Added more comments.
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4ffac24c2b
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4 changed files with 51 additions and 44 deletions
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@ -13,17 +13,17 @@ class Cache:
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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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for object_name in SPRITE_ATTRS: # loop through static sprites and create a dict with a dict inside for the -
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self.stacked_sprite_cache[object_name] = { # stacked sprites of each rotation
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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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layer_array = self.get_layer_array(attrs) # get a list of all sprites
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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:
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self.stacked_sprite_cache[object_name] = {
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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
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"frames": {}
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}
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@ -31,50 +31,53 @@ class Cache:
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frames = self.get_frame_dict(attrs)
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self.run_animation_prerender(object_name, frames, attrs)
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def run_prerender(self, object_name, layer_array, attrs):
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outline = attrs.get("outline", OUTLINE)
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def run_prerender(self, object_name, layer_array, attrs): # prerender static sprite
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outline = attrs.get("outline", OUTLINE) # load the outline attribute of the sprite or use the default if the -
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# attribute does not exist
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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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for angle in range(NUM_ANGLES): # prerender each angle
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surface = pygame.Surface(layer_array[0].get_size()) # this code lump calculates the size of the sprite -
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surface = pygame.transform.rotate(surface, angle * self.viewing_angle) # surface and creates it
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sprite_surface = pygame.Surface([
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surface.get_width(),
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surface.get_height() + attrs["layers"] * attrs["scale"]
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])
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sprite_surface.fill(TRANSP_COLOR)
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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):
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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)
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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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outline_coords = pygame.mask.from_surface(sprite_surface).outline() # get the coordinates of the -
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# outline
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pygame.draw.polygon(sprite_surface, "black", outline_coords, self.outline_thickness) # draw the -
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# outline
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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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image = pygame.transform.flip(sprite_surface, True, True) # mirror the image
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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):
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outline = attrs.get("outline", OUTLINE)
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def run_animation_prerender(self, object_name, frames, attrs): # does the same as the run_prerender function but -
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outline = attrs.get("outline", OUTLINE) # for every frame of the animated sprite
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for angle in range(NUM_ANGLES):
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surface = pygame.Surface(list(frames.items())[0][1][0].get_size())
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surface = pygame.transform.rotate(surface, angle * self.viewing_angle)
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surface_default = pygame.Surface([
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surface = pygame.Surface(list(frames.items())[0][1][0].get_size()) # empty sprite surface gets generated -
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surface = pygame.transform.rotate(surface, angle * self.viewing_angle) # here as a default to improve -
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surface_default = pygame.Surface([ # start time
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surface.get_width(),
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surface.get_height() + attrs["layers"] * attrs["scale"]
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])
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for frame_name, layer_array in frames.items():
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for frame_name, layer_array in frames.items(): # render all frames
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sprite_surface = surface_default
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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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for i, layer in enumerate(layer_array): # blit each layer to the sprite surface
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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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@ -85,14 +88,16 @@ class Cache:
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image = pygame.transform.flip(sprite_surface, True, True)
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if not frame_name in self.stacked_sprite_cache[object_name]["frames"]:
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if not frame_name in self.stacked_sprite_cache[object_name]["frames"]: # add the frame's subdict with -
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# the rotated sprites cache
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self.stacked_sprite_cache[object_name]["frames"][frame_name] = {"rotated_sprites": {}}
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# save the frame's sprite
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self.stacked_sprite_cache[object_name]["frames"][frame_name]["rotated_sprites"][angle] = image
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def get_layer_array(self, attrs, path=None):
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if not path is None:
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attrs["path"] = path
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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 -
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attrs["path"] = path # a folder instead of a path to just one image file as attribute
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# load sprite sheet
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sprite_sheet = pygame.image.load(attrs["path"]).convert_alpha()
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@ -116,8 +121,8 @@ class Cache:
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for path, folders, files in os.walk(attrs["path"]): # loop through all frames and add them to the sheet list
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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
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# and store the layer array
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# use the name of the file without the file format specifier (the part before the dot) as the frame -
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# name and store the layer array
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frames[file.split(".")[0]] = self.get_layer_array(attrs, f"{path}/{file}")
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return frames
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@ -10,9 +10,10 @@ class Player(pygame.sprite.Sprite):
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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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self.group.change_layer(self, CENTER.y) # simpy set the layer to the y center of the screen because that is -
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# the position of the player on the screen
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size = vec2([50, 50])
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size = vec2([50, 50]) # create a surface with a red dot on it
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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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@ -22,7 +23,7 @@ class Player(pygame.sprite.Sprite):
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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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def control(self): # move the player and rotate the view according to the key presses
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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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@ -6,7 +6,7 @@ from random import uniform
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P = "player"
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A, B, C = "Robot", "Building", "Bla"
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MAP = [
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MAP = [ # two dimensional object matrix
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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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@ -31,7 +31,7 @@ class Scene:
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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 j, row in enumerate(MAP): # loop through all objects on the 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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@ -14,8 +14,9 @@ class StackedSprite(pygame.sprite.Sprite):
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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["layers"] / 2 * self.attrs["scale"])
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self.attrs = SPRITE_ATTRS[name] # get attributes
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self.y_offset = vec2(0, -self.attrs["layers"] / 2 * self.attrs["scale"]) # calculate the y offset because the -
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# images position in pygame is the position of the top left corner of the image and we use the bottom position
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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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@ -23,15 +24,15 @@ class StackedSprite(pygame.sprite.Sprite):
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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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def transform(self): # recalculate position and rotation
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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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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):
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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
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self.angle = int(self.angle % NUM_ANGLES)
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@ -46,7 +47,7 @@ class StackedSprite(pygame.sprite.Sprite):
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self.rect = self.image.get_rect(center=self.screen_position + self.y_offset)
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class AnimatedStackedSprite(pygame.sprite.Sprite):
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class AnimatedStackedSprite(pygame.sprite.Sprite): # stacked sprite class for animated sprites, works nearly the same
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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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@ -56,11 +57,11 @@ class AnimatedStackedSprite(pygame.sprite.Sprite):
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super().__init__(self.group)
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self.attrs = ANIMATED_SPRITE_ATTRS[name]
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self.attrs["animated"] = True
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self.y_offset = vec2(0, -self.attrs["layers"] / 2 * self.attrs["scale"])
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self.attrs["animated"] = True # set the animated attribute to true so that the cache knows that this sprite -
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self.y_offset = vec2(0, -self.attrs["layers"] / 2 * self.attrs["scale"]) # is animated
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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.frame = list(self.cache[name]["frames"].keys())[0]
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self.frame = list(self.cache[name]["frames"].keys())[0] # set the frame to the first frame
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self.rotated_sprites = self.cache[name]["frames"][self.frame]["rotated_sprites"]
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self.angle = 0
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self.screen_position = vec2(0)
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@ -78,7 +79,7 @@ class AnimatedStackedSprite(pygame.sprite.Sprite):
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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 animate(self):
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def animate(self): # change the layer to display another frame
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self.frame = str(round(self.app.time) * 4 % 3)
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self.rotated_sprites = self.cache[self.name]["frames"][self.frame]["rotated_sprites"]
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