Moss/sprite_stacking_engine/cache.py

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#!/usr/bin/python3
import os
from random import randrange
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from settings import *
class Cache:
def __init__(self):
self.stacked_sprite_cache = {}
self.viewing_angle = 360 // NUM_ANGLES
self.outline_thickness = 2
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self.get_stacked_sprite_cache()
def get_stacked_sprite_cache(self):
for object_name in SPRITE_ATTRS:
self.stacked_sprite_cache[object_name] = {
"rotated_sprites": {}
}
attrs = SPRITE_ATTRS[object_name]
layer_array = self.get_layer_array(attrs)
self.run_prerender(object_name, layer_array, attrs)
for object_name in ANIMATED_SPRITE_ATTRS:
self.stacked_sprite_cache[object_name] = {
"frames": {}
}
attrs = ANIMATED_SPRITE_ATTRS[object_name]
frames = self.get_frame_dict(attrs)
self.run_animation_prerender(object_name, frames, attrs)
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def run_prerender(self, object_name, layer_array, attrs):
outline = attrs.get("outline", OUTLINE)
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for angle in range(NUM_ANGLES):
surface = pygame.Surface(layer_array[0].get_size())
surface = pygame.transform.rotate(surface, angle * self.viewing_angle)
sprite_surface = pygame.Surface([
surface.get_width(),
surface.get_height() + attrs["layers"] * attrs["scale"]
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])
sprite_surface.fill(TRANSP_COLOR)
sprite_surface.set_colorkey(TRANSP_COLOR)
for i, layer in enumerate(layer_array):
layer = pygame.transform.rotate(layer, angle * self.viewing_angle)
sprite_surface.blit(layer, (0, i * attrs["scale"]))
# get outline
if outline:
outline_coords = pygame.mask.from_surface(sprite_surface).outline()
pygame.draw.polygon(sprite_surface, "black", outline_coords, self.outline_thickness)
image = pygame.transform.flip(sprite_surface, True, True)
self.stacked_sprite_cache[object_name]["rotated_sprites"][angle] = image
def run_animation_prerender(self, object_name, frames, attrs):
outline = attrs.get("outline", OUTLINE)
for angle in range(NUM_ANGLES):
surface = pygame.Surface(list(frames.items())[0][1][0].get_size())
surface = pygame.transform.rotate(surface, angle * self.viewing_angle)
surface_default = pygame.Surface([
surface.get_width(),
surface.get_height() + attrs["layers"] * attrs["scale"]
])
for frame_name, layer_array in frames.items():
sprite_surface = surface_default
sprite_surface.fill(TRANSP_COLOR)
sprite_surface.set_colorkey(TRANSP_COLOR)
for i, layer in enumerate(layer_array):
layer = pygame.transform.rotate(layer, angle * self.viewing_angle)
sprite_surface.blit(layer, (0, i * attrs["scale"]))
# get outline
if outline:
outline_coords = pygame.mask.from_surface(sprite_surface).outline()
pygame.draw.polygon(sprite_surface, "black", outline_coords, self.outline_thickness)
image = pygame.transform.flip(sprite_surface, True, True)
if not frame_name in self.stacked_sprite_cache[object_name]["frames"]:
self.stacked_sprite_cache[object_name]["frames"][frame_name] = {"rotated_sprites": {}}
self.stacked_sprite_cache[object_name]["frames"][frame_name]["rotated_sprites"][angle] = image
def get_layer_array(self, attrs, path=None):
if not path is None:
attrs["path"] = path
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# load sprite sheet
sprite_sheet = pygame.image.load(attrs["path"]).convert_alpha()
# scaling
sprite_sheet = pygame.transform.scale(sprite_sheet, vec2(sprite_sheet.get_size()) * attrs["scale"])
sheet_width, sheet_height = sprite_sheet.get_size()
sprite_width = sheet_width // attrs["layers"]
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# new width to prevent error
sheet_width = sprite_width * attrs["layers"]
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# get sprites
layer_array = []
for x in range(0, sheet_width, sprite_width):
sprite = sprite_sheet.subsurface((x, 0, sprite_width, sheet_height))
layer_array.append(sprite)
return layer_array
def get_frame_dict(self, attrs):
frames = {}
for path, folders, files in os.walk(attrs["path"]): # loop through all frames and add them to the sheet list
for file in files:
# use the name of the file without the file format specifier (the part before the dot) as the frame name
# and store the layer array
frames[file.split(".")[0]] = self.get_layer_array(attrs, f"{path}/{file}")
return frames