Moss/sprite_stacking_engine/stacked_sprite.py

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#!/usr/bin/python3
import pygame
from sprite_stacking_engine.settings import *
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import math
class StackedSprite(pygame.sprite.Sprite):
def __init__(self, engine, name, pos, rot=0):
self.engine = engine
self.app = engine.app
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self.name = name
self.pos = vec2(pos) * TILE_SIZE
self.player = engine.player
self.group = engine.main_group
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super().__init__(self.group)
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self.attrs = SPRITE_ATTRS[name] # get attributes
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if not "scale" in self.attrs:
self.attrs["scale"] = DEFAULT_SCALE
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self.y_offset = vec2(0, -self.attrs["layers"] / 2 * self.attrs["scale"]) # calculate the y offset because the -
# images position in pygame is the position of the top left corner of the image and we use the bottom position
self.cache = engine.cache.stacked_sprite_cache
self.viewing_angle = engine.cache.viewing_angle
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self.rotated_sprites = self.cache[name]["rotated_sprites"]
self.angle = 0
self.screen_position = vec2(0)
self.rot = (rot % 360) // self.viewing_angle
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def transform(self): # recalculate position and rotation
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pos = self.pos - self.player.offset
pos = pos.rotate_rad(self.player.angle)
self.screen_position = pos + CENTER
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def change_layer(self): # calculate the layer to draw over the things behind it and not the other way
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self.group.change_layer(self, self.screen_position.y)
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def get_angle(self): # calculate the angle to draw the right sprite
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self.angle = -math.degrees(self.player.angle) // self.viewing_angle + self.rot
self.angle = int(self.angle % NUM_ANGLES)
def update(self):
self.transform()
self.get_angle()
self.get_image()
self.change_layer()
def get_image(self):
self.image = self.rotated_sprites[self.angle]
self.rect = self.image.get_rect(center=self.screen_position + self.y_offset)
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class AnimatedStackedSprite(pygame.sprite.Sprite): # stacked sprite class for animated sprites, works nearly the same
def __init__(self, engine, name, pos, rot=0):
self.engine = engine
self.app = engine.app
self.name = name
self.pos = vec2(pos) * TILE_SIZE
self.player = engine.player
self.group = engine.main_group
super().__init__(self.group)
self.attrs = ANIMATED_SPRITE_ATTRS[name]
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if not "scale" in self.attrs:
self.attrs["scale"] = DEFAULT_SCALE
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self.attrs["animated"] = True # set the animated attribute to true so that the cache knows that this sprite -
self.y_offset = vec2(0, -self.attrs["layers"] / 2 * self.attrs["scale"]) # is animated
self.cache = engine.cache.stacked_sprite_cache
self.viewing_angle = engine.cache.viewing_angle
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self.frame = list(self.cache[name]["frames"].keys())[0] # set the frame to the first frame
self.rotated_sprites = self.cache[name]["frames"][self.frame]["rotated_sprites"]
self.angle = 0
self.screen_position = vec2(0)
self.rot = (rot % 360) // self.viewing_angle
def transform(self):
pos = self.pos - self.player.offset
pos = pos.rotate_rad(self.player.angle)
self.screen_position = pos + CENTER
def change_layer(self):
self.group.change_layer(self, self.screen_position.y)
def get_angle(self):
self.angle = -math.degrees(self.player.angle) // self.viewing_angle + self.rot
self.angle = int(self.angle % NUM_ANGLES)
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def animate(self): # change the layer to display another frame
self.frame = str(round(self.app.time) * 4 % 3)
self.rotated_sprites = self.cache[self.name]["frames"][self.frame]["rotated_sprites"]
def get_image(self):
self.image = self.rotated_sprites[self.angle]
self.rect = self.image.get_rect(center=self.screen_position + self.y_offset)
def update(self):
self.transform()
self.get_angle()
self.animate()
self.get_image()
self.change_layer()