def _register_pillows(): register_entity_sprite_initializer( Sprite.WALL_PILLOW, SpriteInitializer("resources/graphics/wall_pillow.png", (40, 30)), (0, 0)) register_wall_data(WallType.PILLOW, WallData(Sprite.WALL_PILLOW, (40, 30))) register_entity_sprite_initializer( Sprite.WALL_PILLOWS_2, SpriteInitializer("resources/graphics/wall_pillows_2.png", (40, 35)), (0, -5)) register_wall_data(WallType.PILLOWS_2, WallData(Sprite.WALL_PILLOWS_2, (40, 30)))
def _register_decorated_table(): register_entity_sprite_initializer( Sprite.WALL_DECORATED_TABLE, SpriteInitializer("resources/graphics/wall_table_candles.png", (100, 75)), (-5, -35)) register_wall_data(WallType.DECORATED_TABLE, WallData(Sprite.WALL_DECORATED_TABLE, (90, 40)))
def _register_bench_mirror(): register_entity_sprite_initializer( Sprite.WALL_BENCH_MIRROR, SpriteInitializer("resources/graphics/wall_bench_mirror.png", (35, 70)), (0, -50)) register_wall_data(WallType.BENCH_MIRROR, WallData(Sprite.WALL_BENCH_MIRROR, (35, 20)))
def _register_light_pole(): register_entity_sprite_initializer( Sprite.WALL_LIGHT_POLE, SpriteInitializer("resources/graphics/wall_lightpole.png", (35, 105)), (0, -80)) register_wall_data(WallType.LIGHT_POLE, WallData(Sprite.WALL_LIGHT_POLE, (35, 25)))
def _register_weapon_rack(): register_entity_sprite_initializer( Sprite.WALL_WEAPON_RACK, SpriteInitializer("resources/graphics/wall_weapon_rack.png", (50, 100)), (0, -70)) register_wall_data(WallType.WEAPON_RACK, WallData(Sprite.WALL_WEAPON_RACK, (50, 30)))
def _register_altar(): sprite = Sprite.WALL_ALTAR sprite_sheet = SpriteSheet("resources/graphics/wall_altar.png") original_sprite_size = (88, 38) scaled_sprite_size = (100, 50) indices_by_dir = {Direction.DOWN: [(0, 0)]} register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (0, -13)) register_wall_data(WallType.ALTAR, WallData(sprite, (100, 25))) # table is roughly 13px tall
def _register_statue(): sprite = Sprite.WALL_STATUE sprite_sheet = SpriteSheet("resources/graphics/human_tileset.png") original_sprite_size = (32, 64) scaled_sprite_size = (50, 100) indices_by_dir = {Direction.DOWN: [(13, 3)]} register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-4, -54)) register_wall_data(WallType.STATUE, WallData(sprite, (42, 46)))
def _register_chair(): sprite = Sprite.WALL_CHAIR sprite_sheet = SpriteSheet("resources/graphics/human_tileset.png") original_sprite_size = (32, 32) scaled_sprite_size = (50, 50) indices_by_dir = {Direction.DOWN: [(7, 0)]} register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (0, 0)) register_wall_data(WallType.WALL_CHAIR, WallData(sprite, (50, 50)))
def _register_wall(): size = (25, 25) sprite = Sprite.WALL sprite_sheet = SpriteSheet("resources/graphics/stone_tile.png") original_sprite_size = (410, 404) scaled_sprite_size = (size[0] - 1, size[1] - 1) indices_by_dir = {Direction.DOWN: [(0, 0)]} register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (1, 1)) register_wall_data(WallType.WALL, WallData(sprite, size))
def _register_shelves(): sprites = [Sprite.WALL_SHELF_EMPTY, Sprite.WALL_SHELF_HELMETS, Sprite.WALL_SHELF_ARMORS] wall_types = [WallType.SHELF_EMPTY, WallType.SHELF_HELMETS, WallType.SHELF_ARMORS] indices = [(1, 0), (1, 1), (1, 2)] sprite_sheet = SpriteSheet("resources/graphics/human_tileset.png") original_sprite_size = (64, 32) scaled_sprite_size = (100, 50) for i in range(3): register_entity_sprite_map(sprites[i], sprite_sheet, original_sprite_size, scaled_sprite_size, {Direction.DOWN: [indices[i]]}, (0, -25)) register_wall_data(wall_types[i], WallData(sprites[i], (100, 25)))
def _register_stone_crosses(): sprites = [Sprite.WALL_STONE_CROSS_FLOWERS] wall_types = [WallType.STONE_CROSS_FLOWERS] indices = [(15, 3)] sprite_sheet = SpriteSheet("resources/graphics/human_tileset.png") original_sprite_size = (32, 64) scaled_sprite_size = (50, 100) for i in range(len(sprites)): register_entity_sprite_map(sprites[i], sprite_sheet, original_sprite_size, scaled_sprite_size, {Direction.DOWN: [indices[i]]}, (-7, -54)) register_wall_data(wall_types[i], WallData(sprites[i], (42, 39)))
