mima-engine 0.4.0__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- mima/__init__.py +4 -0
- mima/backend/__init__.py +1 -0
- mima/backend/pygame_assets.py +401 -0
- mima/backend/pygame_audio.py +78 -0
- mima/backend/pygame_backend.py +603 -0
- mima/backend/pygame_camera.py +63 -0
- mima/backend/pygame_events.py +695 -0
- mima/backend/touch_control_scheme_a.py +126 -0
- mima/backend/touch_control_scheme_b.py +132 -0
- mima/core/__init__.py +0 -0
- mima/core/collision.py +325 -0
- mima/core/database.py +58 -0
- mima/core/engine.py +367 -0
- mima/core/mode_engine.py +81 -0
- mima/core/scene_engine.py +81 -0
- mima/integrated/__init__.py +0 -0
- mima/integrated/entity.py +183 -0
- mima/integrated/layered_map.py +351 -0
- mima/integrated/sprite.py +156 -0
- mima/layered/__init__.py +0 -0
- mima/layered/assets.py +56 -0
- mima/layered/scene.py +415 -0
- mima/layered/shape.py +99 -0
- mima/layered/shaped_sprite.py +78 -0
- mima/layered/virtual_input.py +302 -0
- mima/maps/__init__.py +0 -0
- mima/maps/template.py +71 -0
- mima/maps/tile.py +20 -0
- mima/maps/tile_animation.py +7 -0
- mima/maps/tile_info.py +10 -0
- mima/maps/tile_layer.py +52 -0
- mima/maps/tiled/__init__.py +0 -0
- mima/maps/tiled/tiled_layer.py +48 -0
- mima/maps/tiled/tiled_map.py +95 -0
- mima/maps/tiled/tiled_object.py +79 -0
- mima/maps/tiled/tiled_objectgroup.py +25 -0
- mima/maps/tiled/tiled_template.py +49 -0
- mima/maps/tiled/tiled_tile.py +90 -0
- mima/maps/tiled/tiled_tileset.py +51 -0
- mima/maps/tilemap.py +216 -0
- mima/maps/tileset.py +39 -0
- mima/maps/tileset_info.py +9 -0
- mima/maps/transition_map.py +146 -0
- mima/objects/__init__.py +0 -0
- mima/objects/animated_sprite.py +217 -0
- mima/objects/attribute_effect.py +26 -0
- mima/objects/attributes.py +126 -0
- mima/objects/creature.py +384 -0
- mima/objects/dynamic.py +206 -0
- mima/objects/effects/__init__.py +0 -0
- mima/objects/effects/colorize_screen.py +60 -0
- mima/objects/effects/debug_box.py +133 -0
- mima/objects/effects/light.py +103 -0
- mima/objects/effects/show_sprite.py +50 -0
- mima/objects/effects/walking_on_grass.py +70 -0
- mima/objects/effects/walking_on_water.py +57 -0
- mima/objects/loader.py +111 -0
- mima/objects/projectile.py +111 -0
- mima/objects/sprite.py +116 -0
- mima/objects/world/__init__.py +0 -0
- mima/objects/world/color_gate.py +67 -0
- mima/objects/world/color_switch.py +101 -0
- mima/objects/world/container.py +175 -0
- mima/objects/world/floor_switch.py +109 -0
- mima/objects/world/gate.py +178 -0
- mima/objects/world/light_source.py +121 -0
- mima/objects/world/logic_gate.py +157 -0
- mima/objects/world/movable.py +399 -0
- mima/objects/world/oneway.py +195 -0
- mima/objects/world/pickup.py +157 -0
- mima/objects/world/switch.py +179 -0
- mima/objects/world/teleport.py +308 -0
- mima/py.typed +0 -0
- mima/scripts/__init__.py +2 -0
- mima/scripts/command.py +38 -0
- mima/scripts/commands/__init__.py +0 -0
- mima/scripts/commands/add_quest.py +19 -0
- mima/scripts/commands/change_map.py +34 -0
- mima/scripts/commands/close_dialog.py +9 -0
- mima/scripts/commands/equip_weapon.py +23 -0
- mima/scripts/commands/give_item.py +26 -0
- mima/scripts/commands/give_resource.py +51 -0
- mima/scripts/commands/move_map.py +152 -0
- mima/scripts/commands/move_to.py +49 -0
- mima/scripts/commands/oneway_move.py +58 -0
- mima/scripts/commands/parallel.py +66 -0
- mima/scripts/commands/play_sound.py +13 -0
- mima/scripts/commands/present_item.py +53 -0
- mima/scripts/commands/progress_quest.py +12 -0
- mima/scripts/commands/quit_game.py +8 -0
- mima/scripts/commands/save_game.py +14 -0
- mima/scripts/commands/screen_fade.py +83 -0
- mima/scripts/commands/serial.py +69 -0
- mima/scripts/commands/set_facing_direction.py +21 -0
- mima/scripts/commands/set_spawn_map.py +17 -0
- mima/scripts/commands/show_choices.py +52 -0
- mima/scripts/commands/show_dialog.py +118 -0
- mima/scripts/commands/take_coins.py +23 -0
- mima/scripts/script_processor.py +61 -0
- mima/standalone/__init__.py +0 -0
- mima/standalone/camera.py +153 -0
- mima/standalone/geometry.py +1318 -0
- mima/standalone/multicolumn_list.py +54 -0
- mima/standalone/pixel_font.py +84 -0
- mima/standalone/scripting.py +145 -0
- mima/standalone/spatial.py +186 -0
