Exemplo n.º 1
0
	def __init__(self,name,clothingType,clothingColor,hairType,hairColor,preview=False):
		self.name = name
		self.job = Warrior(1)
		self.state = 0
		self.direction = 0

		items = [["EmptyPotion",3],["HealthPotion",5],["StrangePotion",20],["LeatherTunic","Purple"],["IronChestplate"],["WoodenShortSword"],["Test1"],["Test2"],["Test3"],["Test4"],["Test5"],["Test6"],["GreenSlimeball",5],["WoodenShortBow"]]
		inven = []
		for item in items:
			inven.append(ItemFactory.createItem(*item))
		self.inventory=Inventory(inven)

		#self.inventory=Inventory([ItemFactory.createItem("EmptyPotion",3),ItemFactory.createItem("HealthPotion",5),ItemFactory.createItem("StrangePotion",20),ItemFactory.createItem("LeatherTunic","Purple"),ItemFactory.createItem("IronChestplate"),ItemFactory.createItem("WoodenShortSword")])
		self.party=[]
		self.quests={}
		self.skills={"S1":None,"S1U":None,"S1R":None,"S1D":None,"S1L":None}

		self.talking = False
		self.shopping = False
		self.canMove = True

		#For saving:
		self.clothingType=clothingType
		self.clothingColor=clothingColor
		self.hairType=hairType
		self.hairColor=hairColor

		self.icon=None

		mask = pygame.mask.Mask((17,25))
		for x in range(6,11):
			for y in range(19,25):
				mask.set_at((x,y),1)

		animations = self.constructAnimations(clothingType,clothingColor,hairType,hairColor,preview)
		self.graphicObject = GraphicObject(animations,parent=self)
		self.gameObject = GameObject([0,0],{"Idle":mask},60,self.graphicObject,"Player",parent=self)

		animations = self.constructBattleAnimations(preview)
		hitbox = [pygame.rect.Rect([16,7,28,61]),pygame.rect.Rect([7,8,28,60])]
		self.battleGraphicObject = BattleGraphicObject(animations,[10,145],20,weapon=self.getInventory().getArm1())
		self.battleObject = BattleObject(self.battleGraphicObject,hitbox,10,self.name,self.getInventory().getArm1(),level=1,exp=15,**self.job.getStartStats())
Exemplo n.º 2
0
class Player(object):

	## Constructor
	#  @param name The player's name
	#  @param job The player's class (see jobs)
	#  @param clothingType The style of clothing to use. (see Player/Overworld/Clothes/Type# and Player/Overworld/Body/Type#)
	#  @param clothingColor What color the clothing should be.
	#  @param hairType What style of hair to use. (see Player/Overworld/Hair/Type#)
	#  @param hairColor What color the hair should be.
	#  @param preview Whether or not this Player is being used in the character creator. If @c True not all animations will be generated.
	def __init__(self,name,clothingType,clothingColor,hairType,hairColor,preview=False):
		self.name = name
		self.job = Warrior(1)
		self.state = 0
		self.direction = 0

		items = [["EmptyPotion",3],["HealthPotion",5],["StrangePotion",20],["LeatherTunic","Purple"],["IronChestplate"],["WoodenShortSword"],["Test1"],["Test2"],["Test3"],["Test4"],["Test5"],["Test6"],["GreenSlimeball",5],["WoodenShortBow"]]
		inven = []
		for item in items:
			inven.append(ItemFactory.createItem(*item))
		self.inventory=Inventory(inven)

