switch to AnimationSet implementation for texture loading

This commit is contained in:
Xevion
2020-04-20 03:09:53 -05:00
parent 424892cc25
commit a5fb8347ee
2 changed files with 58 additions and 48 deletions

View File

@@ -45,26 +45,23 @@ class Player(Mob):
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)
# Load textures for running horizontally
for i in range(6):
self.walking_textures.append([arcade.load_texture(f"{main_path}knight iso char_run left_{i}.png"),
arcade.load_texture(f"{main_path}knight iso char_run left_{i}.png",
mirrored=True)])
# Load textures for running down
for i in range(5):
self.down_textures.append(arcade.load_texture(f"{main_path}knight iso char_run down_{i}.png"))
# Load textures for running up
for i in range(5):
self.up_textures.append(arcade.load_texture(f"{main_path}knight iso char_run up_{i}.png"))
# for i in range(4):
# texture = arcade.load_texture(f"{main_path}knight iso char_idle_{i}.png")
# self.idle_textures.append(texture)
#
# # Load textures for running horizontally
# for i in range(6):
# self.walking_textures.append([arcade.load_texture(f"{main_path}knight iso char_run left_{i}.png"),
# arcade.load_texture(f"{main_path}knight iso char_run left_{i}.png",
# mirrored=True)])
#
# # Load textures for running down
# for i in range(5):
# self.down_textures.append(arcade.load_texture(f"{main_path}knight iso char_run down_{i}.png"))
#
# # Load textures for running up
# for i in range(5):
# self.up_textures.append(arcade.load_texture(f"{main_path}knight iso char_run up_{i}.png"))
def update_animation(self, delta_time: float = 1 / 60) -> None:
"""
@@ -73,34 +70,45 @@ class Player(Mob):
"""
# Figure out if we need to flip face left, right, up, or down
if self.change_x > 0:
self.character_dir = Enums.LEFT_FACING
elif self.change_x < 0:
self.character_dir = Enums.RIGHT_FACING
elif self.change_x == 0 and self.change_y == 0:
self.character_dir = Enums.FRONT_FACING
# if self.change_x > 0:
# self.character_dir = Enums.LEFT_FACING
# elif self.change_x < 0:
# self.character_dir = Enums.RIGHT_FACING
# elif self.change_x == 0 and self.change_y == 0:
# self.character_dir = Enums.FRONT_FACING
if self.change_x == 0 and self.change_y == 0:
self.texture = next(self.animations.idles)
elif self.change_y > 0: # Up
self.texture = next(self.animations.up)
elif self.change_y < 0: # Down
self.texture = next(self.animations.down)
elif self.change_x > 0: # Left
self.texture = next(self.animations.right)
elif self.change_x < 0: # Right
self.texture = next(self.animations.left)
# Idle Animation
if self.change_x == 0 and self.change_y == 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
# if self.change_x == 0 and self.change_y == 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 = (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 = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 4)
# self.texture = self.down_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME]
# return
# walk up animation
if self.change_y > 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 = (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 = (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]
# # Walking left/right animation
# 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

@@ -2,6 +2,7 @@
sprites.py
A file dedicated to managing sprites and animations for characters.
"""
from itertools import cycle
import arcade
import os
@@ -35,12 +36,13 @@ class AnimationSet(object):
"""
# Finds all matching files
matches = [file for file in self.animations if re.match(pattern, file)]
matches = map(lambda file: re.match(pattern, file), self.animations)
matches = list(filter(lambda match: match is not None, matches))
# Sort in ascending order based on the connected animation index. Zero-indexing or not does not affect order.
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 matches
return cycle(matches)
class PlayerAnimations(AnimationSet):
@@ -65,4 +67,4 @@ class PlayerAnimations(AnimationSet):
self.down = self.getAnimations(re.compile(r'run_down_(\d+).png'))
self.right = self.getAnimations(re.compile(r'run_right_(\d+).png'))
self.up = self.getAnimations(re.compile(r'run_up_(\d+).png'))
self.down = self.getAnimations(re.compile(r'run_left_(\d+).png'))
self.left = self.getAnimations(re.compile(r'run_left_(\d+).png'))