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# -*- coding: utf-8 -*-
import pygame
import os
import utilities
import gui
COLORS_HAIR = (pygame.Color("#00ffff"), pygame.Color("#009f9f"))
COLORS_SKIN = (pygame.Color("#ffccc7"), pygame.Color("#cba5a0"))
COLORS_SOCKS = (pygame.Color("#fd8255"), pygame.Color("#db601f"))
COLORS_SHOES = (pygame.Color("#eeea00"), pygame.Color("#938200"))
COLORS_TO_MAP = map(utilities.get_color_tuple, COLORS_HAIR + COLORS_SKIN + COLORS_SOCKS + COLORS_SHOES)
GRAY = pygame.Color("gray")
BLACK = pygame.Color("black")
BLUE = pygame.Color("blue")
WHITE = pygame.Color("white")
class Kid(gui.Window):
def __init__(self, container, rect, frame_rate, windows_controller, game_man, mood):
gui.Window.__init__(self, container, rect, frame_rate, windows_controller, "character_window")
self.character = game_man.character
self.moods = game_man.moods_list
self.mood_index = 9 # Default mood_index (normal)
self.mood = self.moods[9] # Default mood (normal)
self.action_index = -1 # Default action_index (no-action)
self.action = None
self.sprite = None
self.set_animation()
##### Moods #####
def change_mood(self):
self.mood_index += 1
if self.mood_index == len(self.moods):
self.mood_index = 0
self.mood = self.moods[self.mood_index]
self.index = 0
def set_mood(self, mood):
self.mood_index = self.moods.index(mood)
self.mood = self.moods[self.mood_index]
self.set_animation()
##### Clothes ####
def update_clothes(self):
self.set_animation()
##### Actions #####
def play_action_animation(self, action):
self.action = action
self.set_animation()
def stop_action_animation(self):
self.action = None
self.set_animation()
def set_animation(self):
sex = self.character.sex
clothes = self.character.clothes
self.index = 0 # Sequence number of the current animation
if self.action and self.action.kid_animation_path: # An action with animation is enabled
directory = "%s/%s/%s" % (self.action.kid_animation_path, sex, clothes)
self.file_list = get_image_list(directory)
else:
directory = "%s/%s/%s" % (self.mood.kid_animation_path, sex, clothes)
self.file_list = get_image_list(directory)
##### Draw #####
def pre_draw(self, screen):
filename = self.file_list[self.index]
self.sprite = load_animation(self.sprite, filename)
maps = self.character.mappings
self.change_color(COLORS_TO_MAP, maps["hair"] + maps["skin"] + maps["socks"] + maps["shoes"])
screen.blit(self.bg_image, self.rect)
screen.blit(self.sprite, self.rect)
self.index = (self.index + 1) % len(self.file_list)
return [self.rect]
##### Colors #####
def change_color(self, old, new):
index = 0
for old_color in old:
new_color = new[index]
utilities.change_color(self.sprite, old_color, new_color)
index += 1
class ActionAnimation(gui.Widget):
"""
An action animation to show at panel
"""
def __init__(self, container, rect, frame_rate, animation_path, sound_path):
gui.Widget.__init__(self, container, rect, frame_rate)
self.path = animation_path
self.frame_rate = frame_rate
dirList = os.listdir(animation_path)
dirList.sort()
self.file_list = [os.path.join(animation_path, fname) for fname in dirList if '.png' in fname]
self.index = 0
self.blip = pygame.mixer.Sound(sound_path)
def draw(self, screen):
file = self.file_list[self.index]
self.sprite = pygame.image.load(file)
rect = self.sprite.get_rect()
rect.center = self.rect_absolute.center
screen.fill(WHITE, rect)
screen.blit(self.sprite, rect)
self.index = (self.index + 1) % len(self.file_list)
self.blip.play()
return self.rect_absolute
class FPS:
def __init__(self, container, rect, frame_rate, clock):
self.register_id = ""
self.buttons = []
self.rect = rect
self.frame_rate = frame_rate
self.clock = clock
self.font = pygame.font.Font(None, 16)
def draw(self, screen, frames):
screen.fill(BLACK, self.rect)
text = str(round(self.clock.get_fps()))
text_surf = self.font.render(text, False, (255, 255, 255))
screen.blit(text_surf, self.rect)
return [self.rect]
def get_image_list(directory):
dirList = os.listdir(directory)
dirList.sort()
return [os.path.join(directory, fname) for fname in dirList if fname.endswith('.png') or fname.endswith('.diff.gz') or fname.endswith('.diff.zlib')]
import zlib
import imagepatch
def load_animation(last_image, new_filename):
if new_filename.endswith('.png'):
new = pygame.image.load(new_filename)
#elif new_filename.endswith('.diff.gz'):
#f = gzip.open(new_filename, 'r')
#diff = f.read()
#f.close()
#new_buffer = imagepatch.patch(last_image.get_buffer().raw, diff)
#new = last_image # both point to the same surface
#new.get_buffer().write(new_buffer, 0) # Instead of using a copy modifies the same surface
elif new_filename.endswith('.diff.zlib'):
f = open(new_filename, 'r')
diff = zlib.decompress(f.read())
f.close()
new_buffer = imagepatch.patch(last_image.get_buffer().raw, diff)
new = last_image # both point to the same surface
new.get_buffer().write(new_buffer, 0) # Instead of using a copy modifies the same surface
return new
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