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):

View File

@@ -7,7 +7,7 @@ import arcade
import os
import re
from itertools import cycle
from typing import Pattern
class AnimationSet(object):
@@ -25,7 +25,7 @@ class AnimationSet(object):
self.directory = directory
self.animations = os.listdir(directory)
def getAnimations(self, pattern: re.Pattern) -> iter:
def getAnimations(self, pattern: Pattern) -> iter:
"""
Loads all animations from the AnimationSet's directory that match the pattern.
The pattern must have 1 group that specifies the animation's index.
@@ -40,20 +40,24 @@ class AnimationSet(object):
matches.sort(key=lambda match: int(match.group(1)))
# Grab the filename and load it to the file directory
matches = list(map(lambda match: arcade.load_texture(os.path.join(self.directory, match.group(0))), matches))
return cycle(matches)
return matches
class PlayerAnimations(AnimationSet):
"""
A class dedicated to serving player animations.
Player animations must be served to the class in the correct format.
The correct format is: {action}[_{direction}]_{index}.png
action: [idle, run, slice] - The action being taken.
direction: [down, right, left, up] - The direction of the action, if applicable. Omit the underscore if not.
index: [0,) - The index of the animation. Index should be enumerated in ascending order.
"""
def __init__(self, directory: str):
"""
Initializes the PlayerAnimations class.
"""
super(PlayerAnimations, self).__init__(directory)
# Grabs all animations needed. These are infinite iters, use next(iter) to grab the next animation.