86 lines
2.8 KiB
Python
86 lines
2.8 KiB
Python
import pygame
|
|
|
|
from physics.TickData import TickData
|
|
from sprite.BoundingBox import BoundingBox
|
|
from sprite.PositionScale import PositionScale
|
|
from sprite.Spritesheet import Spritesheet
|
|
from ui_elements.UiElement import UiElement
|
|
|
|
|
|
class Sprite(UiElement):
|
|
def __init__(self, spritesheet: Spritesheet):
|
|
super().__init__()
|
|
self.spritesheet = spritesheet
|
|
|
|
self.animation_state = list(self.spritesheet.animations.keys())[0]
|
|
self.animation_frame = 0
|
|
self.animation_delay = 0
|
|
|
|
self.animated = True
|
|
|
|
self.image = None
|
|
|
|
self.is_collider = True
|
|
|
|
def tick(self, tick_data: TickData):
|
|
animation = self.spritesheet.animations[self.animation_state]
|
|
|
|
if self.animated:
|
|
self.animation_delay += tick_data.dt
|
|
|
|
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'])
|
|
|
|
self.image = animation['images'][self.animation_frame % len(animation['images'])]
|
|
|
|
def set_animation_state(self, state: str):
|
|
if state in self.spritesheet.animations:
|
|
self.animation_state = state
|
|
self.animation_delay = 0
|
|
self.tick(TickData(0, [], [], [], PositionScale()))
|
|
|
|
def set_animation_frame(self, frame: int):
|
|
self.animation_frame = frame
|
|
self.tick(TickData(0, [], [], [], PositionScale()))
|
|
|
|
def render_sprite_image(self) -> pygame.Surface:
|
|
return self.image
|
|
|
|
def get_bounding_box(self) -> BoundingBox:
|
|
return BoundingBox(
|
|
self.position_scale.position[0],
|
|
self.position_scale.position[1],
|
|
self.image.get_width() * self.position_scale.scale[0],
|
|
self.image.get_height() * self.position_scale.scale[1]
|
|
)
|
|
|
|
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
|
|
for image in animation['images']:
|
|
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
|
|
for image in animation['images']:
|
|
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)
|