Added more comments.

This commit is contained in:
The Wobbler 2024-07-19 13:38:42 +02:00
parent 4ffac24c2b
commit 98f6f9fa7e
4 changed files with 51 additions and 44 deletions

View file

@ -13,17 +13,17 @@ class Cache:
self.get_stacked_sprite_cache()
def get_stacked_sprite_cache(self):
for object_name in SPRITE_ATTRS:
self.stacked_sprite_cache[object_name] = {
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
"rotated_sprites": {}
}
attrs = SPRITE_ATTRS[object_name]
layer_array = self.get_layer_array(attrs)
self.run_prerender(object_name, layer_array, attrs)
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
for object_name in ANIMATED_SPRITE_ATTRS:
self.stacked_sprite_cache[object_name] = {
for object_name in ANIMATED_SPRITE_ATTRS: # loop through all animated sprites and do the same as in the first -
self.stacked_sprite_cache[object_name] = { # loop but for every frame
"frames": {}
}
@ -31,50 +31,53 @@ class Cache:
frames = self.get_frame_dict(attrs)
self.run_animation_prerender(object_name, frames, attrs)
def run_prerender(self, object_name, layer_array, attrs):
outline = attrs.get("outline", OUTLINE)
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
for angle in range(NUM_ANGLES):
surface = pygame.Surface(layer_array[0].get_size())
surface = pygame.transform.rotate(surface, angle * self.viewing_angle)
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
sprite_surface = pygame.Surface([
surface.get_width(),
surface.get_height() + attrs["layers"] * attrs["scale"]
])
sprite_surface.fill(TRANSP_COLOR)
sprite_surface.fill(TRANSP_COLOR) # make just one color transparent to save the alpha channel and RAM usage
sprite_surface.set_colorkey(TRANSP_COLOR)
for i, layer in enumerate(layer_array):
for i, layer in enumerate(layer_array): # blit each layer onto 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)
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
image = pygame.transform.flip(sprite_surface, True, True)
self.stacked_sprite_cache[object_name]["rotated_sprites"][angle] = image
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
def run_animation_prerender(self, object_name, frames, attrs):
outline = attrs.get("outline", OUTLINE)
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):
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 = 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"]
])
for frame_name, layer_array in frames.items():
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)
for i, layer in enumerate(layer_array):
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"]))
@ -85,14 +88,16 @@ class Cache:
image = pygame.transform.flip(sprite_surface, True, True)
if not frame_name in self.stacked_sprite_cache[object_name]["frames"]:
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": {}}
# 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):
if not path is None:
attrs["path"] = path
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
# load sprite sheet
sprite_sheet = pygame.image.load(attrs["path"]).convert_alpha()
@ -116,8 +121,8 @@ class Cache:
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
# 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

View file

@ -10,9 +10,10 @@ class Player(pygame.sprite.Sprite):
self.group = app.main_group
super().__init__(self.group)
self.group.change_layer(self, CENTER.y)
self.group.change_layer(self, CENTER.y) # simpy set the layer to the y center of the screen because that is -
# the position of the player on the screen
size = vec2([50, 50])
size = vec2([50, 50]) # create a surface with a red dot on it
self.image = pygame.Surface(size, pygame.SRCALPHA)
pygame.draw.circle(self.image, "red", size / 2, size[0] / 2)
self.rect = self.image.get_rect(center=CENTER)
@ -22,7 +23,7 @@ class Player(pygame.sprite.Sprite):
self.angle = 0
self.diag_move_corr = 1 / math.sqrt(2)
def control(self):
def control(self): # move the player and rotate the view according to the key presses
self.inc = vec2(0)
speed = PLAYER_SPEED * self.app.delta_time
rot_speed = PLAYER_ROT_SPEED * self.app.delta_time

View file

@ -6,7 +6,7 @@ from random import uniform
P = "player"
A, B, C = "Robot", "Building", "Bla"
MAP = [
MAP = [ # two dimensional object matrix
[0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, B, B, B, B],
@ -31,7 +31,7 @@ class Scene:
rand_rot = lambda: uniform(0, 360)
rand_pos = lambda pos: pos + vec2(uniform(-0.25, 0.25))
for j, row in enumerate(MAP):
for j, row in enumerate(MAP): # loop through all objects on the map
for i, name in enumerate(row):
pos = vec2(i, j) + vec2(0.5)

View file

@ -14,8 +14,9 @@ class StackedSprite(pygame.sprite.Sprite):
self.group = self.app.main_group
super().__init__(self.group)
self.attrs = SPRITE_ATTRS[name]
self.y_offset = vec2(0, -self.attrs["layers"] / 2 * self.attrs["scale"])
self.attrs = SPRITE_ATTRS[name] # get attributes
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 = self.app.cache.stacked_sprite_cache
self.viewing_angle = app.cache.viewing_angle
self.rotated_sprites = self.cache[name]["rotated_sprites"]
@ -23,15 +24,15 @@ class StackedSprite(pygame.sprite.Sprite):
self.screen_position = vec2(0)
self.rot = (rot % 360) // self.viewing_angle
def transform(self):
def transform(self): # recalculate position and rotation
pos = self.pos - self.player.offset
pos = pos.rotate_rad(self.player.angle)
self.screen_position = pos + CENTER
def change_layer(self):
def change_layer(self): # calculate the layer to draw over the things behind it and not the other way
self.group.change_layer(self, self.screen_position.y)
def get_angle(self):
def get_angle(self): # calculate the angle to draw the right sprite
self.angle = -math.degrees(self.player.angle) // self.viewing_angle + self.rot
self.angle = int(self.angle % NUM_ANGLES)
@ -46,7 +47,7 @@ class StackedSprite(pygame.sprite.Sprite):
self.rect = self.image.get_rect(center=self.screen_position + self.y_offset)
class AnimatedStackedSprite(pygame.sprite.Sprite):
class AnimatedStackedSprite(pygame.sprite.Sprite): # stacked sprite class for animated sprites, works nearly the same
def __init__(self, app, name, pos, rot=0):
self.app = app
self.name = name
@ -56,11 +57,11 @@ class AnimatedStackedSprite(pygame.sprite.Sprite):
super().__init__(self.group)
self.attrs = ANIMATED_SPRITE_ATTRS[name]
self.attrs["animated"] = True
self.y_offset = vec2(0, -self.attrs["layers"] / 2 * self.attrs["scale"])
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 = self.app.cache.stacked_sprite_cache
self.viewing_angle = app.cache.viewing_angle
self.frame = list(self.cache[name]["frames"].keys())[0]
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)
@ -78,7 +79,7 @@ class AnimatedStackedSprite(pygame.sprite.Sprite):
self.angle = -math.degrees(self.player.angle) // self.viewing_angle + self.rot
self.angle = int(self.angle % NUM_ANGLES)
def animate(self):
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"]