		#self.inventory=Inventory([ItemFactory.createItem("EmptyPotion",3),ItemFactory.createItem("HealthPotion",5),ItemFactory.createItem("StrangePotion",20),ItemFactory.createItem("LeatherTunic","Purple"),ItemFactory.createItem("IronChestplate"),ItemFactory.createItem("WoodenShortSword")])
		self.party=[]
		self.quests={}
		self.skills={"S1":None,"S1U":None,"S1R":None,"S1D":None,"S1L":None}

		self.talking = False
		self.shopping = False
		self.canMove = True

		#For saving:
		self.clothingType=clothingType
		self.clothingColor=clothingColor
		self.hairType=hairType
		self.hairColor=hairColor

		self.icon=None

		mask = pygame.mask.Mask((17,25))
		for x in range(6,11):
			for y in range(19,25):
				mask.set_at((x,y),1)

		animations = self.constructAnimations(clothingType,clothingColor,hairType,hairColor,preview)
		self.graphicObject = GraphicObject(animations,parent=self)
		self.gameObject = GameObject([0,0],{"Idle":mask},60,self.graphicObject,"Player",parent=self)

		animations = self.constructBattleAnimations(preview)
		hitbox = [pygame.rect.Rect([16,7,28,61]),pygame.rect.Rect([7,8,28,60])]
		self.battleGraphicObject = BattleGraphicObject(animations,[10,145],20,weapon=self.getInventory().getArm1())
		self.battleObject = BattleObject(self.battleGraphicObject,hitbox,10,self.name,self.getInventory().getArm1(),level=1,exp=15,**self.job.getStartStats())

	## Constructs the overworld animations for this character.
	#
	#  @param clothingType The style of clothing to use. (see Player/Overworld/Clothes/Type# and Player/Overworld/Body/Type#)
	#  @param clothingColor What color the clothing should be.
	#  @param hairType What style of hair to use. (see Player/Overworld/Hair/Type#)
	#  @param hairColor What color the hair should be.
	#  @param preview Whether or not this Player is being used in the character creator. If @c True not all animations will be generated.
	def constructAnimations(self,ClothingType,ClothingColor,HairType,HairColor,Preview=False):
		animations = {"Idle":[Animation(None,None,"IdleN"),Animation(None,None,"IdleE"),Animation(None,None,"IdleS"),Animation(None,None,"IdleW")],"Walk":[Animation(None,None,"WalkN"),Animation(None,None,"WalkE"),Animation(None,None,"WalkS"),Animation(None,None,"WalkW")]}

		self.icon = pygame.surface.Surface((27,27),flags=SRCALPHA)
		base=pygame.image.load(config.AssetPath+"Player/Overworld/Profile/Base.png").convert_alpha()
		clothes=pygame.image.load(config.AssetPath+"Player/Overworld/Profile/Shirt.png").convert_alpha()
		clothes.fill(ClothingColor,special_flags=BLEND_MULT)
		hair=pygame.image.load(config.AssetPath+"Player/Overworld/Profile/Hair"+str(HairType)+".png").convert_alpha()
		hair.fill(HairColor,special_flags=BLEND_MULT)

		self.icon.blit(base,[0,0])
		self.icon.blit(clothes,[0,0])
		self.icon.blit(hair,[0,0])

		for dire in ["W","S","N"]:
			if dire == "W":
				direI = 3
			elif dire == "S":
				direI = 2
			elif dire == "N":
				direI = 0
			for frame in range(1,4):
				hair = pygame.image.load(config.AssetPath+"Player/Overworld/Hair/Type"+str(HairType)+"/Walk"+dire+str(frame)+".png").convert_alpha()
				hair.fill(HairColor,special_flags=BLEND_MULT)
				temp = pygame.surface.Surface((17,25),flags=SRCALPHA)
				clothes = pygame.image.load(config.AssetPath+"Player/Overworld/Clothes/Type"+str(ClothingType)+"/Walk"+dire+str(frame)+".png").convert_alpha()
				clothes.fill(ClothingColor,special_flags=BLEND_MULT)
				body = pygame.image.load(config.AssetPath+"Player/Overworld/Body/Type"+str(ClothingType)+"/Walk"+dire+str(frame)+".png").convert_alpha()
				temp.blit(clothes,(0,0))
				temp.blit(body,(0,0))
				temp.blit(hair,(0,0))
				if frame == 3:
					frame += 1
				animations["Walk"][direI].addFrame(AnimationFrame(temp,0.20,None,frame-1))
				if frame == 2:
					animations["Walk"][direI].addFrame(AnimationFrame(animations["Walk"][direI].getSprite(),.20,None,2))
		i=0
		for frame in animations["Walk"][3].getFrames():
			i+=1
			animations["Walk"][1].addFrame(AnimationFrame(pygame.transform.flip(frame.image,True,False),frame.delay,None,i-1))
		#Standing
		animations["Idle"][0].addFrame(AnimationFrame(animations["Walk"][0].getSprite(),.1,None,0))
		animations["Idle"][1].addFrame(AnimationFrame(animations["Walk"][1].getSprite(),.1,None,0))
		animations["Idle"][2].addFrame(AnimationFrame(animations["Walk"][2].getSprite(),.1,None,0))
		animations["Idle"][3].addFrame(AnimationFrame(animations["Walk"][3].getSprite(),.1,None,0))

