initial sprite animation support

This commit is contained in:
shiva404
2026-02-15 18:17:31 +03:00
parent ffc87c9591
commit ab58803373
30 changed files with 228 additions and 173 deletions

View File

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