Game_Chugun/sprite_objects.py

268 lines
12 KiB
Python

import pygame
from settings import *
from collections import deque
from ray_casting import mapping
from numba.core import types
from numba.typed import Dict
from numba import int32
class Sprites:
def __init__(self):
self.sprite_parameters = {
'sprite_barrel': {
'sprite': pygame.image.load('sprites/barrel/base/0.png').convert_alpha(),
'viewing_angles': None,
'shift': 1.8,
'scale': (0.4, 0.4),
'side': 30,
'damage': 0,
'animation': deque(
[pygame.image.load(f'sprites/barrel/anim/{i}.png').convert_alpha() for i in range(12)]),
'death_animation': deque([pygame.image.load(f'sprites/barrel/death/{i}.png')
.convert_alpha() for i in range(4)]),
'is_dead': None,
'dead_shift': 2.6,
'animation_dist': 800,
'animation_speed': 10,
'blocked': True,
'flag': 'decor',
'obj_action': []
},
'sprite_pin': {
'sprite': pygame.image.load('sprites/pin/base/0.png').convert_alpha(),
'viewing_angles': None,
'shift': 0.6,
'scale': (0.6, 0.6),
'side': 30,
'damage': 0,
'animation': deque([pygame.image.load(f'sprites/pin/anim/{i}.png').convert_alpha() for i in range(8)]),
'death_animation': [],
'is_dead': 'immortal',
'dead_shift': None,
'animation_dist': 800,
'animation_speed': 10,
'blocked': True,
'flag': 'decor',
'obj_action': []
},
'sprite_flame': {
'sprite': pygame.image.load('sprites/flame/base/0.png').convert_alpha(),
'viewing_angles': None,
'shift': 0.7,
'scale': (0.6, 0.6),
'side': 30,
'damage': 0,
'animation': deque(
[pygame.image.load(f'sprites/flame/anim/{i}.png').convert_alpha() for i in range(16)]),
'death_animation': [],
'is_dead': 'immortal',
'dead_shift': 1.8,
'animation_dist': 1800,
'animation_speed': 5,
'blocked': None,
'flag': 'decor',
'obj_action': []
},
'npc_devil': {
'sprite': [pygame.image.load(f'sprites/devil/base/{i}.png').convert_alpha() for i in range(8)],
'viewing_angles': True,
'shift': 0.0,
'scale': (1.1, 1.1),
'side': 50,
'damage': 2,
'animation': [],
'death_animation': deque([pygame.image.load(f'sprites/devil/death/{i}.png')
.convert_alpha() for i in range(6)]),
'is_dead': None,
'dead_shift': 0.6,
'animation_dist': None,
'animation_speed': 10,
'blocked': True,
'flag': 'npc',
'obj_action': deque(
[pygame.image.load(f'sprites/devil/anim/{i}.png').convert_alpha() for i in range(9)]),
},
'npc_soldier0': {
'sprite': [pygame.image.load(f'sprites/npc/soldier0/base/{i}.png').convert_alpha() for i in range(8)],
'viewing_angles': True,
'shift': 0.8,
'scale': (0.4, 0.6),
'side': 30,
'damage': 2,
'animation': [],
'death_animation': deque([pygame.image.load(f'sprites/npc/soldier0/death/{i}.png')
.convert_alpha() for i in range(10)]),
'is_dead': None,
'dead_shift': 1.7,
'animation_dist': None,
'animation_speed': 6,
'blocked': True,
'flag': 'npc',
'obj_action': deque([pygame.image.load(f'sprites/npc/soldier0/action/{i}.png')
.convert_alpha() for i in range(4)])
},
}
self.list_of_objects = [
SpriteObject(self.sprite_parameters['sprite_barrel'], (7.1, 2.1)),
SpriteObject(self.sprite_parameters['sprite_barrel'], (5.9, 2.1)),
SpriteObject(self.sprite_parameters['sprite_pin'], (8.7, 2.5)),
SpriteObject(self.sprite_parameters['npc_devil'], (7, 4)),
SpriteObject(self.sprite_parameters['sprite_flame'], (8.6, 5.6)),
SpriteObject(self.sprite_parameters['npc_soldier0'], (2.5, 1.5)),
SpriteObject(self.sprite_parameters['npc_soldier0'], (5.51, 1.5)),
SpriteObject(self.sprite_parameters['npc_soldier0'], (6.61, 2.92)),
SpriteObject(self.sprite_parameters['npc_soldier0'], (7.68, 1.47)),
SpriteObject(self.sprite_parameters['npc_soldier0'], (8.75, 3.65)),
SpriteObject(self.sprite_parameters['npc_soldier0'], (1.27, 11.5)),
SpriteObject(self.sprite_parameters['npc_soldier0'], (1.26, 8.29)),
]
@property
def sprite_shot(self):
return min([obj.is_on_fire for obj in self.list_of_objects], default=(float('inf'), 0))
@property
def blocked_doors(self):
blocked_doors = Dict.empty(key_type=types.UniTuple(int32, 2), value_type=int32)
for obj in self.list_of_objects:
if obj.flag in {'door_h', 'door_v'} and obj.blocked:
i, j = mapping(obj.x, obj.y)
blocked_doors[(i, j)] = 0
return blocked_doors
class SpriteObject:
def __init__(self, parameters, pos):
self.object = parameters['sprite'].copy()
self.viewing_angles = parameters['viewing_angles']
self.shift = parameters['shift']
self.scale = parameters['scale']
