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BattleSprites.py
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"""
Sprite classes for use by the battle screen. Includes sprites that can
animate themselves.
"""
from Utils import *
from Constants import *
import Global
import Resources
# From left to right, the arrows shown are: left, down, up, right. (To match other rhythm games)
ArrowXByDirection = [0, 94, 56, 19, 131,
37, 113, 37, 113]
class ComboSprite(GenericTextSprite):
BounceY = [0, -5, -9, -12, -13, -12, -9, -5, 0, -3, -5, -3, ]
def __init__(self, Count, X, Y):
self.Count = Count
self.X = X
self.Y = Y
self.BounceTime = 0
GenericTextSprite.__init__(self, "", X, Y, Colors.White, FontSize=24, CenterFlag=1)
def Set(self, Count):
if Count==self.Count:
return
if Count < 20:
self.Color = Colors.LightGrey
elif Count < 30:
self.Color = Colors.White
elif Count < 40:
self.Color = Colors.Yellow
elif Count < 50:
self.Color = Colors.Orange
elif Count < 60:
self.Color = Colors.Purple
else:
self.Color = Colors.Green
self.Count = Count
if self.BounceTime == 0:
self.BounceTime = 1
if Count<10:
self.ReplaceText("")
else:
self.ReplaceText("%d Hit!"%self.Count)
def Update(self, Cycle):
if Cycle%3==0:
if self.BounceTime>0:
self.BounceTime += 1
if self.BounceTime >= len(self.BounceY):
self.BounceTime = 0
self.rect.top = self.Y + self.BounceY[self.BounceTime]
class BouncyNumber(GenericImageSprite): #GenericTextSprite):
"""
When creatures take damage, numbers pop out of them to show the damage; each digit is an instance of this
class.
"""
Lifetime = 100
BouncyNumberHeights = [0, 5, 10, 15, 19, 22, 25, 27, 28, 29, 30, 29, 28, 27, 25, 22, 19, 15, 10, 5,
0, 2, 5, 7, 9, 11, 12, 13, 14, 14, 15, 14, 14, 13, 12, 11, 9, 7, 5, 2]
def __init__(self,Digit,X,Y,Color=(255,255,255),Wait=0):
if HappyFonts.has_key(Color):
Image = HappyFonts[Color][Digit]
else:
Image = TextImage(Digit, Color, FontSize = 24)
GenericImageSprite.__init__(self, Image, X, Y)
self.rect.top -= 9 #self.rect.height / 2
#GenericTextSprite.__init__(self,Digit,X,Y,Color,FontSize=24,CenterFlag=1)
self.Wait = Wait
self.Ticks = 0
self.X = X
self.Y = Y
self.Move()
def Update(self,AnimationCycle):
self.Move()
def Move(self):
self.Ticks+=1
if self.Ticks>self.Lifetime:
self.kill()
return
AnimationIndex = self.Ticks - self.Wait
if (AnimationIndex<0 or AnimationIndex>=len(self.BouncyNumberHeights)):
BounceHeight=0
else:
BounceHeight = self.BouncyNumberHeights[AnimationIndex]
#X = self.X - (self.image.get_width() / 2)
Y = self.Y - BounceHeight
self.rect.top = Y - self.rect.height / 2
#self.rect.left = self.X - self.rect.width / 2
#self.rect = pygame.Rect(X,Y,self.image.get_width(),self.image.get_height())
class BloodSprite(pygame.sprite.Sprite):
# Avoid creating too many blood-sprites at once, since that will drop our fps to a crawl:
MaxBloodCount = 50
BloodBank = 0
def __init__(self,X,Y,Fuse):
pygame.sprite.Sprite.__init__(self)
self.image = self.GetImage()
self.image.set_colorkey((0,0,0))
self.rect = self.image.get_rect()
self.rect.left = X
self.rect.top = Y
self.X=X
self.Y=Y
self.XDir = random.randrange(-5,6)
self.YDir = random.randrange(-10,3)
self.Fuse = Fuse
self.DelayTicks = 3
self.Draw()
if BloodSprite.BloodBank >= BloodSprite.MaxBloodCount:
self.DelayTicks = 0 #We'll immediately go away
self.Fuse = 0
else:
BloodSprite.BloodBank += 1
def GetImage(self):
return pygame.Surface((3,3))
def Draw(self):
self.image.fill((random.randrange(156)+100,random.randrange(80),random.randrange(80)))
def Update(self,AnimationCycle):
self.DelayTicks -= 1
if self.DelayTicks>0:
return
self.X=self.X+self.XDir+random.randrange(5)-2
self.Y=self.Y+self.YDir+random.randrange(5)-2
self.YDir=self.YDir+1
self.rect[0]=self.X
self.rect[1]=self.Y
self.Draw()
self.DelayTicks = 3
self.Fuse -= 1
if self.Fuse<=0:
BloodSprite.BloodBank -= 1
self.kill()
class CritterSpriteClass(GenericImageSprite):
"""
Sprite for one of the critters (PCs or enemies) in the battle. This class
knows how to carry out ANIMATIONS (stand, attack, dodge, ouch, die).
