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sprite.py
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#!/usr/bin/python
# -*- coding: utf8 -*-
import pygame
import random
import Image
from gui import FONT, FONT2, TEXTCOLOR, BGCOLOR, ImgDB, EmoteDic
def colorizeSurface(baseImg, color):
w = baseImg.get_width()
h = baseImg.get_height()
R = color[0]
G = color[1]
B = color[2]
img = pygame.surface.Surface((w, h))
img.fill((255,0,255))
img.set_colorkey((255,0,255))
img.blit(baseImg, (0,0))
colorDic = {}
alpha = 0.5
pilImg = Image.fromstring("RGBA", img.get_size(), pygame.image.tostring(img, "RGBA"))
colors = pilImg.getcolors()
#print "colors found : %s" % (colors)
for nb, c in colors:
if c in colorDic:
continue
if c[0] == c[1] and c[1]== c[2] and c[3]==255:
newColor = (alpha*(R-c[0])+c[0], alpha*(G-c[1])+c[1], alpha*(B-c[2])+c[2])
colorDic[c] = newColor
pix = pygame.PixelArray(img)
for c in colorDic:
pix.replace(c, colorDic[c])
return img
def randomColor():
r = random.randint(1,255)
g = random.randint(1,255)
b = random.randint(1,255)
return (r,g,b)
class Animation(object):
def __init__(self, name, imgPath, x, y, w, h, nbFrames, frameTime, mirrored = False):
self.name = name
self.x = x
self.y = y
self.w = w
self.h = h
self.nbFrames = nbFrames
self.frameTime = frameTime
self.mirror = mirrored
img = ImgDB[imgPath].convert_alpha()
self.frames = []
for i in range(self.nbFrames):
rect = pygame.Rect(x+w*i, y, w, h)
if mirrored:
frame = pygame.transform.flip(img.subsurface(rect), 1, 0)
else:
frame = img.subsurface(rect)
self.frames.append(frame)
def addImage(self, imgPath, color = None):
img = ImgDB[imgPath]
for i in range(self.nbFrames):
rect = pygame.Rect(self.x+self.w*i, self.y, self.w, self.h)
if self.mirror:
frame = pygame.transform.flip(img.subsurface(rect), 1, 0)
else:
frame = img.subsurface(rect)
if color:
frame = colorizeSurface(frame, color)
self.frames[i].blit(frame, (0,0))
class BaseSpriteSheet(dict):
def __init__(self, imgPath, w=48, h=48):
self.img = ImgDB[imgPath]
self.w = w
self.h = h
def addAnimFrame(self, animName, animX, animY, animTime):
if animName not in self:
self[animName] = []
frameImg = self.img.subsurface(animX*self.w, animY*self.h, self.w, self.h)
self[animName].append((frameImg, animTime))
def getFrame(self, animName, frameNb):
if animName not in self:
return None
if frameNb>=len(self[animName]):
frameNb = 0
return self[animName][frameNb]
def setAnim(animName, frameList):
self[animName] = []
for x, y, delay in frameList:
self.addAnimFrame(animName, x, y, delay)
class BaseSprite(object):
def __init__(self, name, _map):
self.name = name
self._map = _map
self.tileWidth = self._map.tileWidth
self.tileHeight = self._map.tileHeight
self.rect = pygame.Rect(0,0,1,1) # screen position
self.mapRect = pygame.Rect(0,0,4,4) # map position
self.anim = {}
self.currentAnim = ""
self.currentFrame = 0
self.frameUpdateTime = 0
self.nameImg = FONT.render(self.name, False, (20,20,20), (200,200,200,255))#.convert_alpha()
self.nameImg.set_alpha(120)
self.nameImg_w = self.nameImg.get_width()
self.nameImg_h = self.nameImg.get_height()
self.emoteCooldown = 0
self.emote = None
self.selected = False
self.talkCooldown = 0
self.talk = None
self.sitting = False
def setEmote(self, emote):
if emote in EmoteDic:
self.emote = EmoteDic[emote]
self.emoteCooldown = pygame.time.get_ticks() + 2000
def setTalk(self, msg):
self.talk = msg
self.talkImg = FONT.render(msg, False, (20,20,20), (200,200,200,255))#.convert_alpha()
