Moss/sprite_stacking_engine/cache.py

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#!/usr/bin/python3
import os
from sprite_stacking_engine.settings import *
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class Cache: # the engine uses a cache so it doesnt have to calculate everything from start at every frame -
# (the cache also contains all the code for rendering the objects)
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def __init__(self):
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self.stacked_sprite_cache = {} # dict to store the sprites in
# limit angles so it doesnt have to store a sprite for every degree because it doesnt need 360 viewing angles -
# for a smooth looking rotation (180 angles is default, it needs half the RAM and still looks smooth)
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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):
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for object_name in SPRITE_ATTRS: # loop through static sprites and create a dict with a dict inside for the -
self.stacked_sprite_cache[object_name] = { # stacked sprites of each rotation
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"rotated_sprites": {}
}
attrs = SPRITE_ATTRS[object_name]
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layer_array = self.get_layer_array(attrs) # get a list of all sprites
self.run_prerender(object_name, layer_array, attrs) # render the sprites into one 3d looking sprite
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for object_name in ANIMATED_SPRITE_ATTRS: # loop through all animated sprites and do the same as in the first -
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self.stacked_sprite_cache[object_name] = { # loop but for every frame of the animation
"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): # prerender static sprite
outline = attrs.get("outline", OUTLINE) # load the outline attribute of the sprite or use the default if the -
# attribute does not exist
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for angle in range(NUM_ANGLES): # prerender each angle
surface = pygame.Surface(layer_array[0].get_size()) # this code lump calculates the size of the sprite -
surface = pygame.transform.rotate(surface, angle * self.viewing_angle) # surface and creates it
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sprite_surface = pygame.Surface([
surface.get_width(),
surface.get_height() + attrs["layers"] * attrs["scale"]
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])
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sprite_surface.fill(TRANSP_COLOR) # make just one color transparent to save the alpha channel and RAM usage
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sprite_surface.set_colorkey(TRANSP_COLOR)
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for i, layer in enumerate(layer_array): # blit each layer onto the sprite surface
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layer = pygame.transform.rotate(layer, angle * self.viewing_angle)
sprite_surface.blit(layer, (0, i * attrs["scale"]))
# get outline
if outline:
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outline_coords = pygame.mask.from_surface(sprite_surface).outline() # get the coordinates of the -
# outline
pygame.draw.polygon(sprite_surface, "black", outline_coords, self.outline_thickness) # draw the -
# outline
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image = pygame.transform.flip(sprite_surface, True, True) # mirror the image
self.stacked_sprite_cache[object_name]["rotated_sprites"][angle] = image # add the surface to the cache
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def run_animation_prerender(self, object_name, frames, attrs): # does the same as the run_prerender function but -
outline = attrs.get("outline", OUTLINE) # for every frame of the animated sprite
for angle in range(NUM_ANGLES):
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surface = pygame.Surface(list(frames.items())[0][1][0].get_size()) # empty sprite surface gets generated -
surface = pygame.transform.rotate(surface, angle * self.viewing_angle) # here as a default to improve -
surface_default = pygame.Surface([ # start time
surface.get_width(),
surface.get_height() + attrs["layers"] * attrs["scale"]
])
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for frame_name, layer_array in frames.items(): # render all frames
sprite_surface = surface_default
sprite_surface.fill(TRANSP_COLOR)
sprite_surface.set_colorkey(TRANSP_COLOR)
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for i, layer in enumerate(layer_array): # blit each layer to the sprite surface
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)
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if not frame_name in self.stacked_sprite_cache[object_name]["frames"]: # add the frame's subdict with -
# the rotated sprites cache
self.stacked_sprite_cache[object_name]["frames"][frame_name] = {"rotated_sprites": {}}
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# save the frame's sprite
self.stacked_sprite_cache[object_name]["frames"][frame_name]["rotated_sprites"][angle] = image
def get_layer_array(self, attrs, path=None):
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if not path is None: # use path parameter if it is an animated sprite because animated sprites have a path to -
attrs["path"] = path # a folder instead of a path to just one image file as attribute
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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:
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# 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