"""
BaseAnimateDelay = 5
def __init__(self, Screen, Critter, X, Y):
self.Critter = Critter
self.Screen = Screen
self.X = X
self.Y = Y
self.AnimateDelay = 0
self.Critter.Species.LoadAnimationImages()
self.CurrentAnimation = self.Critter.GetAnimation(AnimationType.Stand)
self.CurrentAnimationStep = 0
GenericImageSprite.__init__(self, self.CurrentAnimation.GetImage(0), X, Y)
# Keep track of our center, so that people can shoot at it:
(self.CenterX, self.CenterY) = self.rect.center
if self.Critter.Species.RecenterX != None:
self.CenterX = self.rect.left + self.Critter.Species.RecenterX
self.CenterY = self.rect.top + self.Critter.Species.RecenterY
self.StartAnimation(AnimationType.Stand)
def PlayDead(self):
# Show our final death frame, forever:
DeathAnimation = self.Critter.GetAnimation(AnimationType.Death)
if DeathAnimation:
self.SwapImage(DeathAnimation.Images[-1]) #image = DeathAnimation.Images[-1] #GetImage(self.CurrentAnimationStep)
self.rect.left += DeathAnimation.XPositions[-1]
self.CurrentAnimation = None
def AnimateDeath(self, Forced = 0):
if self.CurrentAnimation.Type == AnimationType.Attack and not Forced:
return # not yet!
if not self.Critter.IsPlayer():
if not self.Critter.GetAnimation(AnimationType.Death):
self.Screen.AnimateParticles(self.rect.center[0], self.rect.center[1], BloodSprite)
self.image = Global.NullImage
return
self.StartAnimation(AnimationType.Death, Forced)
def AnimateStand(self, Forced = 0):
if self.CurrentAnimation and self.CurrentAnimation.Type == AnimationType.Attack and not Forced:
return # not yet! Finish the attack
self.StartAnimation(AnimationType.Stand)
def AnimateOuch(self, Damage, Color = Colors.White):
self.Screen.DisplayBouncyNumber(self.CenterX, self.CenterY, Damage, Color)
if self.CurrentAnimation and self.CurrentAnimation.Type == AnimationType.Attack:
return
self.StartAnimation(AnimationType.Ouch)
def AnimateDodge(self):
self.Screen.DisplayBouncyNumber(self.CenterX, self.rect.center[1], "miss")
if self.CurrentAnimation and self.CurrentAnimation.Type == AnimationType.Block:
return
self.StartAnimation(AnimationType.Block)
def StartAnimation(self, Type, Force = 1):
Animation = self.Critter.GetAnimation(Type)
if not Animation:
return
if (not Force) and self.CurrentAnimation and self.CurrentAnimation.Type == AnimationType.Attack and Type!=AnimationType.Attack:
return # Don't interrupt attack animations!
self.AnimateDelay = self.BaseAnimateDelay
self.CurrentAnimation = Animation
self.CurrentAnimationStep = 0
self.SwapImage(self.CurrentAnimation.GetImage(0))
self.rect.left = self.X + self.CurrentAnimation.GetX(0)
self.rect.top = self.Y + self.CurrentAnimation.GetY(0)
def AnimateAttack(self):
"Returns the number of update-cycles until DAMAGE should be displayed!"
