Initial files

Signed-off-by: Yan Wittmann <order@yanwittmann.de>
main
Yan Wittmann 2023-03-23 22:24:17 +01:00 committed by Yan Wittmann
parent 50dd040d52
commit 08cfd6ed9b
7 changed files with 252 additions and 0 deletions

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class PositionScale:
def __init__(self, position=(0, 0), scale=(1, 1)):
self.position = position
self.scale = scale
def apply_scale_to_position(self):
return self.position[0] * self.scale[0], self.position[1] * self.scale[1]
@staticmethod
def combine(a, b):
return PositionScale(
(a.position[0] + b.position[0], a.position[1] + b.position[1]),
(a.scale[0] * b.scale[0], a.scale[1] * b.scale[1])
)

93
project/Sprite.py 100644
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import pygame
from PositionScale import PositionScale
class Sprite:
def __init__(self, spritesheet):
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
def tick(self, dt):
animation = self.spritesheet.animations[self.animation_state]
if self.animated:
self.animation_delay += 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):
if state in self.spritesheet.animations:
self.animation_state = state
self.animation_delay = 0
self.tick(0)
def set_animation_frame(self, frame):
self.animation_frame = frame
self.tick(0)
def draw(self, screen, screen_transform):
if not self.visible:
return
if self.image is not None:
target_position = screen_transform.apply_scale_to_position()
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)
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
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)

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import pygame
class Spritesheet:
def __init__(self, sprites_dir, sprite_data):
self.sprite_id = sprite_data["id"]
self.subsheets = sprite_data["subsheets"]
self.sheet_file = sprites_dir + "/" + self.sprite_id + ".png"
self.sheet = pygame.image.load(self.sheet_file).convert_alpha()
self.animations = {}
self.load_animations()
def load_animations(self):
subsheet_y = 0
for subsheet_data in self.subsheets:
subsheet_id = subsheet_data["id"]
delays = subsheet_data["delays"]
subsheet_width = subsheet_data["width"]
subsheet_height = subsheet_data["height"]
subsheet_x = 0
subsheet_images = []
for i in range(len(delays)):
subsheet_image = pygame.Surface((subsheet_width, subsheet_height), pygame.SRCALPHA)
subsheet_image.blit(self.sheet, (0, 0), (subsheet_x, subsheet_y, subsheet_width, subsheet_height))
subsheet_images.append(subsheet_image)
subsheet_x += subsheet_width
subsheet_y += subsheet_height
self.animations[subsheet_id] = {"images": subsheet_images, "delays": delays}

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import pygame
import json
from Spritesheet import Spritesheet
# This class is used to load named sprite sheets from the img folder.
class SpritesheetManager:
def __init__(self, sprites_dir, config_file):
self.sprites_dir = sprites_dir
self.spritesheets = {}
self.load_from_config(config_file)
def load_from_config(self, config_file):
print("Loading sprites from sprite sheet config file", config_file)
config = json.load(open(config_file))
for sprite_data in config:
sprite_sheet = Spritesheet(self.sprites_dir, sprite_data)
self.spritesheets[sprite_sheet.sprite_id] = sprite_sheet
print("Loaded", len(self.spritesheets), "sprite sheet(s)")
def get_sheet(self, sheet):
if sheet not in self.spritesheets:
raise ValueError("Invalid/Missing sprite sheet " + sheet)
return self.spritesheets[sheet]

35
project/main.py 100644
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import random
import pygame
from PositionScale import PositionScale
from SpritesheetManager import SpritesheetManager
from Sprite import Sprite
pygame.init()
screen = pygame.display.set_mode((300, 300))
pygame.display.set_caption("PE GAME")
clock = pygame.time.Clock()
spritesheet_manager = SpritesheetManager("sprites", "sprites/sprites.json")
test_1_sprite = Sprite(spritesheet_manager.get_sheet("test_1"))
test_1_sprite.dump("debug.png")
while True:
clock.tick(5)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
screen.fill((0, 0, 0))
test_1_sprite.tick(1)
test_1_sprite.draw(screen, PositionScale((40, 40), (3, 3)))
pygame.display.update()
if random.randint(1, 10) == 1:
test_1_sprite.set_animation_state(random.choice(["walk_r", "walk_l", "idle", "other_test"]))
print(test_1_sprite.animation_state)

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[
{
"id": "test_1",
"subsheets": [
{
"id": "walk_l",
"delays": [
1,
2,
3,
1
],
"height": 16,
"width": 16
},
{
"id": "idle",
"delays": [
1,
1,
3,
1,
1
],
"height": 16,
"width": 16
},
{
"id": "walk_r",
"delays": [
1,
1,
1,
1
],
"height": 16,
"width": 16
},
{
"id": "other_test",
"delays": [
1,
1,
1
],
"height": 16,
"width": 16
}
]
}
]

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