initial sprite animation support
This commit is contained in:
90
eb_engine.py
90
eb_engine.py
@@ -1,12 +1,11 @@
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from common import pygame, os, json, uuid, deepcopy, dataclass, field
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import eb_objects
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import eb_terrain
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import eb_creatures
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import eb_terrain_objects
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import eb_creature_objects
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cell_classes = {"Ground": eb_terrain.Ground}
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cell_classes = {"Ground": eb_terrain_objects.Ground}
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main_dir = os.path.dirname(os.path.abspath(__file__))
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sprites_dir = os.path.join(main_dir, "res", "sprites")
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#file_path = os.path.join(main_dir, "res", "sprites", "grass_small.png")
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def scale_image(image, n):
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orig_size = image.get_size()
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@@ -22,16 +21,18 @@ class Cell:
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@dataclass
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class Map:
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name: str
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cells: dict = field(default_factory = dict)
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color: str = "gray57"
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target_color: str = "gold"
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size: int = 150
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bord: int = 5
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scale: float = 1
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cam_x: int = 0
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cam_y: int = 0
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cell_dist: int = 2
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name: str
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sprites: dict
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sprites_refresh: int = 60
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cells: dict = field(default_factory = dict)
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color: str = "gray57"
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target_color: str = "gold"
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size: int = 150
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bord: int = 3
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scale: float = 1
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cam_x: int = 0
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cam_y: int = 0
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cell_dist: int = 1
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def __post_init__(self):
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self.cells = {}
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@@ -43,7 +44,7 @@ class Map:
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final_cell = Cell(cell_classes[cell["type"]](**cell["cell"]["terrain_obj"]))
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self.cells[line].append(deepcopy(final_cell))
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def draw(self, screen, sprites, grid = True):
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def draw(self, screen, current_frame, grid = True):
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for l in range(len(self.cells)):
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for i, cell in enumerate(self.cells[l]):
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x = int((i * self.size + self.cam_x) * self.scale)
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@@ -51,11 +52,19 @@ class Map:
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w = int(self.size * self.scale - self.cell_dist)
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h = int(self.size * self.scale - self.cell_dist)
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#add if scale != prev_scale: no scale
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scaled = scale_image(sprites[cell.terrain_obj.sprite], self.scale)
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# add if scale != prev_scale: no scale
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# current frame to decide, upgrade sprite or not sprite_state
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scaled = scale_image(self.sprites[cell.terrain_obj.sprite_name][cell.terrain_obj.sprite_state], self.scale)
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scaled_rect = scaled.get_rect(center = (x + w/2, y + h/2))
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screen.blit(scaled, scaled_rect)
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if cell.terrain_obj.sprite_state == len(self.sprites[cell.terrain_obj.sprite_name]) - 1:
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if current_frame % self.sprites_refresh == 0:
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cell.terrain_obj.sprite_state = 0
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elif current_frame % self.sprites_refresh == 0:
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cell.terrain_obj.sprite_state += 1
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if grid:
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pygame.draw.rect(screen, self.color, pygame.Rect(x, y, w, h), self.bord)
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@@ -74,19 +83,37 @@ class Engine:
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pygame.display.set_caption('Elvenbane')
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self.screen = pygame.display.set_mode((self.width, self.height))
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self.load_sprites()
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print("The engine has started. Sprites were successfully loaded.\n")
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def load_sprites(self, folder_path = sprites_dir):
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for filename in os.listdir(folder_path):
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if filename.lower().endswith('.png'):
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name = os.path.splitext(filename)[0]
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self.sprites[name] = pygame.image.load(os.path.join(folder_path, filename)).convert_alpha()
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self.sprites = {}
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files = [f for f in os.listdir(folder_path) if f.lower().endswith('.png')]
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groups = {}
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for f in files:
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name = os.path.splitext(f)[0]
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if '_' in name and name.rsplit('_', 1)[0].count('_') >= 1:
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prefix = name.rsplit('_', 1)[0]
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num = int(name.rsplit('_', 1)[1])
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groups.setdefault(prefix, []).append((num, f))
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for prefix, items in groups.items():
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items.sort()
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self.sprites[prefix] = [
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pygame.image.load(os.path.join(folder_path, f)).convert_alpha()
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for num, f in items
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]
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def main_loop(self):
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easy_map = Map("def_map.json", self.sprites)
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#sp = eb_objects.Sprite(self.sprites, "elf_watching")
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#gr = pygame.image.load(file_path).convert_alpha()
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clock = pygame.time.Clock()
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running = True
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unlock = True
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easy_map = Map("def_map.json")
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#gr = pygame.image.load(file_path).convert_alpha()
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current_frame = 0
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max_fps = 60
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while running:
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# poll for events
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@@ -98,18 +125,18 @@ class Engine:
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# fill the screen with a color to wipe away anything from last frame
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self.screen.fill("chartreuse4")
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easy_map.draw(self.screen, self.sprites)
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easy_map.draw(self.screen, current_frame + 1)
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if unlock:
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keys = pygame.key.get_pressed()
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if keys[pygame.K_w]:
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easy_map.cam_y -= self.camera_step
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if keys[pygame.K_s]:
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easy_map.cam_y += self.camera_step
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if keys[pygame.K_s]:
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easy_map.cam_y -= self.camera_step
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if keys[pygame.K_a]:
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easy_map.cam_x -= self.camera_step
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if keys[pygame.K_d]:
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easy_map.cam_x += self.camera_step
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if keys[pygame.K_d]:
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easy_map.cam_x -= self.camera_step
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if keys[pygame.K_q]:
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easy_map.scale += self.scale_step
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if keys[pygame.K_e] and easy_map.scale >= self.scale_step:
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@@ -117,9 +144,12 @@ class Engine:
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if keys[pygame.K_ESCAPE]:
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running = False
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#print(current_frame + 1)
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current_frame = (current_frame + 1) % max_fps
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# flip() the display to put your work on screen
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pygame.display.flip()
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# limits FPS to 60
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clock.tick(60)
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clock.tick(max_fps)
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pygame.quit()
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