self.StartAnimation(AnimationType.Attack)
if self.CurrentAnimation.Type == AnimationType.Attack:
return 1 + self.CurrentAnimation.CriticalFrameNumber * self.BaseAnimateDelay
else:
return 1
def Update(self, AnimationCycle):
# If we're dead and not visible, return:
if self.image == Global.NullImage:
return
self.AnimateDelay -= 1
if self.AnimateDelay>0:
return
self.AnimateDelay = self.BaseAnimateDelay
if not self.CurrentAnimation:
return
OldCel = self.CurrentAnimation.FrameCels[self.CurrentAnimationStep]
self.CurrentAnimationStep += 1
# Finish animation:
if self.CurrentAnimationStep >= len(self.CurrentAnimation.FrameCels):
self.CurrentAnimationStep = 0
# Die, if we need to...
if self.Critter.HP <= 0:
if self.CurrentAnimation.Type != AnimationType.Death:
self.AnimateDeath(1)
return
elif not self.Critter.IsPlayer():
self.image = Global.NullImage
return
# Death animation doesn't cycle, it stays on the last image:
if self.CurrentAnimation.Type == AnimationType.Death:
self.CurrentAnimationStep = len(self.CurrentAnimation.FrameCels) - 1
return
# Repeat, or start the 'stand' animation
if (not self.CurrentAnimation.RepeatFlag) and self.CurrentAnimation.Type != AnimationType.Stand:
self.StartAnimation(AnimationType.Stand, 1)
return
NewCel = self.CurrentAnimation.FrameCels[self.CurrentAnimationStep]
if NewCel == OldCel:
return
#Frame = self.CurrentAnimation.Frames[self.CurrentAnimationStep]
NextImage = self.CurrentAnimation.GetImage(self.CurrentAnimationStep)
if not NextImage:
print "*** ERROR!!!"
print self.CurrentAnimationStep
print NewCel
self.SwapImage(NextImage)
#self.image = self.CurrentAnimation.GetImage(self.CurrentAnimationStep)
self.rect.left = self.X + self.CurrentAnimation.GetX(self.CurrentAnimationStep)
self.rect.top = self.Y + self.CurrentAnimation.GetY(self.CurrentAnimationStep)
Dirty(self.rect)
class HitQualitySprite(GenericImageSprite):
"Display 'miss!' or 'bad!' when the player hits (or fails to hit) an arrow"
def __init__(self, X, Y, Quality):
FileName = "Miss.png"
if Quality == 1:
FileName = "Bad.png"
elif Quality == 2:
FileName = "Good.png"
elif Quality == 3:
FileName = "Perfect.png"
elif Quality == HitQuality.FreezeDenied:
FileName = "FreezeDenied.png"
elif Quality == HitQuality.FreezeOk:
FileName = "FreezeOk.png"
ImagePath = os.path.join(Paths.ImagesMisc,FileName)
self.Image = Resources.GetImage(ImagePath)
self.Age = 0
GenericImageSprite.__init__(self, self.Image, X, Y)
def Update(self,AnimationCycle):
"Move up, gradually"
self.rect.top -= 1
self.Age += 1
if (self.Age > 100):
self.kill()
class ProjectileSprite(GenericImageSprite):
"A projectile, like an arrow or fireball. Interpolates between start and end pixels."
