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Sprites.py
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import pygame
from copy import copy
from types import InstanceType,StringType
img_hero = pygame.image.load("gameAnimationImages/hero_icon.png")
img_mouse_target = pygame.image.load("gameAnimationImages/target.png")
damage_icon= pygame.image.load("gameAnimationImages/damage.png")
img_end_turn = pygame.transform.scale(pygame.image.load("gameAnimationImages/End_Turn.png"),(300,200))
img_end_turn.set_colorkey((0,0,0))
img_opponent_turn = pygame.transform.scale(pygame.image.load("gameAnimationImages/Opponent_Turn.png"),(300,200))
img_opponent_turn.set_colorkey((0,0,0))
img_smash_effect = pygame.transform.scale(pygame.image.load("gameAnimationImages/smash_effect.png"),(300,200))
#class phase():
# def __init__(self,dest,time,size,effect):
# self.dest = dest
# self.time = float(time)
# self.size = size
# self.effect = effect
def mousecollide(group1,mouse):
pos=mouse.get_pos()
c=[s for s in sprites if hasattr(s,"rect") and s.rect.collidepoint(pos)]
if c :
c=c[0]
return c
else :
return None
# if len(group) == 0:
# return []
# elif len(group) == 1:
# return group.items()
# elif any([c.__class__.__name__=="CardInHand" for c in group]):
# minimum = (-1,0)
# for c in group:
# try :
# if c.n > minimum[0]:
# minimum = (c.n,c)
# except :
# print "ERROR ___ creature with no variable n: ",c," ",type(c)
# # en general on a des Player_copy.CardInHand, mais on trouve des fois des Player_copy.Creature
# return [minimum[1]]
# else:
# return [group.items()[0]]
#
class Mouse(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((16,16))
pygame.draw.circle(self.image,(155,0,0),(8,8),8)
self.image.set_colorkey((0,0,0))
self.mode = "normal"
self.rect = self.image.get_rect()
self.rect.x = 0
self.rect.y = 0
def update(self):
if self.mode == "normal":
self.image = pygame.Surface((16,16))
pygame.draw.circle(self.image,(155,0,0),(8,8),8)
self.image.set_colorkey((0,0,0))
else:
self.image = img_mouse_target
self.image.set_colorkey((0,0,0))
self.rect.x = pygame.mouse.get_pos()[0]
self.rect.y = pygame.mouse.get_pos()[1]
class EndButton(pygame.sprite.Sprite):
def __init__(self,screen):
pygame.sprite.Sprite.__init__(self)
self.image = img_end_turn
self.rect = self.image.get_rect()
self.rect.x = screen[0]/2 -200 - self.image.get_size()[0]/2
self.rect.y = screen[1] -100 - self.image.get_size()[1]/2
def update(self,player):
if player.__class__.__name__ == "Player":
self.image = img_end_turn
else:
self.image = img_opponent_turn
class ZoomOn():
def __init__(self,card):
if card:
self.card = card
sx,sy=self.card.graphism.get_size()
self.image = pygame.transform.scale(self.card.graphism,(int(sx*0.75),int(sy*0.75)))
else:
self.card = None
class Sprite(pygame.sprite.Sprite) :
def __init__(self,origin,image,size=None) :
# si origin est une position, il faut donner ensuite une valeur a game
pygame.sprite.Sprite.__init__(self)
if type(image)==StringType :
self.image = pygame.image.load(image)
self.image.set_colorkey((255,255,255))
self.image.convert_alpha()
elif image :
self.image=image
else :
print "call of Sprite with no image"
self.image=copy(origin.image)
if not(hasattr(self,"graphism")):
self.graphism=copy(self.image)
self.rect = self.image.get_rect()
if size :
self.size=size
else :
self.size = self.image.get_size()
#print "sprite from ",type(origin)
if isinstance(origin,Sprite) :
self.center =origin.center
self.game=origin.game
#print "copy of game to sprite from",origin.__class__.__name__
else :
self.center =origin
self.setPosition(self.center)
# ajouter aux sprites visibles
def setPosition(self,pos) :
self.center=pos ;
self.rect.x = self.center[0]-self.size[0]/2
self.rect.y = self.center[1]-self.size[1]/2
def getPosition(self) :
return self.center
class HeroButton(Sprite):
def __init__(self,owner):
x = owner.game.width/2
y = owner.position_y
Sprite.__init__(self,(x,y),img_hero)
self.image.set_colorkey((0,0,0))
avatar_image = pygame.transform.scale(owner.avatar_img,(200,200))
avatar_image.convert_alpha()
if owner.position_y < 200:
self.image = pygame.transform.rotate(self.image,180)
self.in_top=True
else:
self.in_top = False
x = self.image.get_size()[0]/2 - avatar_image.get_size()[0]/2
y = self.image.get_size()[1]/2 - avatar_image.get_size()[1]/2+(1-2*self.in_top)*(-30)
self.image.blit(avatar_image,(x,y))
self.graphism = self.image
self.font = pygame.font.SysFont("Calibri",68)
self.owner = owner
self.update()
#print owner.name +" at the "+("top","bottom")[self.in_top],avatar_image," .initialised",(x,y)
def update(self):
self.image = copy(self.graphism)
text = self.font.render(str(self.owner.pv),False,(255,0,0))
self.image.blit(text,(self.size[0]/2-36,self.size[1]/2+(1-2*self.in_top)*(-36)))
class Animation :
def __init__(self,subject,phases,new=False) :
#print "init InGameCard"