- mima/standalone/sprite.py +158 -0
- mima/standalone/tiled_map.py +1247 -0
- mima/standalone/transformed_view.py +433 -0
- mima/standalone/user_input.py +563 -0
- mima/states/__init__.py +0 -0
- mima/states/game_state.py +189 -0
- mima/states/memory.py +28 -0
- mima/states/quest.py +71 -0
- mima/types/__init__.py +0 -0
- mima/types/alignment.py +7 -0
- mima/types/blend.py +8 -0
- mima/types/damage.py +42 -0
- mima/types/direction.py +44 -0
- mima/types/gate_color.py +7 -0
- mima/types/graphic_state.py +23 -0
- mima/types/keys.py +64 -0
- mima/types/mode.py +9 -0
- mima/types/nature.py +12 -0
- mima/types/object.py +22 -0
- mima/types/player.py +9 -0
- mima/types/position.py +13 -0
- mima/types/start.py +7 -0
- mima/types/terrain.py +9 -0
- mima/types/tile_collision.py +11 -0
- mima/types/weapon_slot.py +6 -0
- mima/types/window.py +44 -0
- mima/usables/__init__.py +0 -0
- mima/usables/item.py +51 -0
- mima/usables/weapon.py +68 -0
- mima/util/__init__.py +1 -0
- mima/util/colors.py +50 -0
- mima/util/constants.py +55 -0
- mima/util/functions.py +38 -0
- mima/util/input_defaults.py +170 -0
- mima/util/logging.py +51 -0
- mima/util/property.py +8 -0
- mima/util/runtime_config.py +327 -0
- mima/util/trading_item.py +23 -0
- mima/view/__init__.py +0 -0
- mima/view/camera.py +192 -0
- mima/view/mima_mode.py +618 -0
- mima/view/mima_scene.py +231 -0
- mima/view/mima_view.py +12 -0
- mima/view/mima_window.py +244 -0
- mima_engine-0.4.0.dist-info/METADATA +47 -0
- mima_engine-0.4.0.dist-info/RECORD +153 -0
- mima_engine-0.4.0.dist-info/WHEEL +4 -0
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import math
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from typing import List, Optional
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from ...maps.tilemap import Tilemap
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from ...types.alignment import Alignment
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from ...types.damage import Damage
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from ...types.direction import Direction
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from ...types.graphic_state import GraphicState
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from ...types.keys import Key as K
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from ...types.nature import Nature
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from ...types.object import ObjectType
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from ...util.colors import BLACK
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from ..animated_sprite import AnimatedSprite
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from ..dynamic import Dynamic
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from ..projectile import Projectile
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class Movable(Dynamic):
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def __init__(
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self,
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px: float,
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py: float,
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name="Movable",
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*,
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sprite_name: str,
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tilemap: Optional[Tilemap] = None,
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dyn_id=-1,
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mrange: float = 0.0,
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liftable: bool = False,
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destroyable: bool = False,
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movable: bool = False,
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intangible: bool = False,
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force_collision_check: bool = False,
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):
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super().__init__(
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px,
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py,
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name,