self.talkImg.set_alpha(120)
self.talkCooldown = pygame.time.get_ticks() + 2000
def getEmoteRect(self):
return pygame.Rect(self.rect.x+self.rect.w/2, self.rect.y - 20, 20,20)
def getTalkRect(self):
w = self.talkImg.get_width()
h = self.talkImg.get_height()
return pygame.Rect(self.rect.x+self.rect.w/2-w/2, self.rect.y-h-2, w, h)
def getNameRect(self):
w = self.nameImg_w
h = self.nameImg_h
rect = pygame.Rect(self.rect.x+self.rect.w/2-w/2, self.rect.y+self.rect.h, w, h)
return rect
def getDirtyRect(self):
rect = self.rect.union(self.getNameRect())
if self.emote:
rect = rect.union(self.getEmoteRect())
if self.talk:
rect = rect.union(self.getTalkRect())
return rect
def addAnim(self, name, imgPath, x, y, w, h, nbFrames, frameTime=20, mirrored= False):
self.anim[name] = Animation(name, imgPath, x, y, w, h, nbFrames, frameTime, mirrored)
def setAnim(self, animName="idle-down"):
if animName in self.anim and animName != self.currentAnim:
self.currentAnim = animName
self.rect.w = self.anim[self.currentAnim].w
self.rect.h = self.anim[self.currentAnim].h
if self.currentFrame >= self.anim[self.currentAnim].nbFrames:
self.currentFrame = 0
self.frameUpdateTime = 0
def addImgAnim(self, imgPath, color = None):
for animName in self.anim:
anim = self.anim[animName]
anim.addImage(imgPath, color)
def setMapPos(self, x, y):
self.mapRect.x = x
self.mapRect.y = y
self.rect.x = self.mapRect.x - self._map.offsetX - self.rect.w/2.0
self.rect.y = self.mapRect.y - self._map.offsetY - self.rect.h
def setPos(self, x, y):
self.setMapPos(x, y)
def getPos(self):
return (self.mapRect.x, self.mapRect.y)
def getTilePos(self):
return(self.mapRect.x/self.tileWidth, self.mapRect.y/self.tileHeight+1)
def updateAnim(self, dx, dy):
if dy == 1:
if dx == 1:
self.setAnim("walk-down-right")
elif dx == -1:
self.setAnim("walk-down-left")
else:
self.setAnim("walk-down")
elif dy == -1:
if dx == 1:
self.setAnim("walk-up-right")
elif dx == -1:
self.setAnim("walk-up-left")
else:
self.setAnim("walk-up")
else:
if dx == -1:
self.setAnim("walk-left")
elif dx == 1:
self.setAnim("walk-right")
else:
if self.currentAnim:
if "walk" in self.currentAnim:
self.setAnim(self.currentAnim.replace("walk", "idle"))
def update(self, t=None):
if not self.currentAnim:
return
if t == None:
t = pygame.time.get_ticks()
if t>= self.frameUpdateTime:
self.currentFrame += 1
if self.currentFrame >= self.anim[self.currentAnim].nbFrames:
self.currentFrame = 0
self.frameUpdateTime = t + self.anim[self.currentAnim].frameTime
if self.emote:
#self._map.addDirtyRect(self.getEmoteRect())
if t>self.emoteCooldown:
self.emote = None
if self.talk:
#self._map.addDirtyRect(self.getTalkRect())
if t>self.talkCooldown:
self.talk = None
self.rect.x = self.mapRect.x - self._map.offsetX - self.rect.w/2.0
self.rect.y = self.mapRect.y - self._map.offsetY - self.rect.h
def blit(self, screen):
if not self.currentAnim:
return
screen.blit(self.anim[self.currentAnim].frames[self.currentFrame], self.rect)
screen.blit(self.nameImg, self.getNameRect())
if self.emote:
screen.blit(self.emote, self.getEmoteRect())
if self.talk:
screen.blit(self.talkImg, self.getTalkRect())
pygame.draw.rect(screen,
(255,120,120,120),
(self.mapRect.x-self._map.offsetX, self.mapRect.y-self._map.offsetY, self.mapRect.w, self.mapRect.h),
1)
def makePlayerSprite(name, _map=None):
sprite = BaseSprite(name, _map)
if "ptitnem" in name.lower() or "nat" in name.lower():
