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https://github.com/n0remac/game-jam-2020.git
synced 2025-12-10 10:05:22 -06:00
switch to AnimationSet implementation for texture loading
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@@ -45,26 +45,23 @@ class Player(Mob):
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self.animations = PlayerAnimations(SpritePaths.KNIGHT)
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self.character_dir = Enums.FRONT_FACING # Face front by default.
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# Load textures for idle standing
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self.idle_textures = self.animations.idles
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self.walking_textures = self.animations.
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for i in range(4):
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texture = arcade.load_texture(f"{main_path}knight iso char_idle_{i}.png")
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self.idle_textures.append(texture)
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# Load textures for running horizontally
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for i in range(6):
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self.walking_textures.append([arcade.load_texture(f"{main_path}knight iso char_run left_{i}.png"),
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arcade.load_texture(f"{main_path}knight iso char_run left_{i}.png",
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mirrored=True)])
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# Load textures for running down
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for i in range(5):
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self.down_textures.append(arcade.load_texture(f"{main_path}knight iso char_run down_{i}.png"))
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# Load textures for running up
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for i in range(5):
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self.up_textures.append(arcade.load_texture(f"{main_path}knight iso char_run up_{i}.png"))
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# for i in range(4):
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# texture = arcade.load_texture(f"{main_path}knight iso char_idle_{i}.png")
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# self.idle_textures.append(texture)
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#
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# # Load textures for running horizontally
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# for i in range(6):
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# self.walking_textures.append([arcade.load_texture(f"{main_path}knight iso char_run left_{i}.png"),
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# arcade.load_texture(f"{main_path}knight iso char_run left_{i}.png",
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# mirrored=True)])
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#
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# # Load textures for running down
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# for i in range(5):
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# self.down_textures.append(arcade.load_texture(f"{main_path}knight iso char_run down_{i}.png"))
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#
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# # Load textures for running up
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# for i in range(5):
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# self.up_textures.append(arcade.load_texture(f"{main_path}knight iso char_run up_{i}.png"))
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def update_animation(self, delta_time: float = 1 / 60) -> None:
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"""
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@@ -73,34 +70,45 @@ class Player(Mob):
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"""
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# Figure out if we need to flip face left, right, up, or down
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if self.change_x > 0:
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self.character_dir = Enums.LEFT_FACING
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elif self.change_x < 0:
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self.character_dir = Enums.RIGHT_FACING
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elif self.change_x == 0 and self.change_y == 0:
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self.character_dir = Enums.FRONT_FACING
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# if self.change_x > 0:
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# self.character_dir = Enums.LEFT_FACING
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# elif self.change_x < 0:
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# self.character_dir = Enums.RIGHT_FACING
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# elif self.change_x == 0 and self.change_y == 0:
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# self.character_dir = Enums.FRONT_FACING
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if self.change_x == 0 and self.change_y == 0:
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self.texture = next(self.animations.idles)
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elif self.change_y > 0: # Up
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self.texture = next(self.animations.up)
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elif self.change_y < 0: # Down
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self.texture = next(self.animations.down)
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elif self.change_x > 0: # Left
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self.texture = next(self.animations.right)
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elif self.change_x < 0: # Right
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self.texture = next(self.animations.left)
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# Idle Animation
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if self.change_x == 0 and self.change_y == 0:
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self.cur_texture = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 3)
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self.texture = self.idle_textures[self.cur_texture // Config.IDLE_UPDATES_PER_FRAME]
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return
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# if self.change_x == 0 and self.change_y == 0:
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# self.cur_texture = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 3)
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# self.texture = self.idle_textures[self.cur_texture // Config.IDLE_UPDATES_PER_FRAME]
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# return
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#
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# # walk up animation
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# if self.change_y > 0:
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# self.cur_texture = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 4)
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# self.texture = self.up_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME]
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# return
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#
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# # walk down animation
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# if self.change_y < 0:
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# self.cur_texture = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 4)
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# self.texture = self.down_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME]
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# return
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# walk up animation
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if self.change_y > 0:
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self.cur_texture = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 4)
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self.texture = self.up_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME]
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return
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# walk down animation
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if self.change_y < 0:
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self.cur_texture = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 4)
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self.texture = self.down_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME]
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return
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# Walking left/right animation
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self.cur_texture = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 5)
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self.texture = self.walking_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME][self.character_dir.value]
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# # Walking left/right animation
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# self.cur_texture = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 5)
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# self.texture = self.walking_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME][self.character_dir.value]
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def tick(self):
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"""
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@@ -2,6 +2,7 @@
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sprites.py
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A file dedicated to managing sprites and animations for characters.
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"""
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from itertools import cycle
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import arcade
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import os
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@@ -35,12 +36,13 @@ class AnimationSet(object):
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"""
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# Finds all matching files
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matches = [file for file in self.animations if re.match(pattern, file)]
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matches = map(lambda file: re.match(pattern, file), self.animations)
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matches = list(filter(lambda match: match is not None, matches))
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# Sort in ascending order based on the connected animation index. Zero-indexing or not does not affect order.
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matches.sort(key=lambda match: int(match.group(1)))
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# Grab the filename and load it to the file directory
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matches = list(map(lambda match: arcade.load_texture(os.path.join(self.directory, match.group(0))), matches))
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return matches
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return cycle(matches)
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class PlayerAnimations(AnimationSet):
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@@ -65,4 +67,4 @@ class PlayerAnimations(AnimationSet):
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self.down = self.getAnimations(re.compile(r'run_down_(\d+).png'))
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self.right = self.getAnimations(re.compile(r'run_right_(\d+).png'))
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self.up = self.getAnimations(re.compile(r'run_up_(\d+).png'))
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self.down = self.getAnimations(re.compile(r'run_left_(\d+).png'))
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self.left = self.getAnimations(re.compile(r'run_left_(\d+).png'))
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