P.S. to previous commit: instead of Sprite flow load_sprites function was changed: gathering the number of sprites with the same names before second _ and hold it at sprites dict. also now sprites must be named as objectname_action_number. Main commit - full sprites support, with caching, transparency and smooth scaling. drawing function moved to Object methods
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65
eb_engine.py
65
eb_engine.py
@@ -3,20 +3,17 @@ import eb_objects
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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_objects.Ground}
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cell_classes = {"grass_small": eb_terrain_objects.Ground,
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"sword_default": eb_objects.Item}
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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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def scale_image(image, n):
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orig_size = image.get_size()
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new_size = (int(orig_size[0] * n), int(orig_size[1] * n))
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return pygame.transform.scale(image, new_size)
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@dataclass
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class Cell:
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terrain_obj: any
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#item_obj: any
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#creature_obj: any
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item_obj: None = None
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creature_obj: None = None
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is_target: bool = False
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@dataclass
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@@ -41,32 +38,34 @@ class Map:
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for line in range(len(buff)):
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self.cells[line] = []
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for cell in buff[str(line)]:
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final_cell = Cell(cell_classes[cell["type"]](**cell["cell"]["terrain_obj"]))
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final_cell = deepcopy(Cell(cell_classes[cell["terrain_obj"]["sprite_name"]](**cell["terrain_obj"])))
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if cell["item_obj"]:
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final_cell.item_obj = deepcopy(cell_classes[cell["item_obj"]["sprite_name"]](**cell["item_obj"]))
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self.cells[line].append(deepcopy(final_cell))
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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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y = int((l * self.size + self.cam_y) * self.scale)
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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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# 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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def draw_map(self, screen, current_frame, grid = True):
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for j in range(len(self.cells)):
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for i, cell in enumerate(self.cells[j]):
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dd = {"x": int((i * self.size + self.cam_x) * self.scale),
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"y": int((j * self.size + self.cam_y) * self.scale),
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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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"spr_up": current_frame % self.sprites_refresh,
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"sprites": self.sprites, "scale": self.scale,
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"screen": screen}
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cell.terrain_obj.draw(dd)
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if cell.item_obj:
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cell.item_obj.draw(dd)
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if cell.creature_obj:
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cell.creature_obj.draw(dd)
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#if grid:
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# pygame.draw.rect(screen, self.color, pygame.Rect(dd["x"], dd["y"], dd["w"], dd["h"]), self.bord)
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@dataclass
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class Engine:
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@@ -88,7 +87,7 @@ class Engine:
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def load_sprites(self, folder_path = sprites_dir):
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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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#TOTAL SLOR - REWRITE THIS FUNC PLS
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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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@@ -125,7 +124,7 @@ 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, current_frame + 1)
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easy_map.draw_map(self.screen, current_frame + 1)
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if unlock:
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keys = pygame.key.get_pressed()
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