Beispiel #1
0
class NPC:
    def __init__(self, renderer, factory, json_data):

        self.dialog_timer = Timer(10000)
        self.close_dialog_timer = Timer(10000)

        self.db = DataBase()

        self.renderer = renderer
        self.factory = factory

        data = json.loads(json_data)

        self.name = data["name"]
        self.start_pos = data["start_pos"]

        self.npc_data = self.db.get_npc(self.name)

        self.level = self.npc_data["level"]
        self.quest = self.npc_data["quest"]
        self.sprite_size = 128
        self.position = [0, 0]
        self.movement = [0, 0]

        self.moving = False

        self.npc_sprites = [
            RESOURCES.get_path("{0}_standing.png".format(self.name)),
            RESOURCES.get_path("{0}_walking.png".format(self.name))
        ]

        self.sprite_sheets = {}
        self.sprites = []

        self.facing = Facing.LEFT_DOWN
        self.last_facing = self.facing

        self.motion_type = MotionType.STANDING
        self.last_motion_type = self.motion_type

        self.frame_index = 0
        self.walk_frames = 60
        self.move_rate = 100

        self.init_sprite_sheet()

        self.dialogs = self.db.get_npc_dialog(self.name)
        self.dialog_box = None
        self.dialog_sprites = []
        self.text = None

    def init_sprite_sheet(self):
        for motion_type in range(MotionType.COUNT):
            self.load_image(self.npc_sprites[motion_type], motion_type)

    def load_image(self, file_path, motion_type):
        sprite_sheets = self.sprite_sheets.get(file_path)
        if not sprite_sheets:
            sprite_surface = self.factory.from_image(file_path)
            self.sprite_sheets[motion_type] = sprite_surface

    def update(self, position, elapsed_time):

        self.position = position
        self.sprites.clear()
        self.frame_index += 1

        if self.frame_index == (self.sprite_sheets[self.motion_type].size[0] / self.sprite_size):
            self.frame_index = 0

        if not self.moving:
            move = dice(self.move_rate)
            if move[0] == self.move_rate - 1:
                self.moving = True
                self.walk_frames = 60
                facing = dice(Facing.COUNT - 1)
                self.facing = facing[0]

        if self.moving:
            if self.walk_frames:
                self.motion_type = MotionType.WALKING

                if self.facing == 0:
                    self.movement[0] -= 2
                    self.movement[1] += 1
                    self.facing = Facing.LEFT_DOWN
                elif self.facing == 1:
                    self.movement[1] += 1
                    self.facing = Facing.DOWN
                elif self.facing == 2:
                    self.movement[0] += 2
                    self.movement[1] += 1
                    self.facing = Facing.RIGHT_DOWN
                elif self.facing == 3:
                    self.movement[0] += 2
                    self.facing = Facing.RIGHT
                elif self.facing == 4:
                    self.movement[0] += 2
                    self.movement[1] -= 1
                    self.facing = Facing.RIGHT_UP
                elif self.facing == 5:
                    self.movement[1] -= 1
                    self.facing = Facing.UP
                elif self.facing == 6:
                    self.movement[0] -= 2
                    self.movement[1] -= 1
                    self.facing = Facing.LEFT_UP
                elif self.facing == 7:
                    self.movement[0] -= 2
                    self.facing = Facing.LEFT

                self.walk_frames -= 1
            else:
                self.moving = False
                self.motion_type = MotionType.STANDING

        x = int((int(self.start_pos[0]) + self.position[0] + self.movement[0]) - (self.sprite_size / 2))
        y = int((int(self.start_pos[1]) + self.position[1] + self.movement[1]) - (self.sprite_size / 2))

        self.position = x, y

        sprite_sheet = self.sprite_sheets[self.motion_type]

        sprite_crop = [self.frame_index * self.sprite_size,
                       self.facing * self.sprite_size,
                       self.sprite_size,
                       self.sprite_size]

        sprite = sprite_sheet.subsprite(sprite_crop)
        sprite.position = self.position

        self.sprites.append(sprite)

        """
        renderer = self.renderer

        src_rect = SDL_Rect()

        src_rect.x = frame_index * sprite_size
        src_rect.y = facing * sprite_size
        src_rect.w = sprite_size
        src_rect.h = sprite_size

        dest_rect = SDL_Rect()

        dest_rect.x = x
        dest_rect.y = y
        dest_rect.w = sprite_size
        dest_rect.h = sprite_size