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tilemap=tilemap,
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sprite_name=sprite_name,
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dyn_id=dyn_id,
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)
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self.type = ObjectType.MOVABLE
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self.alignment = Alignment.NEUTRAL
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self.solid_vs_map = True
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self.range = mrange
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self.total_range = 0
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self.spawn_px = px
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self.spawn_py = py
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self.liftable = liftable
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self.destroyable = destroyable
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self.movable = movable
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self.intangible = intangible
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self.moving = False
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self.lift_started = False
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self.lifted = False
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self.thrown = False
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self.visible = True
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self.visible_pz = 0.0
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self.actor: Optional[Dynamic] = None
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self.vx_mask = 0
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self.vy_mask = 0
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self._vx_throw = 0
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self._vy_throw = 0
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self._speed_throw = 4.0
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self.move_direction: str = ""
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self.moves_on_collision = self.movable or self.destroyable
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# self.onscreen_collision_skippable = (
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# not self.movable and not force_collision_check
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# )
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self._impact_offsets = [
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[0.5, 0.5],
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[-0.5, 0.5],
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[-0.5, -0.5],
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[0.5, -0.5],
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]
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def update(self, elapsed_time: float, target: Optional[Dynamic] = None):
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if self.intangible:
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self.solid_vs_dyn = False
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else:
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self.solid_vs_dyn = (
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self.visible and not self.lifted and not self.thrown
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)
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if self.pz > 1.0:
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self.solid_vs_map = False
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else:
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self.solid_vs_map = True
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self.sprite.update(
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elapsed_time, self.facing_direction, self.graphic_state
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)
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if self.thrown:
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return self._throw()
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self.vx = self.vy = 0.0
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if self.moving:
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return self._move()
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if self.lift_started or self.lifted:
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self.moves_on_collision = True
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return self._lift()
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self.moves_on_collision = self.movable or self.destroyable
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def on_interaction(self, target: Dynamic, nature: Nature):
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if self.moving:
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return False
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if self.lifted:
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return False
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pt = target.get_player()
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if pt.value > 0:
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if nature == Nature.TALK and self.liftable and target.can_lift:
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self.lift_started = True
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self.actor = target
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self.solid_vs_dyn = False
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target.can_attack = False
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return True
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if (
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self.movable
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and self.visible
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and self.total_range < self.range
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and target.graphic_state
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in [GraphicState.WALKING, GraphicState.PUSHING]
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):
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if (
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target.facing_direction == Direction.WEST
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and self.engine.keys.key_held(K.LEFT, pt)
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and target.vy == 0
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):
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self.move_direction = K.LEFT
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self.vx_mask = -1
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elif (
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target.facing_direction == Direction.EAST
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and self.engine.keys.key_held(K.RIGHT, pt)
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and target.vy == 0
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):
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self.move_direction = K.RIGHT
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self.vx_mask = 1
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elif (
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target.facing_direction == Direction.SOUTH
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and self.engine.keys.key_held(K.DOWN, pt)
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and target.vx == 0
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):
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self.move_direction = K.DOWN
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self.vy_mask = 1
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elif (
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target.facing_direction == Direction.NORTH
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and self.engine.keys.key_held(K.UP, pt)
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and target.vx == 0
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):
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self.move_direction = K.UP
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self.vy_mask = -1
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else:
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return False
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self.actor = target
