sep-pm-platformer/project/sprite/Sprite.py

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import pygame
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import sys
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from sprite.BoundingBox import BoundingBox
from sprite.PositionScale import PositionScale
from sprite.Spritesheet import Spritesheet
sys.path.append('./sprite')
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class Sprite:
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def __init__(self, spritesheet: Spritesheet):
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self.spritesheet = spritesheet
self.animation_state = list(self.spritesheet.animations.keys())[0]
self.animation_frame = 0
self.animation_delay = 0
self.position_scale = PositionScale()
self.visible = True
self.animated = True
self.image = None
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self.is_collider = True
def tick(self, dt: float):
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animation = self.spritesheet.animations[self.animation_state]
if self.animated:
self.animation_delay += dt
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while self.animation_delay >= animation['delays'][self.animation_frame % len(animation['delays'])]:
self.animation_delay -= animation['delays'][self.animation_frame % len(animation['delays'])]
self.animation_frame = (self.animation_frame + 1) % len(animation['images'])
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self.image = animation['images'][self.animation_frame % len(animation['images'])]
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def set_animation_state(self, state: str):
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if state in self.spritesheet.animations:
self.animation_state = state
self.animation_delay = 0
self.tick(0)
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def set_animation_frame(self, frame: int):
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self.animation_frame = frame
self.tick(0)
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def draw(self, screen: pygame.Surface, screen_transform: PositionScale):
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if not self.visible:
return
if self.image is not None:
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# target_position = screen_transform.apply_scale_to_position()
# target_position = (
# target_position[0] + self.position_scale.position[0],
# target_position[1] + self.position_scale.position[1]
# )
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# target_scale = (
# screen_transform.scale[0] * self.position_scale.scale[0],
# screen_transform.scale[1] * self.position_scale.scale[1]
# )
# target_size = (
# int(target_scale[0] * self.image.get_width()),
# int(target_scale[1] * self.image.get_height())
# )
# target_image = self.get_scaled_image(self.image, target_size)
# screen.blit(target_image, target_position)
target_scale = (screen_transform.scale[0] * self.position_scale.scale[0],
screen_transform.scale[1] * self.position_scale.scale[1])
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target_position = ((self.position_scale.position[0] + screen_transform.position[0]) * target_scale[0],
(self.position_scale.position[1] + screen_transform.position[1]) * target_scale[1])
target_size = (int(target_scale[0] * self.image.get_width()),
int(target_scale[1] * self.image.get_height()))
target_image = self.get_scaled_image(self.image, target_size)
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screen.blit(target_image, target_position)
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def get_bounding_box(self) -> BoundingBox:
return BoundingBox(
self.position_scale.position[0],
self.position_scale.position[1],
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self.image.get_width() * self.position_scale.scale[0],
self.image.get_height() * self.position_scale.scale[1]
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)
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def get_scaled_image(self, image, resize):
return pygame.transform.scale(image, resize)
def dump(self, file):
# re-attach all the images to a single surface and save it to a file
width = 0
height = 0
for animation in self.spritesheet.animations.values():
max_height = 0
total_width = 0
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for image in animation['images']:
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total_width += image.get_width()
max_height = max(max_height, image.get_height())
width = max(width, total_width)
height += max_height
sheet = pygame.Surface((width, height))
x = 0
y = 0
for animation in self.spritesheet.animations.values():
max_height = 0
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for image in animation['images']:
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sheet.blit(image, (x, y))
x += image.get_width()
max_height = max(max_height, image.get_height())
y += max_height
x = 0
pygame.image.save(sheet, file)