pneuma-pygame/entities/components/animaton.py

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import os
import pygame
from math import sin
from utils.resource_loader import import_folder
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from configs.system.window_config import HITBOX_OFFSET
class AnimationHandler:
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def __init__(self, sprite_type, name=None):
self.frame_index = 0
self.animation_speed = 0.15
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self.sprite_type = sprite_type
self.name = name
def import_assets(self, position):
script_dir = os.path.dirname(os.path.abspath(__file__))
asset_path = os.path.join(
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script_dir, '../..', 'assets', 'graphics')
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if self.sprite_type == 'player':
character_path = f"{asset_path}/player"
# Import Graphic Assets
self.image = pygame.image.load(
f"{character_path}/down/down_0.png").convert_alpha()
self.rect = self.image.get_rect(topleft=position)
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self.hitbox = self.rect.inflate(HITBOX_OFFSET[self.sprite_type])
self.animations = {
'up': [], 'down': [], 'left': [], 'right': [],
'up_idle': [], 'down_idle': [], 'left_idle': [], 'right_idle': [],
'up_attack': [], 'down_attack': [], 'left_attack': [], 'right_attack': []
}
for animation in self.animations.keys():
full_path = f"{character_path}/{animation}"
self.animations[animation] = import_folder(full_path)
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elif self.sprite_type == 'enemy':
self.status = 'idle'
character_path = f"{asset_path}/monsters/{self.name}"
self.animations = {'idle': [], 'move': [], 'attack': []}
for animation in self.animations.keys():
self.animations[animation] = import_folder(
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f"{character_path}/{animation}")
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self.image = self.animations[self.status][self.frame_index]
self.rect = self.image.get_rect(topleft=position)
self.hitbox = self.rect.inflate(0, -10)
def animate(self, status, vulnerable=True, can_attack=False):
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animation = self.animations[status]
self.frame_index += self.animation_speed
if self.frame_index >= len(animation):
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if self.sprite_type == 'enemy':
if status == 'attack':
self.can_attack = False
self.frame_index = 0
# Set the image
self.image = animation[int(self.frame_index)]
self.rect = self.image.get_rect(center=self.hitbox.center)
if not vulnerable:
alpha = self.wave_value()
self.image.set_alpha(alpha)
else:
self.image.set_alpha(255)
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def trigger_death_particles(self, animation_player, position, particle_type, groups):
animation_player.generate_particles(
particle_type, position, groups)
def wave_value(self):
value = sin(pygame.time.get_ticks())
if value >= 0:
return 255
else:
return 0