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self.moving = True
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self.actor.lock_graphic_state(GraphicState.PUSHING)
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return True
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elif target.type == ObjectType.PROJECTILE:
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if self.destroyable:
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damage = target.damage - self.attributes.defense[target.dtype]
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if damage > 0:
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self.kill()
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if target.one_hit:
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target.kill()
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return True
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elif nature == Nature.SIGNAL:
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self.visible = False
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return True
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elif nature == Nature.NO_SIGNAL:
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self.visible = True
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return True
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return False
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def draw_self(self, ox: float, oy: float, camera_name: str = "display"):
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if not self.visible:
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return
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py = self.py - oy - (self.pz + self.visible_pz)
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if self.pz != 0:
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self.engine.backend.fill_circle(
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(self.px - ox + 0.5) * self.sprite.width,
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(self.py - oy + 0.7) * self.sprite.height,
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0.3125 * self.sprite.width,
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BLACK,
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camera_name,
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)
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self.sprite.draw_self(self.px - ox, py, camera_name)
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def _throw(self):
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if self.pz < 0.5:
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self.solid_vs_dyn = True
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self.speed = 1.0
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if self.pz > 0:
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self.vx = self._vx_throw
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self.vy = self._vy_throw
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self.speed = self._speed_throw
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return
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self._create_impact()
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# self.solid_vs_dyn = True
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self.thrown = False
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self.vx = self.vy = 0.0
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if self.destroyable:
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self.kill()
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return
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def _move(self):
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if self.actor.graphic_state == GraphicState.PUSHING:
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stop_moving = False
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for button in [K.DOWN, K.LEFT, K.UP, K.RIGHT]:
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if button == self.move_direction:
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if self.engine.keys.key_held(
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button, self.actor.get_player()
|
|
231
|
+
):
|
|
232
|
+
self.vx = self.vx_mask
|
|
233
|
+