imgPath = "graphics/sprites/player/female.png"
else:
imgPath = "graphics/sprites/player/male.png"
sprite.addAnim("walk-up", imgPath, 0, 0, 48,48,4,150)
sprite.addAnim("walk-down", imgPath, 0, 96, 48,48,4,150)
sprite.addAnim("walk-left", imgPath, 0, 48, 48,48,4,150, True)
sprite.addAnim("walk-right", imgPath, 0, 48, 48,48,4,150)
sprite.anim["walk-up-left"]=sprite.anim["walk-left"]
sprite.anim["walk-up-right"]=sprite.anim["walk-right"]
sprite.anim["walk-down-left"]=sprite.anim["walk-left"]
sprite.anim["walk-down-right"]=sprite.anim["walk-right"]
sprite.addAnim("idle-up", imgPath, 48, 0, 48,48,1,7500)
sprite.addAnim("idle-down", imgPath, 48, 96, 48,48,1,7500)
sprite.addAnim("idle-left", imgPath, 48, 48, 48,48,1,7500, True)
sprite.addAnim("idle-right", imgPath, 48, 48, 48,48,1,7500)
sprite.anim["idle-up-left"]=sprite.anim["idle-left"]
sprite.anim["idle-up-right"]=sprite.anim["idle-right"]
sprite.anim["idle-down-left"]=sprite.anim["idle-left"]
sprite.anim["idle-down-right"]=sprite.anim["idle-right"]
sprite.addAnim("sit-up", imgPath, 192, 0, 48,48,1,7500)
sprite.addAnim("sit-down", imgPath, 192, 96, 48,48,1,7500)
sprite.addAnim("sit-left", imgPath, 192, 48, 48,48,1,7500, True)
sprite.addAnim("sit-right", imgPath, 192, 48, 48,48,1,7500)
sprite.anim["sit-up-left"]=sprite.anim["sit-left"]
sprite.anim["sit-up-right"]=sprite.anim["sit-right"]
sprite.anim["sit-down-left"]=sprite.anim["sit-down"]
sprite.anim["sit-down-right"]=sprite.anim["sit-down"]
sprite.addImgAnim("graphics/sprites/hair/male_hair1.png", randomColor())
sprite.addImgAnim("graphics/sprites/clothes/armor1.png", randomColor())
#TEMPORARY
#remove the comment below and comment the "hair" line to avoid hat-with-hair issue
#sprite.addImgAnim("graphics/sprites/clothes/head/knight-helm.png", randomColor())
sprite.setAnim("idle-down")
return sprite
def makeMobSprite(name, _map=None):
#print "created mob sprite : %s" % (name)
sprite = BaseSprite(name, _map)
imgPath = "graphics/sprites/mobs/monsters01.png"
x = random.randint(0,3)*96
y = random.randint(0,1)*128
sprite.addAnim("walk-up", imgPath, x, y, 24,32,4,150)
sprite.addAnim("walk-down", imgPath, x, y+64, 24,32,4,150)
sprite.addAnim("walk-left", imgPath, x, y+32, 24,32,4,150, True)
sprite.addAnim("walk-right", imgPath, x, y+32, 24,32,4,150)
sprite.anim["walk-up-left"]=sprite.anim["walk-left"]
sprite.anim["walk-up-right"]=sprite.anim["walk-right"]
sprite.anim["walk-down-left"]=sprite.anim["walk-left"]
sprite.anim["walk-down-right"]=sprite.anim["walk-right"]
sprite.addAnim("idle-up", imgPath, x+24, y, 24,32,1,7500)
sprite.addAnim("idle-down", imgPath, x+24, y+64, 24,32,1,7500)
sprite.addAnim("idle-left", imgPath, x+24, y+32, 24,32,1,7500)
sprite.addAnim("idle-right", imgPath, x+24, y+32, 24,32,1,7500, True)
sprite.anim["idle-up-left"]=sprite.anim["idle-left"]
sprite.anim["idle-up-right"]=sprite.anim["idle-right"]
sprite.anim["idle-down-left"]=sprite.anim["idle-left"]
sprite.anim["idle-down-right"]=sprite.anim["idle-right"]
sprite.setAnim("idle-down")
return sprite
if __name__ == "__main__":
from utils import KeyHandler
kh = KeyHandler()
screen = pygame.display.set_mode((640,480))
pygame.init()
s = BaseSprite("coco")
s.addAnim("walk", "male0.png", 0, 0, 32,64,8,75)
s.currentAnim = "walk"
while(True):
kh.getEvents()
if kh.keyDict[pygame.K_ESCAPE]:
sys.exit()
t = pygame.time.get_ticks()
screen.fill((100,100,100))
#screen.blit(s.currentFrame, s.rect)
s.update(t)
s.blit(screen)
pygame.display.update()