Added basic animation support to BaseActor.
This commit is contained in:
54
actor.py
54
actor.py
@@ -20,6 +20,13 @@ class BaseActor(pygame.sprite.Sprite):
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self.visible = visible
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self.solid = solid
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self.fps = 60
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self.frames = []
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self.time_per_frame = int(1000.0 / float(self.fps))
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self.current_frame = 0
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self.anim_then = pygame.time.get_ticks()
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self.stopped = False
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self.angle = 0.0
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self.position = [0, 0]
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self.velocity = [0, 0]
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@@ -30,7 +37,8 @@ class BaseActor(pygame.sprite.Sprite):
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self.color = (255, 206, 99)
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if image is not None:
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self.image = image
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self.image = image.copy()
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self.frames.append(self.image)
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self.rect = self.image.get_rect()
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else:
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self.image = None
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@@ -105,6 +113,37 @@ class BaseActor(pygame.sprite.Sprite):
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def set_friction(self, new_friction):
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self.friction = new_friction
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def get_fps(self):
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return self.fps
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def set_fps(self, fps):
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self.fps = fps
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self.time_per_frame = int(1000.0 / float(self.fps))
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def resume_animation(self):
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self.stopped = False
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def stop_animation(self):
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self.stopped = True
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def add_frame(self, frame):
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self.frames.append(frame.copy())
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def change_frame(self, frame_index, frame):
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if frame_index < 0 or frame_index >= len(self.frames):
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pass
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else:
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self.frames[frame_index] = frame.copy()
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def remove_frame(self, frame_index):
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if frame_index < 1 or frame_index >= len(self.frames):
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# The first frame (frame 0) cannot be removed.
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pass
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else:
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self.frames.pop(im_point)
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if self.current_frame >= len(self.frames):
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self.current_frame = len(self.frames) - 1
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def get_image_point(self, point):
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if point < 0 or point > len(self.image_points):
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return (0, 0)
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@@ -129,7 +168,18 @@ class BaseActor(pygame.sprite.Sprite):
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def draw(self, canvas):
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if self.image is not None:
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canvas.blit(self.image, self.rect)
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if not self.animated:
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canvas.blit(self.image, self.rect)
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else:
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anim_now = pygame.time.get_ticks()
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delta_t = anim_now - self.anim_then
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if not self.stopped and delta_t >= self.time_per_frame:
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self.current_frame = (self.current_frame + (delta_t // self.time_per_frame)) % len(self.frames)
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self.anim_then = anim_now
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frame = self.frames[self.current_frame]
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frame_rect = frame.get_rect()
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frame_rect.center = (self.position[0], self.position[1])
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canvas.blit(frame, frame_rect)
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else:
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pygame.draw.rect(canvas, self.color, self.rect)
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4
intro.py
4
intro.py
@@ -28,6 +28,7 @@ class IntroState(BaseState):
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image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/burbuja.png')
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image2 = imloader.cached_image_loader.get_image_to_screen_percent('gfx/submarino1.png')
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image4 = imloader.cached_image_loader.get_image_to_screen_percent('gfx/submarino2.png')
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image3 = imloader.cached_image_loader.get_image_to_screen_percent('gfx/oneoop.png')
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self.sine_movement = actor.BulletActor(0, image, "SineMovement", False, True, False)
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@@ -41,7 +42,8 @@ class IntroState(BaseState):
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self.submarine = actor.BaseActor(1, image2, "Submarine", True, True, False)
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self.submarine.set_image_point_xy(int(float(image2.get_width()) * 0.195), int(float(image2.get_height()) * 0.835))
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# Instert second animation frame of the subamrine.
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self.submarine.set_fps(10)
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self.submarine.add_frame(image4)
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self.particle_system = particle.ParticleSystem(0, "Bubbles", 'gfx/burbuja.png', 1000, 1000, 1, -130.0)
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self.particle_system.set_friction(1.0)
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