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