Files
Super-HUGS-Revolution-98/actor.py

394 lines
13 KiB
Python

###########################################
# Created on 1-9-2013. Miguel Angel Astor #
###########################################
import math
import pygame
import math_utils
import game
ACTOR_STATES = { 'IDLE': 0, 'MOVING': 1 }
class BaseActor(pygame.sprite.Sprite):
def __init__(self, id, image = None, name = "Default", animated = False, visible = True, solid = True):
pygame.sprite.Sprite.__init__(self)
self.id = id
self.name = name
self.animated = animated
self.visible = visible
self.solid = solid
self.fps = 60
self.frames = []
self.time_per_frame = int(1000.0 / float(self.fps))
self.current_frame = 0
self.anim_then = pygame.time.get_ticks()
self.stopped = False
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.color = (255, 206, 99)
if image is not None:
self.image = image.copy()
self.frames.append(self.image)
self.rect = self.image.get_rect()
else:
self.image = None
self.rect = pygame.rect.Rect(0, 0, 42, 42)
self.image_points = []
def get_id(self):
return self.id
def get_name(self):
return self.name
def is_animated(self):
return self.animated
def is_visible(self):
return self.visible
def set_visible(self, visible):
self.visible = visible
def toggle_visible(self):
self.visible = not self.visible
def make_visible(self):
self.visible = True
def make_invisible(self):
self.visible = False
def is_solid(self):
return self.solid
def get_color(self):
return self.color
def set_color_tuple(self, color):
self.color = color
def set_color_rgb(self, red, green, blue):
self.color = (red, green, blue)
def get_position(self):
return list(self.position)
def set_position(self, new_pos):
self.position = list(new_pos)
self.rect.center = (self.position[0], self.position[1])
def get_velocity(self):
return self.velocity
def set_velocity(self, new_vel):
self.velocity = list(new_vel)
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
def get_fps(self):
return self.fps
def set_fps(self, fps):
self.fps = fps
self.time_per_frame = int(1000.0 / float(self.fps))
def resume_animation(self):
self.stopped = False
def stop_animation(self):
self.stopped = True
def add_frame(self, frame):
self.frames.append(frame.copy())
def change_frame(self, frame_index, frame):
if frame_index < 0 or frame_index >= len(self.frames):
pass
else:
self.frames[frame_index] = frame.copy()
def remove_frame(self, frame_index):
if frame_index < 1 or frame_index >= len(self.frames):
# The first frame (frame 0) cannot be removed.
pass
else:
self.frames.pop(im_point)
if self.current_frame >= len(self.frames):
self.current_frame = len(self.frames) - 1
def get_image_point(self, point):
if point < 0 or point > len(self.image_points):
return (0, 0)
else:
im_point = [self.image_points[point][0] + self.rect.left, self.image_points[point][1] + self.rect.top]
return im_point
def set_image_point_xy(self, point_x, point_y):
self.image_points.append((point_x, point_y))
def remove_image_point(self, im_point):
if im_point < 0 or im_point >= len(self.image_points):
pass
else:
self.image_points.pop(im_point)
def clear_image_points(self):
del self.image_points[:]
def test_collision_with_point(self, point):
return self.rect.collidepoint(point[0], point[1])
def draw(self, canvas):
if self.image is not None:
if not self.animated:
canvas.blit(self.image, self.rect)
else:
anim_now = pygame.time.get_ticks()
delta_t = anim_now - self.anim_then
if not self.stopped and delta_t >= self.time_per_frame:
self.current_frame = (self.current_frame + (delta_t // self.time_per_frame)) % len(self.frames)
self.anim_then = anim_now
frame = self.frames[self.current_frame]
frame_rect = frame.get_rect()
frame_rect.center = (self.position[0], self.position[1])
canvas.blit(frame, frame_rect)
else:
pygame.draw.rect(canvas, self.color, self.rect)
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 = 60.0):
BaseActor.__init__(self, id, image, name, animated, visible, solid)
self.then = pygame.time.get_ticks()
self.now = pygame.time.get_ticks()
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 # Compensate for overflow of self.now
if game.DEBUG:
print
print "Bullet actor: " + self.name
print "THEN: " + str(self.then) + " :: NOW: " + str(self.now) + " :: DELTA: " + str(delta_t)
if self.moving:
if game.DEBUG:
print "NEW VEL X: " + str((self.velocity[0] * delta_t) * (self.frame_rate / 1000))
print "NEW VEL Y: " + str((self.velocity[1] * delta_t) * (self.frame_rate / 1000))
self.position[0] += (self.velocity[0] * delta_t) * (self.frame_rate / 1000)
self.position[1] += (self.velocity[1] * delta_t) * (self.frame_rate / 1000)
self.rect.center = (self.position[0], self.position[1])
if game.DEBUG:
print "NEW POSITION: " + str(self.position)
self.then = self.now
class OmnidirectionalActor(BaseActor):
def __init__(self, id, image, name = "Default", animated = False, visible = True, solid = True, frame_rate = 60.0):
