Got the engine working.
This commit is contained in:
commit
8a40f24d65
8 changed files with 297 additions and 0 deletions
BIN
assets/stacked_sprites/Building.png
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assets/stacked_sprites/Building.png
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assets/stacked_sprites/Robot.png
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assets/stacked_sprites/Robot.png
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66
sprite_stacking_engine/cache.py
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sprite_stacking_engine/cache.py
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#!/usr/bin/python3
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import pygame.draw
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from settings import *
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class Cache:
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def __init__(self):
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self.stacked_sprite_cache = {}
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self.viewing_angle = 360 // NUM_ANGLES
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self.outline_thickness = 4
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self.get_stacked_sprite_cache()
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def get_stacked_sprite_cache(self):
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for object_name in SPRITE_ATTRS:
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self.stacked_sprite_cache[object_name] = {
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"rotated_sprites": {}
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}
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attrs = SPRITE_ATTRS[object_name]
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layer_array = self.get_layer_array(attrs)
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self.run_prerender(object_name, layer_array, attrs)
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def run_prerender(self, object_name, layer_array, attrs):
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outline = attrs.get("outline", True)
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for angle in range(NUM_ANGLES):
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surface = pygame.Surface(layer_array[0].get_size())
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surface = pygame.transform.rotate(surface, angle * self.viewing_angle)
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sprite_surface = pygame.Surface([
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surface.get_width(),
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surface.get_height() + attrs["num_layers"] * attrs["scale"]
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])
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sprite_surface.fill(TRANSP_COLOR)
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sprite_surface.set_colorkey(TRANSP_COLOR)
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for i, layer in enumerate(layer_array):
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layer = pygame.transform.rotate(layer, angle * self.viewing_angle)
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sprite_surface.blit(layer, (0, i * attrs["scale"]))
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# get outline
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if outline:
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outline_coords = pygame.mask.from_surface(sprite_surface).outline()
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pygame.draw.polygon(sprite_surface, "black", outline_coords, self.outline_thickness)
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image = pygame.transform.flip(sprite_surface, True, True)
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self.stacked_sprite_cache[object_name]["rotated_sprites"][angle] = image
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def get_layer_array(self, attrs):
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# load sprite sheet
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sprite_sheet = pygame.image.load(attrs["path"]).convert_alpha()
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# scaling
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sprite_sheet = pygame.transform.scale(sprite_sheet, vec2(sprite_sheet.get_size()) * attrs["scale"])
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sheet_width, sheet_height = sprite_sheet.get_size()
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sprite_width = sheet_width // attrs["num_layers"]
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# new width to prevent error
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sheet_width = sprite_width * attrs["num_layers"]
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# get sprites
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layer_array = []
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for x in range(0, sheet_width, sprite_width):
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sprite = sprite_sheet.subsurface((x, 0, sprite_width, sheet_height))
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layer_array.append(sprite)
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return layer_array
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53
sprite_stacking_engine/engine.py
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53
sprite_stacking_engine/engine.py
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#!/usr/bin/python3
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import sys
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from settings import *
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from stacked_sprite import StackedSprite
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from cache import Cache
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from player import Player
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from scene import Scene
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class App:
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def __init__(self):
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self.screen = pygame.display.set_mode(RES)
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self.clock = pygame.time.Clock()
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self.time = 0
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self.delta_time = 0.01
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# groups
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self.main_group = pygame.sprite.LayeredUpdates()
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# game objects
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self.cache = Cache()
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self.player = Player(self)
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self.scene = Scene(self)
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def update(self):
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self.main_group.update()
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pygame.display.set_caption(f"{self.clock.get_fps(): .1f}")
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self.delta_time = self.clock.tick(60)
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def draw(self):
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self.screen.fill(BG_COLOR)
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self.main_group.draw(self.screen)
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pygame.display.flip()
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def check_events(self):
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for event in pygame.event.get():
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if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
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pygame.quit()
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sys.exit()
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def get_time(self):
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self.time = pygame.time.get_ticks() * 0.001
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def run(self):
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while True:
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self.check_events()
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self.get_time()
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self.update()
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self.draw()
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if __name__ == "__main__":
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app = App()
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app.run()
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58
sprite_stacking_engine/player.py
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sprite_stacking_engine/player.py
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#!/usr/bin/python3
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from settings import *
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import math
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class Player(pygame.sprite.Sprite):
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def __init__(self, app):
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self.app = app
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self.group = app.main_group
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super().__init__(self.group)
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self.group.change_layer(self, CENTER.y)
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size = vec2([50, 50])
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self.image = pygame.Surface(size, pygame.SRCALPHA)
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pygame.draw.circle(self.image, "red", size / 2, size[0] / 2)
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self.rect = self.image.get_rect(center=CENTER)
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self.offset = vec2(0)
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self.inc = vec2(0)