        SDL_RenderCopy(renderer, sprite.texture, src_rect, dest_rect)
        """

    def get_sprites(self):
        return self.sprites

    def dialog_update(self):

        self.dialog_timer.update()
        self.close_dialog_timer.update()

        if self.dialog_timer.check():
            self.dialog_timer.reset()
            self.close_dialog_timer.activate()

            self.create_dialog()

        if self.close_dialog_timer.check():
            self.close_dialog_timer.reset()
            self.dialog_timer.activate()
            self.dialog_box = None
            self.dialog_sprites.clear()

    def create_dialog(self):

        self.text = dice(len(self.dialogs) - 1)

        name = self.dialogs[self.text[0]]['npc']
        text = self.dialogs[self.text[0]]['text']
        message = {0: "{0}:".format(name)}

        max_chars = 24
        i = 1
        for j in range(0, len(text), max_chars):
            message[i] = text[j:j + max_chars]
            i += 1

        self.dialog_box = DialogBox(self.factory,
                                    font_size=32,
                                    fg_color=Colors.WHITE,
                                    bg_color=Colors.BLACK,
                                    font_name="04B_20__.TTF",
                                    text=message,
                                    position=self.position,
                                    renderer=self.renderer)

        sprites = self.dialog_box.get_sprites()
        for sprite in sprites:
            self.dialog_sprites.append(sprite)
Beispiel #2
0
class Menu:
    def __init__(self, window, world, renderer, factory):
        self.window = window
        self.renderer = renderer
        self.world = world
        self.factory = factory

        self.rsystem = factory.create_sprite_render_system(window)

        self.menu_bg = RESOURCES.get_path("menu_bg.png")
        self.menu_cursor = RESOURCES.get_path("menu_cursor.png")

        self.running = True
        self.position = 460, 340
        self.cursor_start_position = 370, 330
        self.cursor_position = 0
        self.cursor_sprite_size = 32

        self.background_sprite = self.factory.from_image(self.menu_bg)
        self.cursor_sprite = self.factory.from_image(self.menu_cursor)

        self.text = {0: "START", 1: "OPTIONS", 2: "EXIT"}

        self.dialog = DialogBox(self.factory,
                                font_size=32,
                                fg_color=Colors.WHITE,
                                bg_color=Colors.BLACK,
                                font_name="04B_20__.TTF",
                                text=self.text,
                                position=self.position,
                                renderer=self.renderer)

        self.sprites = [self.background_sprite]

        sprites = self.dialog.get_sprites()

        for sprite in sprites:
            self.sprites.append(sprite)

        self.sprites.append(self.cursor_sprite)

    def __del__(self):
        SDL_Quit()

    def update(self, elapsed_time):
        self.cursor_sprite.position = self.cursor_start_position[0], self.cursor_start_position[1] \
                                      + self.cursor_position * self.cursor_sprite_size

    def run(self):
        menu_input = Input()

        last_update_time = SDL_GetTicks()  # units.MS

        while self.running:
            start_time = SDL_GetTicks()  # units.MS

            menu_input.begin_new_frame()
            menu_events = get_events()

            for event in menu_events:
                if event.type == SDL_KEYDOWN:
                    menu_input.key_down_event(event)

                elif event.type == SDL_KEYUP:
                    menu_input.key_up_event(event)

                elif event.type == SDL_QUIT:
                    self.running = False
                    break

            # Exit
            if menu_input.was_key_pressed(SDLK_ESCAPE):
                self.running = False

            # Move the cursor
            elif menu_input.was_key_pressed(SDLK_UP):
                if self.cursor_position != 0:
                    self.cursor_position -= 1
            elif menu_input.was_key_pressed(SDLK_DOWN):
                if self.cursor_position != 2:
                    self.cursor_position += 1

            # Select option
            elif menu_input.was_key_pressed(SDLK_RETURN):
                self.running = False
                if self.cursor_position == 0:
                    self.launch_game()

            current_time = SDL_GetTicks()  # units.MS
            elapsed_time = current_time - last_update_time  # units.MS

            self.update(min(elapsed_time, MAX_FRAME_TIME))

            last_update_time = current_time

            self.renderer.render(self.sprites)

            # This loop lasts 1/60th of a second, or 1000/60th ms
            ms_per_frame = 1000 // FPS  # units.MS
            elapsed_time = SDL_GetTicks() - start_time  # units.MS
            if elapsed_time < ms_per_frame:
                SDL_Delay(ms_per_frame - elapsed_time)

    def launch_game(self):
        game = Game(self.world, self.window, self.renderer, self.factory)
        game.run()

        self.running = True
        self.run()