		return animations

	## Constructs the battle animations for this character.
	#
	#  @param preview Whether or not this Player is being used in the character creator. If @c True not all animations will be generated.
	def constructBattleAnimations(self,Preview=False):
		animations = {"Idle":[Animation(None,None,"IdleW"),Animation(None,None,"IdleE")],"Run":[Animation(None,None,"RunW"),Animation(None,None,"RunE")],"Death":[Animation(None,None,"DeathW"),Animation(None,None,"DeathE")],"Dead":[Animation(None,None,"DeadW"),Animation(None,None,"DeadE")]}

		weapon = self.getInventory().getArm1()
		if weapon == None:
			style = "Unarmed"
			styleName = style
		else:
			style = weapon.getStyle()
			styleName = style.getName()

		#Idle:
		temp = pygame.surface.Surface((52,70),flags=SRCALPHA)

		body = pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Body/Type"+str(self.clothingType)+"/Idle1.png").convert_alpha()
		hair = pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Hair/Type"+str(self.hairType)+"/Idle1.png").convert_alpha()
		hair.fill(self.hairColor,special_flags=BLEND_MULT)
		shirt= pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Shirt/Type"+str(self.clothingType)+"/Idle1.png").convert_alpha()
		shirt.fill(self.clothingColor,special_flags=BLEND_MULT)

		temp.blit(shirt,(0,0))
		temp.blit(body,(0,0))
		temp.blit(hair,(0,0))
		animations["Idle"][1].addFrame(AnimationFrame(temp,.5,None,0))

		#Run:
		for i in range(1,5):
			temp = pygame.surface.Surface((52,70),flags=SRCALPHA)

			body = pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Body/Type"+str(self.clothingType)+"/Walk"+str(i)+".png").convert_alpha()
			hair = pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Hair/Type"+str(self.hairType)+"/Walk"+str(i)+".png").convert_alpha()
			hair.fill(self.hairColor,special_flags=BLEND_MULT)
			shirt= pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Shirt/Type"+str(self.clothingType)+"/Walk"+str(i)+".png").convert_alpha()
			shirt.fill(self.clothingColor,special_flags=BLEND_MULT)

			temp.blit(shirt,(0,0))
			temp.blit(body,(0,0))
			temp.blit(hair,(0,0))
			animations["Run"][1].addFrame(AnimationFrame(temp,.17,None,i-1))

		##Attacking:
		if style == "Unarmed" or style.getType() == "Combo":
			if style == "Unarmed":
				chain = 3
				frameOrder = [["Attack1.png","Idle1.png"],["Attack2.png","Attack3.png","Attack2.png"],["Attack1.png","Idle1.png"]]
				frameDelay = [[.15,.15],[.15,.15,.15],[.15,.15]]
			else:
				chain = style.getChain()
				frameOrder = style.getFrameOrder()
				frameDelay = style.getFrameDelay()

			for i in range(1,chain+1):
				animations["Attack"+str(i)] = [Animation(None,None,"Attack"+str(i)+"W"),Animation(None,None,"Attack"+str(i)+"E")]
				for j in range(0,len(frameOrder[i-1])):
					temp = pygame.surface.Surface((52,70),flags=SRCALPHA)

