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sprites.py
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import pygame
from constants import *
import numpy as np
from animation import Animator
BASETILEWIDTH = 16
BASETILEHEIGHT = 16
DEATH = 5
class Spritesheet(object):
def __init__(self):
self.sheet = pygame.image.load("spritesheet_mspacman.png").convert()
transcolor = self.sheet.get_at((0,0))
self.sheet.set_colorkey(transcolor)
width = int(self.sheet.get_width() / BASETILEWIDTH * TILEWIDTH)
height = int(self.sheet.get_height() / BASETILEHEIGHT * TILEHEIGHT)
self.sheet = pygame.transform.scale(self.sheet, (width, height))
def getImage(self, x, y, width, height):
x *= TILEWIDTH
y *= TILEHEIGHT
self.sheet.set_clip(pygame.Rect(x, y, width, height))
return self.sheet.subsurface(self.sheet.get_clip())
class PacmanSprites(Spritesheet):
def __init__(self, entity):
Spritesheet.__init__(self)
self.entity = entity
self.entity.image = self.getStartImage()
self.animations = {}
self.defineAnimations()
self.stopimage = (8, 0)
def defineAnimations(self):
self.animations[LEFT] = Animator(((8,0), (0, 0), (0, 2), (0, 0)))
self.animations[RIGHT] = Animator(((10,0), (2, 0), (2, 2), (2, 0)))
self.animations[UP] = Animator(((10,2), (6, 0), (6, 2), (6, 0)))
self.animations[DOWN] = Animator(((8,2), (4, 0), (4, 2), (4, 0)))
self.animations[DEATH] = Animator(((0, 12), (2, 12), (4, 12), (6, 12), (8, 12), (10, 12), (12, 12), (14, 12), (16, 12), (18, 12), (20, 12)), speed=6, loop=False)
def update(self, dt):
if self.entity.alive == True:
if self.entity.direction == LEFT:
self.entity.image = self.getImage(*self.animations[LEFT].update(dt))
self.stopimage = (8, 0)
elif self.entity.direction == RIGHT:
self.entity.image = self.getImage(*self.animations[RIGHT].update(dt))
self.stopimage = (10, 0)
elif self.entity.direction == DOWN:
self.entity.image = self.getImage(*self.animations[DOWN].update(dt))
self.stopimage = (8, 2)
elif self.entity.direction == UP:
self.entity.image = self.getImage(*self.animations[UP].update(dt))
self.stopimage = (10, 2)
elif self.entity.direction == STOP:
self.entity.image = self.getImage(*self.stopimage)
else:
self.entity.image = self.getImage(*self.animations[DEATH].update(dt))
def reset(self):
for key in list(self.animations.keys()):
self.animations[key].reset()
def getStartImage(self):
return self.getImage(8, 0)
def getImage(self, x, y):
return Spritesheet.getImage(self, x, y, 2*TILEWIDTH, 2*TILEHEIGHT)
class GhostSprites(Spritesheet):
def __init__(self, entity):
Spritesheet.__init__(self)
self.x = {BLINKY:0, PINKY:2, INKY:4, CLYDE:6}
self.entity = entity
self.entity.image = self.getStartImage()
def update(self, dt):
x = self.x[self.entity.name]
if self.entity.mode.current in [SCATTER, CHASE]:
if self.entity.direction == LEFT:
self.entity.image = self.getImage(x, 8)
elif self.entity.direction == RIGHT:
self.entity.image = self.getImage(x, 10)
elif self.entity.direction == DOWN:
self.entity.image = self.getImage(x, 6)
elif self.entity.direction == UP:
self.entity.image = self.getImage(x, 4)
elif self.entity.mode.current == FREIGHT:
self.entity.image = self.getImage(10, 4)
elif self.entity.mode.current == SPAWN:
if self.entity.direction == LEFT:
self.entity.image = self.getImage(8, 8)
elif self.entity.direction == RIGHT:
self.entity.image = self.getImage(8, 10)
elif self.entity.direction == DOWN:
self.entity.image = self.getImage(8, 6)
elif self.entity.direction == UP:
self.entity.image = self.getImage(8, 4)
def getStartImage(self):
return self.getImage(self.x[self.entity.name], 4)
def getImage(self, x, y):
return Spritesheet.getImage(self, x, y, 2*TILEWIDTH, 2*TILEHEIGHT)
class FruitSprites(Spritesheet):
def __init__(self, entity, level):
Spritesheet.__init__(self)
self.entity = entity
self.fruits = {0:(16,8), 1:(18,8), 2:(20,8), 3:(16,10), 4:(18,10), 5:(20,10)}
self.entity.image = self.getStartImage(level % len(self.fruits))
def getStartImage(self, key):
return self.getImage(*self.fruits[key])
def getImage(self, x, y):
return Spritesheet.getImage(self, x, y, 2*TILEWIDTH, 2*TILEHEIGHT)
class LifeSprites(Spritesheet):
def __init__(self, numlives):
Spritesheet.__init__(self)
self.resetLives(numlives)
def removeImage(self):
if len(self.images) > 0:
self.images.pop(0)
def resetLives(self, numlives):
self.images = []
for i in range(numlives):
self.images.append(self.getImage(0,0))
def getImage(self, x, y):
return Spritesheet.getImage(self, x, y, 2*TILEWIDTH, 2*TILEHEIGHT)
class MazeSprites(Spritesheet):
def __init__(self, mazefile, rotfile):
Spritesheet.__init__(self)
self.data = self.readMazeFile(mazefile)
self.rotdata = self.readMazeFile(rotfile)
def getImage(self, x, y):
return Spritesheet.getImage(self, x, y, TILEWIDTH, TILEHEIGHT)
def readMazeFile(self, mazefile):
return np.loadtxt(mazefile, dtype='<U1')
def constructBackground(self, background, y):
for row in list(range(self.data.shape[0])):
for col in list(range(self.data.shape[1])):
if self.data[row][col].isdigit():
x = int(self.data[row][col]) + 12
sprite = self.getImage(x, y)
rotval = int(self.rotdata[row][col])
sprite = self.rotate(sprite, rotval)
background.blit(sprite, (col*TILEWIDTH, row*TILEHEIGHT))
elif self.data[row][col] == '=':
sprite = self.getImage(10, 8)
background.blit(sprite, (col*TILEWIDTH, row*TILEHEIGHT))
return background
def rotate(self, sprite, value):
return pygame.transform.rotate(sprite, value*90)