time - self.timer) > 100:
172 if self.index < (len(self.image_list) - 1):
173 self.index += 1
174 else:
175 self.index = 0
176 self.timer = self.current_time
177
178 self.image = self.image_list[self.index]
179
180
181
182 def begin_moving(self, direction):
183 """Transition the player into the 'moving' state."""
184 self.direction = direction
185 self.image_list = self.animation_dict[direction]
186 self.timer = self.current_time
187 self.state = 'moving'
188 self.old_rect = self.rect
189
190 if self.rect.x % 32 == 0:
191 self.y_vel = self.vector_dict[self.direction][1]
192 if self.rect.y % 32 == 0:
193 self.x_vel = self.vector_dict[self.direction][0]
194
195
196 def begin_resting(self):
197 """Transition the player into the 'resting' state."""
198 self.state = 'resting'
199 self.index = 1
200 self.x_vel = self.y_vel = 0
201
202
203class Player(Person):
204 """User controlled character"""
205
206 def __init__(self, direction):
207 super(Player, self).__init__('player', 0, 0, direction)
208
209
210 def update(self, keys, current_time):
211 """Updates player behavior"""
212 self.blockers = self.set_blockers()
213 self.keys = keys
214 self.current_time = current_time
215 self.check_for_input()
216 state_function = self.state_dict[self.state]
217 state_function()
218 self.location = self.get_tile_location()
219
220
221 def check_for_input(self):
222 """Checks for player input"""
223 if self.state == 'resting':
224 if self.keys[pg.K_UP]:
225 self.begin_moving('up')
226 elif self.keys[pg.K_DOWN]:
227 self.begin_moving('down')
228 elif self.keys[pg.K_LEFT]:
229 self.begin_moving('left')
230 elif self.keys[pg.K_RIGHT]:
231 self.begin_moving('right')
232
233
234
235class Soldier(Person):
236 """Soldier for the castle"""
237
238 def __init__(self, x, y):
239 super(Soldier, self).__init__('soldier', x, y)
240
241
242
243class FemaleVillager(Person):
244 """Female Person for town"""
245
246 def __init__(self, x, y):
247 super(FemaleVillager, self).__init__('femalevillager', x, y)
248
249
250class MaleVillager(Person):
251 """Male Person for town"""
252
253 def __init__(self):
254 super(MaleVillager, self).__init__('male villager', x, y)
255