					body = pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Body/Type"+str(self.clothingType)+"/"+frameOrder[i-1][j]).convert_alpha()
					hair = pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Hair/Type"+str(self.hairType)+"/"+frameOrder[i-1][j]).convert_alpha()
					hair.fill(self.hairColor,special_flags=BLEND_MULT)
					shirt= pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Shirt/Type"+str(self.clothingType)+"/"+frameOrder[i-1][j]).convert_alpha()
					shirt.fill(self.clothingColor,special_flags=BLEND_MULT)

					temp.blit(shirt,(0,0))
					temp.blit(body,(0,0))
					temp.blit(hair,(0,0))
					animations["Attack"+str(i)][1].addFrame(AnimationFrame(temp,frameDelay[i-1][j],None,j))
		elif style.getType() == "Charge":
			stages = style.getStages()
			frameOrder = style.getFrameOrder()
			frameDelay = style.getChargeTime()

			animations["Attack"] = [Animation(None,None,"Attack"+str(i)+"W"),Animation(None,None,"Attack"+str(i)+"E")]
			for i in range(1,stages+1):
				temp = pygame.surface.Surface((52,70),flags=SRCALPHA)

				body = pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Body/Type"+str(self.clothingType)+"/"+frameOrder[i-1]).convert_alpha()
				hair = pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Hair/Type"+str(self.hairType)+"/"+frameOrder[i-1]).convert_alpha()
				hair.fill(self.hairColor,special_flags=BLEND_MULT)
				shirt = pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Shirt/Type"+str(self.clothingType)+"/"+frameOrder[i-1]).convert_alpha()
				shirt.fill(self.clothingColor,special_flags=BLEND_MULT)

				temp.blit(shirt,(0,0))
				temp.blit(body,(0,0))
				temp.blit(hair,(0,0))

				if i == stages:
					animations["Attack"][1].addFrame(AnimationFrame(temp,10,None,i))
				else:
					animations["Attack"][1].addFrame(AnimationFrame(temp,frameDelay,None,i))

		#Death
		temp = pygame.surface.Surface((70,70),flags=SRCALPHA)
		body = pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Body/Type"+str(self.clothingType)+"/Death1.png").convert_alpha()
		hair = pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Hair/Type"+str(self.hairType)+"/Death1.png").convert_alpha()
		hair.fill(self.hairColor,special_flags=BLEND_MULT)
		shirt= pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Shirt/Type"+str(self.clothingType)+"/Death1.png").convert_alpha()
		shirt.fill(self.clothingColor,special_flags=BLEND_MULT)
		temp.blit(shirt,(0,0))
		temp.blit(body,(0,0))
		temp.blit(hair,(0,0))
		animations["Death"][1].addFrame(AnimationFrame(temp,.2,None,0))
		temp = pygame.surface.Surface((70,70),flags=SRCALPHA)
		body = pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Body/Type"+str(self.clothingType)+"/Dead.png").convert_alpha()
		hair = pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Hair/Type"+str(self.hairType)+"/Dead.png").convert_alpha()
		hair.fill(self.hairColor,special_flags=BLEND_MULT)
		shirt= pygame.image.load(config.AssetPath+"Player/Battle/"+styleName+"/Shirt/Type"+str(self.clothingType)+"/Dead.png").convert_alpha()
		shirt.fill(self.clothingColor,special_flags=BLEND_MULT)
		temp.blit(shirt,(0,0))
		temp.blit(body,(0,0))
		temp.blit(hair,(0,0))
		animations["Dead"][1].addFrame(AnimationFrame(temp,.5,None,0))
		#animations[2][1].append(temp)
		#animations[4][1].append(temp)

		#temp = pygame.surface.Surface((52,70),flags=SRCALPHA)

		#body = pygame.image.load("Player/Battle/"+Weapon+"/Body/Type"+str(ClothingType)+"/Idle1.png").convert_alpha()
		#hair = pygame.image.load("Player/Battle/"+Weapon+"/Hair/Type"+str(HairType)+"/Idle1.png").convert_alpha()
		#hair.fill(HairColor,special_flags=BLEND_MULT)
		#shirt= pygame.image.load("Player/Battle/"+Weapon+"/Shirt/Type"+str(ClothingType)+"/Idle1.png").convert_alpha()
		#shirt.fill(ClothingColor,special_flags=BLEND_MULT)