BaseActor.__init__(self, id, image, name, animated, visible, solid)
self.angle = 0.0
self.then = pygame.time.get_ticks()
self.frame_rate = frame_rate
self.moving = False
self.friction = 0.90
self.constraint_min_x = 0
self.constraint_min_y = 0
self.constraint_max_x = 1024
self.constraint_max_y = 768
self.acc_fract_x = ((0.6 * float(pygame.display.Info().current_w)) / 1024.0)
self.acc_fract_y = ((0.6 * float(pygame.display.Info().current_h)) / 768.0)
self.idle_frames = []
self.moving_frames = []
self.current_frame = 0
def is_moving(self):
return self.moving
def move(self):
self.moving = True
def stop(self):
self.moving = False
def get_angle(self):
return self.angle
def set_angle(self, angle):
self.angle = float(angle)
def set_constraints(self, constraints):
self.constraint_min_x = constraints[0]
self.constraint_min_y = constraints[2]
self.constraint_max_x = constraints[1]
self.constraint_max_y = constraints[3]
def reset_then(self):
self.then = pygame.time.get_ticks()
def update(self):
now = pygame.time.get_ticks()
delta_t = now - self.then
if delta_t < 0:
delta_t = 0 # Compensate for overflow of now
if self.moving:
direction = math_utils.angle_to_vector(self.angle)
self.velocity[0] += direction[0] * self.acc_fract_x
self.velocity[1] += direction[1] * self.acc_fract_y
self.position[0] += (self.velocity[0] * delta_t) * (self.frame_rate / 1000)
self.position[1] += (self.velocity[1] * delta_t) * (self.frame_rate / 1000)
if self.position[0] < self.constraint_min_x:
self.position[0] = self.constraint_min_x
if self.position[0] > self.constraint_max_x:
self.position[0] = self.constraint_max_x
if self.position[1] < self.constraint_min_y:
self.position[1] = self.constraint_min_y
if self.position[1] > self.constraint_max_y:
self.position[1] = self.constraint_max_y
self.velocity[0] *= self.friction
self.velocity[1] *= self.friction
self.rect.center = (self.position[0], self.position[1])
self.then = now
def add_idle_frame(self, frame):
self.idle_frames.append(frame.copy())
def change_idle_frame(self, frame_index, frame):
if frame_index < 0 or frame_index >= len(self.idle_frames):
pass
else:
self.idle_frames[frame_index] = frame.copy()
def remove_idle_frame(self, frame_index):
if frame_index < 1 or frame_index >= len(self.idle_frames):
# The first frame (frame 0) cannot be removed.
pass
else:
self.idle_frames.pop(im_point)
if self.current_frame >= len(self.idle_frames):
self.current_frame = len(self.idle_frames) - 1
def add_moving_frame(self, frame):
self.moving_frames.append(frame.copy())
def change_moving_frame(self, frame_index, frame):
if frame_index < 0 or frame_index >= len(self.moving_frames):
pass
else:
self.moving_frames[frame_index] = frame.copy()
def remove_moving_frame(self, frame_index):
if frame_index < 1 or frame_index >= len(self.moving_frames):
# The first frame (frame 0) cannot be removed.
pass
else:
self.moving_frames.pop(im_point)
if self.current_frame >= len(self.moving_frames):
self.current_frame = len(self.moving_frames) - 1
def draw(self, canvas):
if self.image is not None:
if not self.animated:
canvas.blit(self.image, self.rect)
else:
frame = None
anim_now = pygame.time.get_ticks()
delta_t = anim_now - self.anim_then
if not self.stopped and delta_t >= self.time_per_frame:
self.current_frame = (self.current_frame + (delta_t // self.time_per_frame)) % 2
self.anim_then = anim_now
if not self.moving:
if self.angle >= -(math_utils.PI / 4.0) and self.angle < math_utils.PI / 4.0:
# Between -45 and 45 degrees.
frame = self.idle_frames[0]
elif self.angle >= math_utils.PI / 4.0 and self.angle < 3.0 * (math_utils.PI / 4.0):
# Between 45 and 135 degrees.
frame = self.idle_frames[1]
elif self.angle >= 3.0 * (math_utils.PI / 4.0) and self.angle <= math_utils.PI:
# Between 135 and 180 degrees.
frame = self.idle_frames[2]
elif self.angle >= -3.0 * (math_utils.PI / 4.0) and self.angle < -(math_utils.PI / 4.0):
# Between -135 and -45 degrees.
frame = self.idle_frames[3]
else:
# Between -180 and -135 degrees.
frame = self.idle_frames[2]
else:
if self.angle >= -(math_utils.PI / 4.0) and self.angle < math_utils.PI / 4.0:
# Between -45 and 45 degrees.
base_frame = 0
elif self.angle >= math_utils.PI / 4.0 and self.angle < 3.0 * (math_utils.PI / 4.0):
# Between 45 and 135 degrees.
base_frame = 2
elif self.angle >= 3.0 * (math_utils.PI / 4.0) and self.angle <= math_utils.PI:
# Between 135 and 180 degrees.
base_frame = 4
elif self.angle >= -3.0 * (math_utils.PI / 4.0) and self.angle < -(math_utils.PI / 4.0):
# Between -135 and -45 degrees.
base_frame = 6
else:
# Between -180 and -135 degrees.
base_frame = 4
frame = self.moving_frames[self.current_frame + base_frame]
frame_rect = frame.get_rect()
frame_rect.center = (self.position[0], self.position[1])
canvas.blit(frame, frame_rect)
else:
pygame.draw.rect(canvas, self.color, self.rect)