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

This commit is contained in:
shiva404
2026-02-15 21:23:02 +03:00
parent ab58803373
commit f679dde81f
12 changed files with 637 additions and 838 deletions

View File

@@ -3,20 +3,17 @@ import eb_objects
import eb_terrain_objects
import eb_creature_objects
cell_classes = {"Ground": eb_terrain_objects.Ground}
cell_classes = {"grass_small": eb_terrain_objects.Ground,
"sword_default": eb_objects.Item}
main_dir = os.path.dirname(os.path.abspath(__file__))
sprites_dir = os.path.join(main_dir, "res", "sprites")
def scale_image(image, n):
orig_size = image.get_size()
new_size = (int(orig_size[0] * n), int(orig_size[1] * n))
return pygame.transform.scale(image, new_size)
@dataclass
class Cell:
terrain_obj: any
#item_obj: any
#creature_obj: any
item_obj: None = None
creature_obj: None = None
is_target: bool = False
@dataclass
@@ -41,32 +38,34 @@ class Map:
for line in range(len(buff)):
self.cells[line] = []
for cell in buff[str(line)]:
final_cell = Cell(cell_classes[cell["type"]](**cell["cell"]["terrain_obj"]))
final_cell = deepcopy(Cell(cell_classes[cell["terrain_obj"]["sprite_name"]](**cell["terrain_obj"])))
if cell["item_obj"]:
final_cell.item_obj = deepcopy(cell_classes[cell["item_obj"]["sprite_name"]](**cell["item_obj"]))
self.cells[line].append(deepcopy(final_cell))
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)
y = int((l * self.size + self.cam_y) * self.scale)
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
# 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)
def draw_map(self, screen, current_frame, grid = True):
for j in range(len(self.cells)):
for i, cell in enumerate(self.cells[j]):
dd = {"x": int((i * self.size + self.cam_x) * self.scale),
"y": int((j * self.size + self.cam_y) * self.scale),
"w": int(self.size * self.scale - self.cell_dist),
"h": int(self.size * self.scale - self.cell_dist),
"spr_up": current_frame % self.sprites_refresh,
"sprites": self.sprites, "scale": self.scale,
"screen": screen}
cell.terrain_obj.draw(dd)
if cell.item_obj:
cell.item_obj.draw(dd)
if cell.creature_obj:
cell.creature_obj.draw(dd)
#if grid:
# pygame.draw.rect(screen, self.color, pygame.Rect(dd["x"], dd["y"], dd["w"], dd["h"]), self.bord)
@dataclass
class Engine:
@@ -88,7 +87,7 @@ class Engine:
def load_sprites(self, folder_path = sprites_dir):
self.sprites = {}
files = [f for f in os.listdir(folder_path) if f.lower().endswith('.png')]
#TOTAL SLOR - REWRITE THIS FUNC PLS
groups = {}
for f in files:
name = os.path.splitext(f)[0]
@@ -125,7 +124,7 @@ class Engine:
# fill the screen with a color to wipe away anything from last frame
self.screen.fill("chartreuse4")
easy_map.draw(self.screen, current_frame + 1)
easy_map.draw_map(self.screen, current_frame + 1)
if unlock:
keys = pygame.key.get_pressed()