		#temp.blit(shirt,(0,0))
		#temp.blit(body,(0,0))
		#temp.blit(hair,(0,0))
		#animations[2][1].append(temp)
		#animations[4][1].append(temp)

		#for i in range(2,4):
			#temp = pygame.surface.Surface((52,70),flags=SRCALPHA)

			#body = pygame.image.load("Player/Battle/"+Weapon+"/Body/Type"+str(ClothingType)+"/Attack"+str(i)+".png").convert_alpha()
			#hair = pygame.image.load("Player/Battle/"+Weapon+"/Hair/Type"+str(HairType)+"/Attack"+str(i)+".png").convert_alpha()
			#hair.fill(HairColor,special_flags=BLEND_MULT)
			#shirt= pygame.image.load("Player/Battle/"+Weapon+"/Shirt/Type"+str(ClothingType)+"/Attack"+str(i)+".png").convert_alpha()
			#shirt.fill(ClothingColor,special_flags=BLEND_MULT)

			#temp.blit(shirt,(0,0))
			#temp.blit(body,(0,0))
			#temp.blit(hair,(0,0))
			#animations[3][1].append(temp)

		#temp = pygame.surface.Surface((52,70),flags=SRCALPHA)

		#body = pygame.image.load("Player/Battle/"+Weapon+"/Body/Type"+str(ClothingType)+"/Attack2.png").convert_alpha()
		#hair = pygame.image.load("Player/Battle/"+Weapon+"/Hair/Type"+str(HairType)+"/Attack2.png").convert_alpha()
		#hair.fill(HairColor,special_flags=BLEND_MULT)
		#shirt= pygame.image.load("Player/Battle/"+Weapon+"/Shirt/Type"+str(ClothingType)+"/Attack2.png").convert_alpha()
		#shirt.fill(ClothingColor,special_flags=BLEND_MULT)

		#temp.blit(shirt,(0,0))
		#temp.blit(body,(0,0))
		#temp.blit(hair,(0,0))
		#animations[3][1].append(temp)

		##Create Mirroring
		#Idle
		temp = animations["Idle"][1].getFrames()
		i=0
		for frame in temp:
			animations["Idle"][0].addFrame(AnimationFrame(pygame.transform.flip(frame.getImage(),True,False),frame.getDelay(),None,i))
			i+=1
		#Run
		temp = animations["Run"][1].getFrames()
		i=0
		for frame in temp:
			animations["Run"][0].addFrame(AnimationFrame(pygame.transform.flip(frame.getImage(),True,False),frame.getDelay(),None,i))
			i+=1
		#Attack
		if style == "Unarmed" or style.getType() == "Combo":
			for i in range(1,chain+1):
				temp = animations["Attack"+str(i)][1].getFrames()
				j = 0
				for frame in temp:
					animations["Attack"+str(i)][0].addFrame(AnimationFrame(pygame.transform.flip(frame.getImage(),True,False),frame.getDelay(),None,j))
					j+=1
		elif style.getType() == "Charge":
			temp = animations["Attack"][1].getFrames()
			i=0
			for frame in temp:
				animations["Attack"][0].addFrame(AnimationFrame(pygame.transform.flip(frame.getImage(),True,False),frame.getDelay(),None,1))

		#Death
		temp = animations["Death"][1].getFrames()
		i=0
		for frame in temp:
			animations["Death"][0].addFrame(AnimationFrame(pygame.transform.flip(frame.getImage(),True,False),frame.getDelay(),None,i))
			i+=1
		temp = animations["Dead"][1].getFrames()
		i=0
		for frame in temp:
			animations["Dead"][0].addFrame(AnimationFrame(pygame.transform.flip(frame.getImage(),True,False),frame.getDelay(),None,i))
			i+=1