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self.angle = 0
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self.diag_move_corr = 1 / math.sqrt(2)
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def control(self):
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self.inc = vec2(0)
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speed = PLAYER_SPEED * self.app.delta_time
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rot_speed = PLAYER_ROT_SPEED * self.app.delta_time
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key_state = pygame.key.get_pressed()
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if key_state[pygame.K_LEFT]:
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self.angle -= rot_speed
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if key_state[pygame.K_RIGHT]:
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self.angle += rot_speed
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if key_state[pygame.K_w]:
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self.inc += vec2(0, -speed).rotate_rad(-self.angle)
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if key_state[pygame.K_s]:
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self.inc += vec2(0, speed).rotate_rad(-self.angle)
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if key_state[pygame.K_a]:
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self.inc += vec2(-speed, 0).rotate_rad(-self.angle)
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if key_state[pygame.K_d]:
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self.inc += vec2(speed, 0).rotate_rad(-self.angle)
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if self.inc.x and self.inc.y:
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self.inc *= self.diag_move_corr
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def update(self):
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self.control()
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self.move()
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def move(self):
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self.offset += self.inc
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42
sprite_stacking_engine/scene.py
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sprite_stacking_engine/scene.py
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#!/usr/bin/python3
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from stacked_sprite import *
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from random import uniform
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P = "player"
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A, B = "Robot", "Building"
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MAP = [
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[0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, B, B, B, B],
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[0, 0, A, A, 0, B, B, B, B],
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[0, 0, A, A, P, B, B, B, B],
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[0, 0, A, A, 0, B, B, B, B],
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[0, 0, 0, 0, 0, B, B, B, B],
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[0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0],
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]
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MAP_SIZE = MAP_WIDTH, MAP_HEIGHT = vec2(len(MAP), len(MAP[0]))
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MAP_CENTER = MAP_SIZE / 2
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class Scene:
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def __init__(self, app):
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self.app = app
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self.load_scene()
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def load_scene(self):
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rand_rot = lambda: uniform(0, 360)
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rand_pos = lambda pos: pos + vec2(uniform(-0.25, 0.25))
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for j, row in enumerate(MAP):
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for i, name in enumerate(row):
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pos = vec2(i, j) + vec2(0.5)
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if name == "player":
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self.app.player.offset = pos * TILE_SIZE
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elif name:
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StackedSprite(self.app, name=name, pos=rand_pos(pos), rot=rand_rot())
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31
sprite_stacking_engine/settings.py
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sprite_stacking_engine/settings.py
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#!/usr/bin/python3
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import pygame
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vec2 = pygame.math.Vector2
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RES = WIDTH, HEIGHT = vec2(1400, 800)
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CENTER = H_WIDTH, H_HEIGHT = RES // 2
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TILE_SIZE = 250
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PLAYER_SPEED = 0.4
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PLAYER_ROT_SPEED = 0.0015
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BG_COLOR = "olivedrab"
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NUM_ANGLES = 180 # multiple of 360
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TRANSP_COLOR = (43, 64, 36)
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SPRITE_ATTRS = {
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"Robot": {
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"path": "../assets/stacked_sprites/Robot.png",
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"num_layers": 16,
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"scale": 8,
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"y_offset": -8
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},
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"Building": {
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"path": "../assets/stacked_sprites/Building.png",
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"num_layers": 80,
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"scale": 4,
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"y_offset": -40
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}
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}
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47
sprite_stacking_engine/stacked_sprite.py
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sprite_stacking_engine/stacked_sprite.py
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#!/usr/bin/python3
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import pygame
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from settings import *
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import math
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from wobbl_tools import pg
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class StackedSprite(pygame.sprite.Sprite):
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def __init__(self, app, name, pos, rot=0):
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self.app = app
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self.name = name
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self.pos = vec2(pos) * TILE_SIZE
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self.player = self.app.player
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self.group = self.app.main_group
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super().__init__(self.group)
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self.attrs = SPRITE_ATTRS[name]
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self.y_offset = vec2(0, -self.attrs["num_layers"] / 2 * self.attrs["scale"])
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self.cache = self.app.cache.stacked_sprite_cache
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self.viewing_angle = app.cache.viewing_angle
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self.rotated_sprites = self.cache[name]["rotated_sprites"]
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self.angle = 0
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self.screen_position = vec2(0)
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self.rot = (rot % 360) // self.viewing_angle
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def transform(self):
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pos = self.pos - self.player.offset
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pos = pos.rotate_rad(self.player.angle)
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self.screen_position = pos + CENTER
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def change_layer(self):
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self.group.change_layer(self, self.screen_position.y)
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def get_angle(self):
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self.angle = -math.degrees(self.player.angle) // self.viewing_angle + self.rot
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self.angle = int(self.angle % NUM_ANGLES)
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def update(self):
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self.transform()
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self.get_angle()
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self.get_image()
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self.change_layer()
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def get_image(self):
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self.image = self.rotated_sprites[self.angle]
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self.rect = self.image.get_rect(center=self.screen_position + self.y_offset)
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