self.vy = self.vy_mask
|
|
234
|
+
else:
|
|
235
|
+
if self.engine.keys.key_held(
|
|
236
|
+
button, self.actor.get_player()
|
|
237
|
+
):
|
|
238
|
+
stop_moving = True
|
|
239
|
+
self.vx = 0
|
|
240
|
+
self.vy = 0
|
|
241
|
+
break
|
|
242
|
+
if (
|
|
243
|
+
abs(self.actor.px - self.px) > 1.1
|
|
244
|
+
or abs(self.actor.py - self.py) > 1.1
|
|
245
|
+
):
|
|
246
|
+
stop_moving = True
|
|
247
|
+
|
|
248
|
+
if not stop_moving and abs(self.vx) > abs(self.vy):
|
|
249
|
+
self.vy = 0
|
|
250
|
+
elif not stop_moving and abs(self.vy) > abs(self.vx):
|
|
251
|
+
self.vx = 0
|
|
252
|
+
else:
|
|
253
|
+
self.vx = self.vy = 0.0
|
|
254
|
+
|
|
255
|
+
dx = self.px - self.spawn_px
|
|
256
|
+
dy = self.py - self.spawn_py
|
|
257
|
+
self.total_range = math.sqrt(dx * dx + dy * dy)
|
|
258
|
+
|
|
259
|
+
if self.total_range >= self.range:
|
|
260
|
+
self.vx = self.vy = 0.0
|
|
261
|
+
|
|
262
|
+
if self.vx == 0.0 and self.vy == 0.0:
|
|
263
|
+
self.moving = False
|
|
264
|
+
self.vx_mask = self.vy_mask = 0
|
|
265
|
+
self.actor.unlock_graphic_state()
|
|
266
|
+
self.engine.audio.stop_sound("move_block")
|
|
267
|
+
else:
|
|
268
|
+
self.engine.audio.play_sound("move_block")
|
|
269
|
+
return
|
|
270
|
+
|
|
271
|
+
def _lift(self):
|
|
272
|
+
if self.lifted and self.engine.keys.new_key_press(
|
|
273
|
+
K.A, self.actor.get_player()
|
|
274
|
+
):
|
|
275
|
+
# Throw away
|
|
276
|
+
self.vx = self.vy = 0
|
|
277
|
+
if self.actor.facing_direction == Direction.SOUTH:
|
|
278
|
+
self.vy = self._vy_throw = 1
|
|
279
|
+
if self.actor.facing_direction == Direction.WEST:
|
|
280
|
+
self.vx = self._vx_throw = -1
|
|
281
|
+
if self.actor.facing_direction == Direction.NORTH:
|
|
282
|
+
self.vy = self._vy_throw = -1
|
|
283
|
+
if self.actor.facing_direction == Direction.EAST:
|
|
284
|
+
self.vx = self._vx_throw = 1
|
|
285
|
+
|
|
286
|
+
self.vz = 6.0
|
|
287
|
+
self.pz = self.actor.pz + 0.9
|
|
288
|
+
self.visible_pz = 0
|
|
289
|
+
self.actor.can_attack = True
|
|
290
|
+
self.lifted = False
|
|
291
|
+
self.actor = None
|
|
292
|
+
self.thrown = True
|
|
293
|
+
|
|
294
|
+
elif self.lift_started and self.engine.keys.new_key_release(
|
|
295
|
+
K.A, self.actor.get_player()
|
|
296
|
+
):
|
|
297
|
+
self.lift_started = False
|
|
298
|
+
self.lifted = True
|
|
299
|
+
self.solid_vs_dyn = False
|
|
300
|
+
else:
|
|
301
|
+
self.solid_vs_dyn = False
|
|
302
|
+
self.px = self.actor.px
|
|
303
|
+
self.py = self.actor.py
|
|
304
|
+
self.visible_pz = self.actor.pz + 0.9
|
|
305
|
+
self.vx = self.vy = 0.0
|
|
306
|
+
|
|
307
|
+
def _create_impact(self):
|
|
308
|
+
# impact: List[Projectile] = []
|
|
309
|
+
# impact.append(
|
|
310
|
+
# Projectile(
|
|
311
|
+
# self.px + 0.5,
|
|
312
|
+
# self.py + 0.5,
|
|
313
|
+
# 0,
|
|
314
|
+
# 0,
|
|
315
|
+
# 0.2,
|
|
316
|
+
# self.alignment,
|
|
317
|
+
# self.tilemap,
|
|
318
|
+
# )
|
|
319
|
+
# )
|
|
320
|
+
for idx, offsets in enumerate(self._impact_offsets):
|
|
321
|
+
p = Projectile(
|
|
322
|
+
self.px + offsets[0],
|
|
323
|
+
self.py + offsets[1],
|
|
324
|
+
f"Movable Impact {idx}",
|
|
325
|
+
sprite_name="small_explosion",
|
|
326
|
+
tilemap=self.tilemap,
|
|
327
|
+
alignment=self.alignment,
|
|
328
|
+
duration=0.2,
|
|
329
|
+
)
|
|
330
|
+
p.solid_vs_dyn = False
|
|
331
|
+
p.solid_vs_map = False
|
|
332
|
+
p.damage = 5
|
|
333
|
+
# impact.append(p)
|
|
334
|
+
self.engine.get_view().add_projectile(p, self.tilemap.name)
|
|
335
|
+
|
|
336
|
+
# impact.append(
|
|
337
|
+
# Projectile(
|
|
338
|
+
# self.px - 0.5,
|
|
339
|
+
# self.py + 0.5,
|
|
340
|
+
# 0,
|
|
341
|
+
# 0,
|
|
342
|
+
# 0.2,
|
|
343
|
+
# self.alignment,
|
|
344
|
+
# self.tilemap,
|
|
345
|
+
# )
|
|
346
|
+
# )
|
|
347
|
+
# impact.append(
|
|
348
|
+
# Projectile(
|
|
349
|
+
# self.px - 0.5,
|
|
350
|
+
# self.py - 0.5,
|
|
351
|
+
# 0,
|
|
352
|
+
# 0,
|
|
353
|
+
# 0.2,
|
|
354
|
+
# self.alignment,
|
|
355
|
+
# self.tilemap,
|
|
356
|
+
# )
|
|
357
|
+
# )
|
|
358
|
+
# impact.append(
|
|
359
|
+
# Projectile(
|
|
360
|
+
# self.px + 0.5,
|
|
361
|
+
# self.py - 0.5,
|
|
362
|
+
# 0,
|
|
363
|
+
# 0,
|
|
364
|
+
# 0.2,
|
|
365
|
+
# self.alignment,
|
|
366
|
+
# self.tilemap,
|
|
367
|
+
# )
|
|
368
|
+
# )
|
|
369
|
+
|
|
370
|
+