self.animation = parameters['animation'].copy()
# ---------------------
self.death_animation = parameters['death_animation'].copy()
self.is_dead = parameters['is_dead']
self.dead_shift = parameters['dead_shift']
# ---------------------
self.animation_dist = parameters['animation_dist']
self.animation_speed = parameters['animation_speed']
self.blocked = parameters['blocked']
self.flag = parameters['flag']
self.obj_action = parameters['obj_action'].copy()
self.x, self.y = pos[0] * TILE, pos[1] * TILE
self.side = parameters['side']
self.damage = parameters['damage']
self.dead_animation_count = 0
self.animation_count = 0
self.npc_action_trigger = False
self.door_open_trigger = False
self.door_prev_pos = self.y if self.flag == 'door_h' else self.x
self.delete = False
if self.viewing_angles:
if len(self.object) == 8:
self.sprite_angles = [frozenset(range(338, 361)) | frozenset(range(0, 23))] + \
[frozenset(range(i, i + 45)) for i in range(23, 338, 45)]
else:
self.sprite_angles = [frozenset(range(348, 361)) | frozenset(range(0, 11))] + \
[frozenset(range(i, i + 23)) for i in range(11, 348, 23)]
self.sprite_positions = {angle: pos for angle, pos in zip(self.sprite_angles, self.object)}
@property
def is_on_fire(self):
if CENTER_RAY - self.side // 2 < self.current_ray < CENTER_RAY + self.side // 2 and self.blocked:
return self.distance_to_sprite, self.proj_height
return float('inf'), None
def sprite_shot(self):
return min([obj.is_on_fire for obj in self.list_of_objects], default=(float('inf'), 0))
@property
def pos(self):
return self.x - self.side // 2, self.y - self.side // 2
def object_locate(self, player):
dx, dy = self.x - player.x, self.y - player.y
self.distance_to_sprite = math.sqrt(dx ** 2 + dy ** 2)
self.theta = math.atan2(dy, dx)
gamma = self.theta - player.angle
if dx > 0 and 180 <= math.degrees(player.angle) <= 360 or dx < 0 and dy < 0:
gamma += DOUBLE_PI
self.theta -= 1.4 * gamma
delta_rays = int(gamma / DELTA_ANGLE)
self.current_ray = CENTER_RAY + delta_rays
if self.flag not in {'door_h', 'door_v'}:
self.distance_to_sprite *= math.cos(HALF_FOV - self.current_ray * DELTA_ANGLE)
fake_ray = self.current_ray + FAKE_RAYS
if 0 <= fake_ray <= FAKE_RAYS_RANGE and self.distance_to_sprite > 30:
self.proj_height = min(int(PROJ_COEFF / self.distance_to_sprite),
DOUBLE_HEIGHT if self.flag not in {'door_h', 'door_v'} else HEIGHT)
sprite_width = int(self.proj_height * self.scale[0])
sprite_height = int(self.proj_height * self.scale[1])
half_sprite_width = sprite_width // 2
half_sprite_height = sprite_height // 2
shift = half_sprite_height * self.shift
# logic for doors, npc, decor
if self.is_dead and self.is_dead != 'immortal':
sprite_object = self.dead_animation()
shift = half_sprite_height * self.dead_shift
sprite_height = int(sprite_height / 1.3)
elif self.npc_action_trigger:
sprite_object = self.npc_in_action()
else:
self.object = self.visible_sprite()
sprite_object = self.sprite_animation()
# sprite scale and pos
sprite_pos = (self.current_ray * SCALE - half_sprite_width, HALF_HEIGHT - half_sprite_height + shift)
sprite = pygame.transform.scale(sprite_object, (sprite_width, sprite_height))
return (self.distance_to_sprite, sprite, sprite_pos)
else:
return (False,)
def sprite_animation(self):
if self.animation and self.distance_to_sprite < self.animation_dist:
sprite_object = self.animation[0]
if self.animation_count < self.animation_speed:
self.animation_count += 1
else:
self.animation.rotate()
self.animation_count = 0
return sprite_object
return self.object
def visible_sprite(self):
if self.viewing_angles:
if self.theta < 0:
self.theta += DOUBLE_PI
self.theta = 360 - int(math.degrees(self.theta))
for angles in self.sprite_angles:
if self.theta in angles:
return self.sprite_positions[angles]
return self.object
def dead_animation(self):
if len(self.death_animation):
if self.dead_animation_count < self.animation_speed:
self.dead_sprite = self.death_animation[0]
self.dead_animation_count += 1
else:
self.dead_sprite = self.death_animation.popleft()
self.dead_animation_count = 0
return self.dead_sprite
def npc_in_action(self):
sprite_object = self.obj_action[0]
if self.animation_count < self.animation_speed:
self.animation_count += 1
else:
self.obj_action.rotate()
self.animation_count = 0
return sprite_object