MaxImageDelay = 5
def __init__(self, Screen, StartX, StartY, EndX, EndY, Name, TickTotal, FlipFlag = 0):
self.StartX = StartX
self.EndX = EndX
self.StartY = StartY
self.EndY = EndY
self.Name = Name
self.TickTotal = TickTotal
self.Tick = 0
self.ImageTick = 0
self.ImageDelay = self.MaxImageDelay
self.Screen = Screen
self.FlipFlag = FlipFlag
GenericImageSprite.__init__(self, Global.AmmoDump.GetImage(Name, self.ImageTick),self.StartX, self.StartY)
def Update(self, Dummy):
if self.Tick > self.TickTotal:
self.kill()
return
self.Tick += 1
self.ImageDelay -= 1
self.rect.left = int(self.StartX + (self.EndX - self.StartX) * self.Tick / float(self.TickTotal))
self.rect.top = int(self.StartY + (self.EndY - self.StartY) * self.Tick / float(self.TickTotal))
if self.ImageDelay>0:
return
self.ImageTick += 1
self.ImageDelay = self.MaxImageDelay
self.image = Global.AmmoDump.GetImage(self.Name, self.ImageTick, self.FlipFlag)
DirKeys = {1:(264, 273), 2:(258,274), 3:(260,276), 4:(262,275),
5:(263,),6:(265,),7:(257,), 8:(259,)}
class ArrowClass(GenericImageSprite):
"An arrow, in the arrow swath"
DefaultX = 50
PixelsPerTick = 0.25 #%%
PixelsPerMsec = 0.25 * 1.024 #%%
CriticalY = 80 #80 #%%
TicksToMsec = (0.001 / 2**-10)
def __init__(self, ID, Direction, Color, IsOffense, Ticks, FreezeTime = 0, X = 0):
self.Direction = Direction
if (self.Direction < 1):
self.Direction = 1
if self.Direction > 8:
self.Direction = 8
self.FreezeTime = FreezeTime
self.IsOffense = IsOffense
self.Color = Color
self.ID = ID
self.GetImage()
self.HalfWidth = self.Image.get_width() / 2
self.HalfHeight = self.HalfWidth #self.Image.get_height() / 2
self.TicksLeft = Ticks
self.TriggeredFlag = 0
self.FreezeQuality = None
self.Y = int(self.CriticalY + self.PixelsPerTick * Ticks)
self.X = X
GenericImageSprite.__init__(self, self.Image, self.X - self.HalfWidth, self.Y - self.HalfHeight)
def __str__(self):
return "<Arrow %s %s %s>"%(self.Direction, self.IsOffense, self.TicksLeft)
def SetX(self, X):
self.X = X
self.rect.left = X - self.HalfWidth
def GetImage(self):
"set self.Image, based on direction and offense flag"
if self.IsOffense:
FileName = ["","OffenseUp","OffenseDown","OffenseLeft","OffenseRight","OffenseNW","OffenseNE","OffenseSW","OffenseSE"][self.Direction]
else:
FileName = ["","DefenseUp","DefenseDown","DefenseLeft","DefenseRight","DefenseNW","DefenseNE","DefenseSW","DefenseSE"][self.Direction]
if self.FreezeTime:
self.GetImageFreeze(FileName)
return
ImagePath = os.path.join(Paths.ImagesMisc,"%s.png"%FileName)
self.Image = Resources.GetImage(ImagePath)
def GetImageFreeze(self, FileName):
"""
This is a FREEZE arrow. The image will be a blur of smaller arrows, one every few pixels until we've
gone far enough.
"""
self.Width = 38
self.Height = 38 + (self.PixelsPerTick * self.FreezeTime)
self.Image = pygame.Surface((self.Width, self.Height))
Y = 0
Digit = 0
while (Y < self.Height - 38):
ImagePath = os.path.join(Paths.ImagesMisc, "%s.%d.png"%(FileName, Digit))
Digit = (Digit+1)%3
Image = Resources.GetImage(ImagePath)
Image.set_colorkey(Colors.Black)
self.Image.blit(Image, (0, Y))
Y += 9
#self.rect = self.image.get_rect()
def Update(self,AnimationCycle):
pass # Handled by BattleScreen
def SetTicks(self, NewTicks):
self.TicksLeft = NewTicks
self.Y = int(self.CriticalY + self.PixelsPerTick * NewTicks)
self.rect.top = self.Y - self.HalfHeight
def MoveMsec(self, Msec):
self.TicksLeft -= Msec / self.TicksToMsec
self.Y = int(self.CriticalY + self.PixelsPerTick * self.TicksLeft)
self.rect.top = self.Y - self.HalfHeight
def GetKey(self):
return DirKeys[self.Direction]
def GetReversedKey(self):
return DirKeys[OppositeDirections[self.Direction]]
if PSYCO_ON:
psyco.bind(BouncyNumber.Move)
psyco.bind(BouncyNumber.__init__)
psyco.bind(ArrowClass.__init__)