use modulus for animations in mobs.py, beginning to implement PlayerAnimations class, add more docstrings to PlayerAnimations, remove cycle

This commit is contained in:
Xevion
2020-04-20 03:03:38 -05:00
parent 1e8f5b507c
commit 424892cc25
2 changed files with 18 additions and 21 deletions

View File

@@ -5,7 +5,8 @@ Organizes all classes related to Mobs, Entities, Enemies, Players and Items.
import arcade
from config import Config, Enums
from config import Config, Enums, SpritePaths
from sprites import PlayerAnimations
class Mob(arcade.Sprite):
@@ -41,12 +42,12 @@ class Player(Mob):
def __init__(self, *args, **kwargs) -> None:
super(Player, self).__init__(*args, **kwargs)
main_path = "resources/images/character/knight/"
# Default to face-front
self.character_dir = Enums.FRONT_FACING
self.animations = PlayerAnimations(SpritePaths.KNIGHT)
self.character_dir = Enums.FRONT_FACING # Face front by default.
# Load textures for idle standing
self.idle_textures = self.animations.idles
self.walking_textures = self.animations.
for i in range(4):
texture = arcade.load_texture(f"{main_path}knight iso char_idle_{i}.png")
self.idle_textures.append(texture)
@@ -81,32 +82,24 @@ class Player(Mob):
# Idle Animation
if self.change_x == 0 and self.change_y == 0:
self.cur_texture += 1
if self.cur_texture > 3 * Config.IDLE_UPDATES_PER_FRAME:
self.cur_texture = 0
self.cur_texture = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 3)
self.texture = self.idle_textures[self.cur_texture // Config.IDLE_UPDATES_PER_FRAME]
return
# walk up animation
if self.change_y > 0:
self.cur_texture += 1
if self.cur_texture > 4 * Config.RUN_UPDATES_PER_FRAME:
self.cur_texture = 0
self.cur_texture = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 4)
self.texture = self.up_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME]
return
# walk down animation
if self.change_y < 0:
self.cur_texture += 1
if self.cur_texture > 4 * Config.RUN_UPDATES_PER_FRAME:
self.cur_texture = 0
self.cur_texture = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 4)
self.texture = self.down_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME]
return
# Walking left/right animation
self.cur_texture += 1
if self.cur_texture > 5 * Config.RUN_UPDATES_PER_FRAME:
self.cur_texture = 0
self.cur_texture = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 5)
self.texture = self.walking_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME][self.character_dir.value]
def tick(self):