		##And linking...
		if style == "Unarmed" or style.getType() == "Combo":
			for i in range(1,chain+1):
				animations["Attack"+str(i)][0].setNextAnimation(animations["Idle"][0])
				animations["Attack"+str(i)][1].setNextAnimation(animations["Idle"][1])
		animations["Death"][0].setNextAnimation(animations["Dead"][0])
		animations["Death"][1].setNextAnimation(animations["Dead"][1])

		return animations

	def getSkillLevelUp(self):
		if self.battleObject.level%2 == 0:
			return True
		return False

	## Returns whether or not the character can move.
	def getCanMove(self):
		return self.canMove

	## Sets whether or not the character can move.
	#
	#  This should be set to false if the player is for example sleeping.
	def setCanMove(self,canMove):
		self.canMove = canMove

	## Recovers all this character's health, mana, and removes status effects.
	def sleep(self):
		self.battleObject.Hp = self.battleObject.HpM
		self.battleObject.Mp = self.battleObject.MpM
		self.battleObject.status = 0b0

	## Returns this character's Job object.
	def getClass(self):
		return self.job

	## Returns this character's BattleObject.
	def getBattleObject(self):
		return self.battleObject

	## Returns a list of other character's in the party.
	def getParty(self):
		return self.party

	## Returns a dict of active quests, keyed by the path of the quest XML + the name of the quest in the XML
	#     (not the <Name> but the <Quest Name>).
	def getQuests(self):
		return self.quests

	## Returns this object's sprite.
	#
	#  Apparently used by the character creator? Probable shouldn't be used.
	def getSprite(self):
		return self.graphicObject.getSprite()

	## Sets the overworld state of this character.
	def setState(self,state):
		self.state=state
		self.graphicObject.setState(state)

	## Sets what direction this character is facing on the overworld.
	#
	#  @param direction A number from 0 to 3 representing N to W respectively.
	def setDirection(self,direction): #Direction is a number from 0 to 3
		self.direction=direction
		self.graphicObject.setDirection(direction)

	## Returns this character's portrait icon.
	def getIcon(self):
		return self.icon

	## Returns this character's name.
	def getName(self):
		return self.name

	## Returns what direction this character is facing on the overworld.
	def getDirection(self):
		return self.direction

	## Returns the skill binded to that button.
	def getSkill(self,button):
		return self.skills[button]

	## Binds a skill to a button:
	def setSkill(self,button,skill):
		self.skills[button] = skill

	## Returns this character's GameObject.
	def getGameObject(self):
		return self.gameObject

	## Returns this character's GraphicObject.
	def getGraphicObject(self):
		return self.graphicObject

	## Sets who this character is talking to.
	def setTalking(self,talking):
		self.talking = talking

	## Returns who this character is talking to.
	def getTalking(self):
		return self.talking

	## Sets whether or not this character is shopping.
	def setShopping(self,shopping):
		self.shopping = shopping

	## Returns whether or not this character is shopping.
	def getShopping(self):
		return self.shopping

	## Returns this character's inventory.
	def getInventory(self):
		return self.inventory

	## Returns this character's overworld mask.
	def getMask(self):
		return self.gameObject.getMask()

	## Returns if this object is moving.
	def getMoving(self):
		return self.gameObject.getMoving()

	## Levels up this character and changes their stats.
	def levelUp(self):
		self.job.level+=1
		self.battleObject.levelUp(**self.job.getStatChange())

	## Returns this class's job
	def getJob(self):
		return self.job

	## Makes this character equip an item and adjusted their stats.
	def equip(self,item):
		self.inventory.equip(item)
		for stat in item.getStats():
			self.battleObject.statOffsets[stat]+=item.getStats()[stat]

	## Makes this character unequip an item and adjusted their stats.
	def unequip(self,item):
		self.inventory.unequip(item)
		for stat in item.getStats():
			self.battleObject.statOffsets[stat]-=item.getStats()[stat]

	## Returns if this is the player.
	def isPlayer(self):
		return True

	## Updates this objects GraphicObject.
	def update(self,tick):
		self.graphicObject.update(tick)