# for pro in impact:
|
|
371
|
+
# pro.sprite.name = "explosion"
|
|
372
|
+
# pro.solid_vs_dyn = False
|
|
373
|
+
# pro.solid_vs_map = False
|
|
374
|
+
# pro.damage = 5
|
|
375
|
+
|
|
376
|
+
@staticmethod
|
|
377
|
+
def load_from_tiled_object(obj, px, py, width, height, tilemap):
|
|
378
|
+
movable = Movable(
|
|
379
|
+
px=px,
|
|
380
|
+
py=py,
|
|
381
|
+
name=obj.name,
|
|
382
|
+
sprite_name=obj.get_string("sprite_name"),
|
|
383
|
+
tilemap=tilemap,
|
|
384
|
+
dyn_id=obj.object_id,
|
|
385
|
+
mrange=obj.get_float("range"),
|
|
386
|
+
liftable=obj.get_bool("liftable"),
|
|
387
|
+
destroyable=obj.get_bool("destroyable"),
|
|
388
|
+
movable=obj.get_bool("movable"),
|
|
389
|
+
intangible=obj.get_bool("intangible"),
|
|
390
|
+
force_collision_check=obj.get_bool("force_collision_check"),
|
|
391
|
+
)
|
|
392
|
+
# movable.sprite.width = int(width * Movable.engine.rtc.tile_width)
|
|
393
|
+
# movable.sprite.height = int(height * Movable.engine.rtc.tile_height)
|
|
394
|
+
for dt in Damage:
|
|
395
|
+
movable.attributes.defense[dt] = obj.get_int(
|
|
396
|
+
f"defense_{dt.name.lower()}"
|
|
397
|
+
)
|
|
398
|
+
|
|
399
|
+
return [movable]
|
|
@@ -0,0 +1,195 @@
|
|
|
1
|
+
from typing import List, Optional, Union
|
|
2
|
+
|
|
3
|
+
from ...maps.tilemap import Tilemap
|
|
4
|
+
from ...scripts.commands.oneway_move import CommandOnewayMove
|
|
5
|
+
from ...types.direction import Direction
|
|
6
|
+
from ...types.graphic_state import GraphicState
|
|
7
|
+
from ...types.nature import Nature
|
|
8
|
+
from ...types.object import ObjectType
|
|
9
|
+
from ...util.constants import ONEWAY_ACTIVATION_DELAY
|
|
10
|
+
from ..animated_sprite import AnimatedSprite
|
|
11
|
+
from ..dynamic import Dynamic
|
|
12
|
+
|
|
13
|
+
|
|
14
|
+
class Oneway(Dynamic):
|
|
15
|
+
def __init__(
|
|
16
|
+
self,
|
|
17
|
+
px: float,
|
|
18
|
+
py: float,
|
|
19
|
+
name="Oneway",
|
|
20
|
+
*,
|
|
21
|
+
sprite_name: str = "",
|
|
22
|
+
tilemap: Optional[Tilemap] = None,
|
|
23
|
+
dyn_id=-1,
|
|
24
|
+
jump_vx: float = 0.0,
|
|
25
|
+
jump_vy: float = 0.0,
|
|
26
|
+
width: float = 0.0,
|
|
27
|
+
height: float = 0.0,
|
|
28
|
+
):
|
|
29
|
+
super().__init__(
|
|
30
|
+
px,
|
|
31
|
+
py,
|
|
32
|
+
name,
|
|
33
|
+
tilemap=tilemap,
|
|
34
|
+
sprite_name=sprite_name,
|
|
35
|
+
dyn_id=dyn_id,
|
|
36
|
+
)
|
|
37
|
+
self.type = ObjectType.ONEWAY
|
|
38
|
+
self.layer = 0
|
|
39
|
+
self.sprite.width = int(width * self.engine.rtc.tile_width)
|
|
40
|
+
self.sprite.height = int(height * self.engine.rtc.tile_height)
|
|
41
|
+
|
|
42
|
+
self.hitbox_px, self.hitbox_py = 0.0, 0.0
|
|
43
|
+
self.hitbox_width, self.hitbox_height = 1.0, 1.0
|
|
44
|
+
self.solid_vs_map = False
|
|
45
|
+
|
|
46
|
+
self.width: float = width
|
|
47
|
+
self.height: float = height
|
|
48
|
+
self.jump_vx: float = 0.0
|
|
49
|
+
self.jump_vy: float = 0.0
|
|
50
|
+
self.jump_direction = Direction.from_velocity(jump_vx, jump_vy)
|
|
51
|
+
self.activation_delay: float = ONEWAY_ACTIVATION_DELAY
|
|
52
|
+
self.triggered: bool = False
|
|
53
|
+
self.is_active: bool = False
|
|
54
|
+
self.cooldown: float = 0.0
|
|
55
|
+
self.target = None
|
|
56
|
+
|
|
57
|
+
if jump_vx < 0:
|
|
58
|
+
self.jump_vx = jump_vx - 1
|
|
59
|
+
# self.hitbox_px += 0.1
|
|
60
|
+
elif jump_vx > 0:
|
|
61
|
+
self.jump_vx = jump_vx + 1
|
|
62
|
+
# self.hitbox_px -= 0.1
|
|
63
|
+
|
|
64
|
+
if jump_vy < 0:
|
|
65
|
+
self.jump_vy = jump_vy - 1
|
|
66
|
+
# self.hitbox_py += 0.1
|
|
67
|
+
elif jump_vy > 0:
|
|
68
|
+
self.jump_vy = jump_vy + 1
|
|
69
|
+
# self.hitbox_py -= 0.1
|
|
70
|
+
|
|
71
|
+
def update(self, elapsed_time, target=None):
|
|
72
|
+
self.sprite.update(
|
|
73
|
+
elapsed_time, self.facing_direction, self.graphic_state
|
|
74
|
+
)
|
|
75
|
+
|
|
76
|
+
# Can only be triggered again after a certain time has passed.
|
|
77
|
+
if self.cooldown >= 0.0:
|
|
78
|
+
self.cooldown -= elapsed_time
|
|
79
|
+
return
|
|
80
|
+
else:
|
|
81
|
+
self.cooldown = 0.0
|
|
82
|
+
|
|
83
|
+
# If no interaction happened in a frame, the activation timer
|
|
84
|
+
# gets resetted.
|
|
85
|
+
if not self.triggered:
|
|
86
|
+
self.timer = 0.0
|
|
87
|
+
return
|
|
88
|
+
|
|
89
|
+
# Activation countdown
|
|
90
|
+
if self.timer > 0.0:
|
|
91
|
+
self.timer -= elapsed_time
|
|
92
|
+
|
|
93
|
+
# Activation countdown reached 0 and the jump is initiated.
|
|
94
|
+
if self.timer <= 0.0 and self.target is not None:
|
|
95
|
+
self.engine.script.add_command(
|
|
96
|
+
CommandOnewayMove(
|
|
97
|
+
self.target,
|
|
98
|
+
self.jump_vx,
|
|
99
|
+
self.jump_vy,
|
|
100
|
+
target.get_player(),
|
|
101
|
+
)
|
|
102
|
+
)
|
|
103
|
+
self.cooldown = 2.0
|
|
104
|
+
self.is_active
|
|
105
|
+
|
|
106
|
+
# Reset the triggered flag so it has to be activated again
|
|
107
|
+
# by interaction
|
|
108
|
+
self.triggered = False
|
|
109
|
+
self.target = None
|
|
110
|
+
|
|
111
|
+
def on_interaction(self, target, nature=Nature.WALK):
|
|
112
|
+
if (
|
|
113
|
+
target.type == ObjectType.PLAYER
|
|
114
|
+
and nature == Nature.WALK
|
|
115
|
+
and self.cooldown <= 0.0
|
|
116
|
+
):
|
|
117
|
+
# No interaction when target is higher than the oneway
|
|
118
|
+
if target.pz > 0:
|
|
119
|
+
return False
|
|
120
|
+
|
|
121
|
+
if self.jump_direction != target.facing_direction:
|
|
122
|
+
return False
|
|
123
|
+
|
|
124
|
+
tcenterx = target.px + (target.hitbox_px + target.hitbox_width) / 2
|
|
125
|
+
tbottomy = target.py + target.hitbox_py + target.hitbox_height
|
|
126
|
+
ttopy = target.py + target.hitbox_py
|
|
127
|
+
tleftx = target.px + target.hitbox_px
|
|
128
|
+
trightx = tleftx + target.hitbox_width
|
|
129
|
+
|
|
130
|
+
# print(tcenterx, tbottomy)
|
|
131
|
+
# We have to check that target is not placed "more" in the
|
|
132
|
+
# target direction than the oneway
|
|
133
|
+
if (
|
|
134
|
+
self.jump_vx < 0
|
|
135
|
+
and target.px < self.px + self.width - target.hitbox_px
|
|
136
|
+
):
|
|
137
|
+
return False
|
|
138
|
+
if self.jump_vx > 0 and target.px >= self.px:
|
|
139
|
+
return False
|
|
140
|
+
if (
|
|
141
|
+
self.jump_vy < 0
|
|
142
|
+
and target.py <= self.py + self.height - target.hitbox_py
|
|
143
|
+
):
|
|
144
|
+
return False
|
|
145
|
+
if self.jump_vy > 0 and tbottomy >= self.py: # FIXME
|
|
146
|
+
return False
|
|
147
|
+
|
|
148
|
+
if self.jump_vx == 0:
|
|
149
|
+
if target.px >= self.px + self.width:
|
|
150
|
+
return False
|
|
151
|
+
if target.px + 1.0 <= self.px:
|
|
152
|
+
return False
|
|
153
|
+
|
|
154
|
+
if self.jump_vy == 0:
|
|
155
|
+
if target.py >= self.py + self.height:
|
|
156
|
+
return False
|
|
157
|
+
if target.py + 1.0 <= self.py:
|
|
158
|
+
return False
|
|
159
|
+
self.triggered = True
|
|
160
|
+
self.target = target
|
|
161
|
+
if self.timer <= 0.0:
|
|
162
|
+
self.timer = self.activation_delay
|
|
163
|
+
# return False
|
|
164
|
+
|
|
165
|
+
# print(
|
|
166
|
+
# f"activated {self.timer:.3f}, {self.px, self.py}, {target.px, target.py}, {target.sprite.width, target.sprite.height}"
|
|
167
|
+
# )
|
|
168
|
+
return True
|
|
169
|
+
|
|
170
|
+
return False
|
|
171
|
+
|
|
172
|
+
def draw_self(self, ox: float, oy: float, camera_name: str = "display"):
|
|
173
|
+
self.sprite.draw_self(self.px - ox, self.py - oy, camera_name)
|
|
174
|
+
|
|
175
|
+
@staticmethod
|
|
176
|
+
def load_from_tiled_object(obj, px, py, width, height, tilemap):
|
|
177
|
+
oneway = Oneway(
|
|
178
|
+
px,
|
|
179
|
+
py,
|
|
180
|
+
obj.name,
|
|
181
|
+
sprite_name=obj.get_string("sprite_name"),
|
|
182
|
+
tilemap=tilemap,
|
|
183
|
+
dyn_id=obj.object_id,
|
|
184
|
+
jump_vx=obj.get_float("jump_vx"),
|
|
185
|
+
jump_vy=obj.get_float("jump_vy"),
|
|
186
|
+
width=width,
|
|
187
|
+
height=height,
|
|
188
|
+
)
|
|
189
|
+
oneway.graphic_state = (
|
|
190
|
+
GraphicState[obj.get_string("graphic_state", "standing").upper()],
|
|
191
|
+
)
|
|
192
|
+
oneway.facing_direction = (
|
|
193
|
+
Direction[obj.get_string("facing_direction", "south").upper()],
|
|
194
|
+
)
|
|
195
|
+
return [oneway]
|