def _register_beds(): sprites = [Sprite.WALL_BED_1, Sprite.WALL_BED_2, Sprite.WALL_BED_3] wall_types = [WallType.BED_1, WallType.BED_2, WallType.BED_3] sprite_sheet = SpriteSheet("resources/graphics/wall_beds.png") indices = [(0, 0), (2, 0), (3, 0)] original_sprite_size = (32, 80) scaled_sprite_size = (36, 90) for i in range(len(sprites)): register_entity_sprite_map(sprites[i], sprite_sheet, original_sprite_size, scaled_sprite_size, {Direction.DOWN: [indices[i]]}, (0, -20)) register_wall_data(wall_types[i], WallData(sprites[i], (36, 70)))
def _register_baskets(): sprites = [Sprite.WALL_BASKET_EMPTY, Sprite.WALL_BASKET_FRUIT] wall_types = [WallType.BASKET_EMPTY, WallType.BASKET_FRUIT] sprite_sheet = SpriteSheet("resources/graphics/human_tileset.png") indices = [(4, 15), (5, 15)] original_sprite_size = (32, 32) scaled_sprite_size = (50, 50) for i in range(len(sprites)): register_entity_sprite_map(sprites[i], sprite_sheet, original_sprite_size, scaled_sprite_size, {Direction.DOWN: [indices[i]]}, (0, -25)) register_wall_data(wall_types[i], WallData(sprites[i], (50, 25)))
def _register_barrels(): sprites = [Sprite.WALL_BARREL_1, Sprite.WALL_BARREL_2, Sprite.WALL_BARREL_3, Sprite.WALL_BARREL_4, Sprite.WALL_BARREL_5, Sprite.WALL_BARREL_6] wall_types = [WallType.BARREL_1, WallType.BARREL_2, WallType.BARREL_3, WallType.BARREL_4, WallType.BARREL_5, WallType.BARREL_6] indices = [(3, 11), (3, 12), (4, 11), (4, 12), (5, 11), (5, 12)] sprite_sheet = SpriteSheet("resources/graphics/human_tileset.png") original_sprite_size = (32, 32) scaled_sprite_size = (50, 50) for i in range(6): register_entity_sprite_map(sprites[i], sprite_sheet, original_sprite_size, scaled_sprite_size, {Direction.DOWN: [indices[i]]}, (0, -25)) register_wall_data(wall_types[i], WallData(sprites[i], (50, 25)))
def _register_signs(): sprites = [ Sprite.WALL_SIGN_SMALL, Sprite.WALL_SIGN_MULTI, Sprite.WALL_SIGN_LARGE_EMPTY, Sprite.WALL_SIGN_LARGE_NOTES ] wall_types = [ WallType.SIGN_SMALL, WallType.SIGN_MULTI, WallType.SIGN_LARGE_EMPTY, WallType.SIGN_LARGE_NOTES ] sprite_sheet = SpriteSheet("resources/graphics/human_tileset.png") indices = [(14, 2), (13, 2), (13, 1), (14, 1)] original_sprite_size = (32, 32) scaled_sprite_size = (50, 50) for i in range(len(sprites)): register_entity_sprite_map(sprites[i], sprite_sheet, original_sprite_size, scaled_sprite_size, {Direction.DOWN: [indices[i]]}, (0, -25)) register_wall_data(wall_types[i], WallData(sprites[i], (50, 25)))
def _register_chairs(): sprites = [ Sprite.WALL_CHAIR_DOWN, Sprite.WALL_CHAIR_UP, Sprite.WALL_CHAIR_RIGHT, Sprite.WALL_CHAIR_LEFT ] wall_types = [ WallType.CHAIR_DOWN, WallType.CHAIR_UP, WallType.CHAIR_RIGHT, WallType.CHAIR_LEFT ] sprite_sheet = SpriteSheet("resources/graphics/human_tileset.png") original_sprite_size = (32, 32) scaled_sprite_size = (50, 50) indices = [(4, 0), (5, 0), (6, 0), (7, 0)] for i in range(len(sprites)): indices_by_dir = {Direction.DOWN: [indices[i]]} register_entity_sprite_map(sprites[i], sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (0, 0)) register_wall_data(wall_types[i], WallData(sprites[i], (50, 50)))
def _register_pillar(): register_entity_sprite_initializer( Sprite.WALL_PILLAR, SpriteInitializer("resources/graphics/wall_pillar.png", (55, 110)), (0, -60)) register_wall_data(WallType.PILLAR, WallData(Sprite.WALL_PILLAR, (50, 50)))
def _register_well(): register_entity_sprite_initializer( Sprite.WALL_WELL, SpriteInitializer("resources/graphics/wall_well.png", (85, 75)), (0, -10)) register_wall_data(WallType.WELL, WallData(Sprite.WALL_WELL, (75, 65)))
def _register_directional_wall(wall_type, sprite, sprite_sheet_path, sprite_sheet_index): register_entity_sprite_map( sprite, SpriteSheet(sprite_sheet_path), (21, 21), (25, 25), {Direction.DOWN: [sprite_sheet_index]}, (0, 0)) register_wall_data(wall_type, WallData(sprite, (25, 25)))