self.subject=subject
self.anim_phases=phases
self.anim_num=0
subject.game.all_animations.append(self)
if new :
subject.game.temporary_sprites.add(subject)
self.init_phase()
# def __init__(self,dest,time,size,effect):
def animate(self):
if self.pos :
self.subject.setPosition(self.pos.pop())
self.subject.size = (int(self.subject.size[0] + self.increase_size[0]), int(self.subject.size[1] + self.increase_size[1]))
#print "self.subject.size",self.subject.size[0],self.increase_size[0],self.subject.size[1],self.increase_size[1]
if hasattr(self.subject,"child"):
for effect in self.subject.child:
effect.update()
if any([s<0 for s in self.subject.size] ) :
print "self.subject.size ",self.subject.size
try :
print "ERROR with ",self.subject.name
except :
print "ERROR with unnamed sprite"
else :
self.subject.image = pygame.transform.scale(self.subject.graphism,self.subject.size)
self.phase_time += 1
if self.phase_time == self.phase_end_time:
self.anim_num += 1
effect_pending=self.effect
self.init_phase() # une animation finissant par un effet (sort) est enleve de la liste pour dire qu on peut agir
if effect_pending :
effect_pending()
def init_phase(self):
if self.anim_num < len(self.anim_phases):
self.phase_time = 0
phase = self.anim_phases[self.anim_num]
destination,delay,endsize,self.effect=phase
#self.actual_phase = phase
if endsize :
self.increase_size = ((endsize[0]-self.subject.size[0])/delay,(endsize[1]-self.subject.size[1])/delay)
else :
self.increase_size = (0,0)
if destination :
self.pos = [(self.subject.center[0]+i*(destination[0]-self.subject.center[0])/delay,self.subject.center[1]+i*(destination[1]-self.subject.center[1])/delay) for i in range(delay+1,0,-1)]
else :
self.pos = None
self.phase_end_time=delay
#print self.increase
#print self.increase_size
else:
#print "fin animation",type(self.subject)
#a=len(self.subject.game.all_animations)
self.subject.game.all_animations.remove(self)
if self.subject in self.subject.game.temporary_sprites :
self.subject.game.temporary_sprites.remove(self.subject)
#print "len ",a,"->",len(self.subject.game.all_animations)
#self.subject.pos_x = self.destination_x
#self.subject.pos_y = self.destination_y
class Attach_to_Creature(Sprite):
def __init__(self,parent,image,pos_mod):
pygame.sprite.Sprite.__init__(self)
self.image = self.updateImage(image)
self.image.convert_alpha()
self.rect = self.image.get_rect()
self.size = self.image.get_size()
self.parent = parent
self.pos_mod = pos_mod
self.update()
def update(self):
#pos = self.parent.getPosition()
self.rect.x = self.parent.rect.x + self.pos_mod[0]
self.rect.y = self.parent.rect.y + self.pos_mod[1]
def updateImage(self,image):
return image
class CardInHand(Sprite) :
def __init__(self,card,player,num,handlen,show,wait) :
#if player.name=="toto" :
# print "__init__",card.name, " wait=",wait
self.content = card
self.name=card.name
if (not hasattr(card,"image") or not card.image) and show :
import os
name=card.name.replace(" ","_")
card.image = pygame.image.load(os.path.join("Cards",name+".png"))
if show:
self.image = pygame.transform.scale(card.image,(163, 240))
self.graphism = copy(card.image)
else:
image = pygame.image.load("gameAnimationImages/CardDosArgentum.png")
self.graphism = image
self.image = pygame.transform.scale(image,(163, 240))
self.image.convert_alpha()
Sprite.__init__(self,player.deck_pos,self.image)
self.costint = card.costint
self.starcost=card.starcost
self.all_effects = {}
self.game = player.game
self.player=player
#self.destination_y = 0
#self.destination_x = 100 + (player.__class__.__name__=="Player")*(1200)
time=3+3*(player.__class__.__name__=="Player")
phase0 = (self.center,wait+1,self.size,None)
phase1 = ((self.game.width/2,450),time,(200,300),None)
phase2 = ((self.game.width/2,450),time/2,(300,450),None)
phase4 = (self.position(num,handlen),10, self.size,self.takePlace)
anim_phases = [phase0,phase1,phase2,phase4]
Animation(self,anim_phases)
#self.wait = wait
#def update():
# pass
def show(self) :
#print "card is supposed to show"
# CardInHand has image but it is actually the back
card=self.content
if not hasattr(card,"image") or not card.image :
name=self.content.name.replace(" ","_")
image = pygame.image.load("Cards/"+name+".png")
else :
image=card.image
self.image = pygame.transform.scale(image,(163, 240))
def getCost(self):
return self.content.getCost()
def position(self,num,totaln) :
return self.player.hand.position_x,self.game.height/2+50 - ((totaln-num) * 40-(totaln*2 *(totaln>6)))+totaln*20
def takePlace(self,add=0):
if self in self.player.hand :
e=self.player.hand.index(self)
else :
e=len(self.player.hand)
phase=(self.position(e,len(self.player.hand)+add),5, self.size,None)
Animation(self,[phase]) # function de liste de liste
#print "ORGAANISE ",self.content.name
def getInlineDescription(self):
return self.content.getInlineDescription()