Created BulletActor. BaseActor inherits from Sprite. Animation is a generator now.

This commit is contained in:
2013-01-09 21:17:41 -04:30
parent 3701def3cc
commit 1e635f3d10
3 changed files with 106 additions and 65 deletions

133
actor.py
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@@ -1,43 +1,39 @@
###########################################
# Created on 1-9-2013. Miguel Angel Astor #
###########################################
import math
import pygame
from animation import Animation
import math_utils
ACTOR_STATES = { 'IDLE': 0, 'MOVING': 1 }
class BaseActor:
""" Represents any game object. This is the parent class for the actor
category of objects. It's behaviors are empty. """
def __init__(self, name, visible, solid, position):
""" Initializes the actor object. """
# Conditions and parameters.
self.name = name
self.alive = True # The Actor should be updated.
self.animated = False # The Actor has animations.
self.visible = visible # The Actor should be rendered.
self.solid = solid # The actor can collide with other actors
# All sprites for an actor are stored as a list of pygame sprites.
# The list starts empty. Sprites must be added with the add_sprite method.
self.sprites = []
# Animations are stored as a key (Animation angle),
# value (Animation object) pairs. Animations are added with the
# add_animation method.
self.animations = {}
# Parameters for direction and movement.
self.position = list(position)
self.speed = [0, 0] # [X speed, Y speed].
self.max_speed = [100, 100] # 100 pixels per second.
self.acceleration = [0, 0] # Ditto.
# Collision detection information. AABB and Bounding circle.
self.b_box = [0, 0] # [X length, Y length].
self.radius = 0.0
# Parameters for rendering.
self.angle = 0
self.scale = 1.0
class BaseActor(pygame.sprite.Sprite):
def __init__(self, id, image, name = "Default", animated = False, visible = True, solid = True):
super(Sprite, self).__init__()
def is_alive(self):
return self.alive
self.id = id
self.name = name
self.animated = animated
self.visible = visible
self.solid = solid
self.angle = 0.0
self.position = [0, 0]
self.velocity = [0, 0]
self.acceleration = [0, 0]
self.max_velocity = [0, 0]
self.friction = 1.0
self.image = image
self.rect = self.image.get_rect()
def get_id(self):
return self.id
def get_name(self):
return self.name
def is_animated(self):
return self.animated
@@ -48,19 +44,70 @@ class BaseActor:
def is_solid(self):
return self.solid
def destroy(self):
self.alive = False
def get_position(self):
return self.position
def set_visible(self, visible):
self.visible = visible
def set_position(self, new_pos):
self.position = list(new_pos)
def toggle_visible(self):
self.visible = not self.visible
def get_velocity(self):
return self.get_velocity
def set_solid(self, solid):
self.solid = solid
def set_velocity(self, new_vel):
self.velocity = list(new_vel)
def toggle_solid(self):
self.solid = not self.solid
def get_acceleration(self):
return self.acceleration
def set_acceleration(self, new_accel):
self.acceleration = list(new_accel)
def get_max_velocity(self):
return self.max_velocity
def set_max_velocity(self, max_vel):
self.max_velocity = list(max_vel)
def get_friction(self):
return self.get_friction
def set_friction(self, new_friction):
self.friction = new_friction
class BulletActor(BaseActor):
""" Actor class with fixed velocity bullet behavior. """
def __init__(self, id, image, name = "Default", animated = False, visible = True, solid = True, frame_rate = 60):
super(BaseActor, self).__init__(id, image, name, animated, visible, solid)
self.then = 0
self.now = 0
self.frame_rate = frame_rate
self.moving = False
def is_moving(self):
return self.moving
def move(self):
self.moving = True
def stop(self):
self.moving = False
def update(self):
# Calculate the time elapsed between the previous call to update and this one.
self.now = pygame.time.get_ticks()
delta_t = self.now - self.then
if delta_t < 0:
delta_t = 0 # Compensatefor overflow of self.now
if self.moving:
# Then we update it's velocity components compensating for time.
self.velocity[0] += (self.velocity[0] * delta_t) * (self.frame_rate / 1000)
self.velocity[1] += (self.velocity[1] * delta_t) * (self.frame_rate / 1000)
# Finally we take friction into account.
self.velocity[0] *= self.friction
self.velocity[1] *= self.friction
# TODO: Update animation frame if any.
self.then = self.now
def add_sprite(self, filename)

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@@ -3,15 +3,15 @@
###########################################
class Animation:
""" This class represents an animated sprite. No sprite information is
stored in this class, only sprite indexes. """
def __init__(self, name):
""" This class represents an animated sprite. """
def __init__(self, name = "Default", num_frames = 1, frame_start_offset = 0):
""" Initializes an empty animation. """
self.fps = 0
self.name = name
self.looping = False
self.frame_start = frame_start_offset
self.num_frames = num_frames
self.current_frame = 0
self.frames = []
def __str__(self):
""" Returns a string representation of this animation. """
@@ -19,30 +19,11 @@ class Animation:
" :: Looping : " + str(self.looping) + " :: Current frame: " +
str(self.current_frame)
def add_frame(self, frame):
""" Adds a frame to this animation. Frames should be added in order. """
self.frames.append(frame)
def get_next_frame(self):
""" Returns the current frame of the animation. Moves the current frame
count by one. """
if(self.looping):
self.current_frame = (self.current_frame + 1) % len(self.frames)
elif (self.current_frame == len(self.frames) - 1):
pass
return self.frames[self.current_frame]
def get_current_frame(self):
""" Returns the current frame of the animation. """
return self.current_frame
def set_current_frame(self, frame):
""" Changes the current frame of the animation. """
# The frame is wrapped modulo the number of frames to ensure it is valid.
self.current_frame = frame % len(self.frames)
def get_looping(self):
""" Returns wether this animation should loop or not. """
return self.looping
def set_looping(self, looping):
@@ -53,3 +34,10 @@ class Animation:
def set_frames_per_second(self, fps):
self.fps = fps
def generate_animation(self):
""" Generator function that returns the next frame of the animation. """
while True:
for frame in range(self.frame_start, self.frame_start + self.num_frames):
self.current_frame = frame - self.frame_start
yield frame

6
math_utils.py Normal file
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@@ -0,0 +1,6 @@
###########################################
# Created on 1-9-2013. Miguel Angel Astor #
###########################################
def angle_to_vector(angle):
return [math.cos(angle), math.sin(angle)]