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tile_main.py
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# Tools
import pygame as py
import time
import random as rd
# Configuration:
import conf
# Static Tile
class Tile (py.sprite.Sprite):
def __init__ (self, image):
super().__init__()
self.image = py.image.load(image).convert_alpha()
self.rect = self.image.get_rect()
# Dinamic Tile: focussed on animated obstacles
class DinamicTileLight (py.sprite.Sprite):
ON_OFF, OFF_ON = range(2)
def __init__ (self, image_matrix):
super().__init__()
# Dinamic logic:
self.matrix = image_matrix
self.count = 0
self.nframes = len(self.matrix[0])
self.state = self.ON_OFF
self.wait = 0
self.clock = time.time()
self.image = self.matrix[self.state][0]
self.rect = self.image.get_rect()
# Dinamic logic:
def update (self):
if self.wait < time.time() - self.clock:
self.count = self.count + 1
if self.count == self.nframes * 10:
self.count = 0
self.state = self.ON_OFF if self.state == self.OFF_ON else self.OFF_ON
# How many time should the lamp wait to continue it's ON_OFF process (or OFF_ON)
self.wait = rd.randrange(10, 200) // 100
self.clock = time.time()
row = self.state
col = self.count // 10
self.image = self.matrix[row][col]
# Dinamic Tile: focussed on animated obstacles
class DinamicTilePipeline (py.sprite.Sprite):
def __init__ (self, image_matrix):
super().__init__()
# Dinamic logic:
self.matrix = image_matrix
self.count = 0
self.nframes = len(self.matrix[0])
self.wait = 0
self.clock = time.time()
# Rotate image keeping the center
self.image = self.matrix[0][0]
self.rect = self.image.get_rect()
# Dinamic logic:
def update (self):
self.count = self.count + 1
if self.count == self.nframes * 10:
self.count = 0
col = self.count // 10
self.image = self.matrix[0][col]
# Dinamic Tile: focussed on animated obstacles
class DinamicTileEyeBox (py.sprite.Sprite):
CLOSE, OPEN = range(2)
def __init__ (self, image_matrix):
super().__init__()
# Dinamic logic:
self.matrix = image_matrix
self.count = 0
self.nframes = len(self.matrix[0])
self.state = self.CLOSE
self.switch = True
self.image = self.matrix[self.state][0]
self.rect = self.image.get_rect()
# Dinamic logic:
def update (self, user_pos):
self.count = self.count + 1
if self.state == self.CLOSE:
if self.action(user_pos) and self.switch:
self.state = self.OPEN
self.switch = False
self.count = 0
if self.state == self.OPEN:
if self.count == self.nframes * 10:
self.state = self.CLOSE
self.count = 0
if self.count == self.nframes * 10:
self.count = 0
row = self.state
col = self.count // 10
self.image = self.matrix[row][col]
def action (self, user_pos):
# Position enemy sight
cercle_row, cercle_col = self.rect.center
perimeter = lambda x, y: (x - cercle_row )**2 + (y - cercle_col )**2
return perimeter(user_pos[0], user_pos[1]) <= ( 2 * conf.tile_size ) ** 2
# Dinamic Tile: focussed on animated obstacles
class DinamicTeleport (py.sprite.Sprite):
CLOSE, OPEN = range(2)
def __init__ (self, image_matrix):
super().__init__()
# Dinamic logic:
self.matrix = image_matrix
self.count = 0
self.nframes = len(self.matrix[0])
self.state = self.CLOSE
self.switch = True
self.image = self.matrix[self.state][0]
self.rect = self.image.get_rect()
# Dinamic logic:
def update (self, user_pos):
self.count = self.count + 1
if self.state == self.CLOSE:
if self.action(user_pos) and self.switch:
self.state = self.OPEN
self.switch = False
self.count = 0
if self.state == self.OPEN:
if self.count == self.nframes * 10:
self.state = self.CLOSE
self.count = 0
if self.count == self.nframes * 10:
self.count = 0
row = self.state
col = self.count // 10
self.image = self.matrix[row][col]
def action (self, user_pos):
# Position enemy sight
cercle_row, cercle_col = self.rect.center
perimeter = lambda x, y: (x - cercle_row )**2 + (y - cercle_col )**2
return perimeter(user_pos[0], user_pos[1]) <= ( conf.room_transporter_detection_perimeter * conf.tile_size ) ** 2
class TileMiniMap (py.sprite.Sprite):
def __init__ (self, image):
super().__init__()
self.image = py.image.load(image).convert_alpha()
self.rect = self.image.get_rect()
class UserMiniMap (py.sprite.Sprite):
def __init__ (self, image):
super().__init__()
self.image = py.image.load(image).convert_alpha()
self.rect = self.image.get_rect()
# Update position of user in minimap
def update (self, pos):
# Note: "col" and "row" are inverted in Pygame in reference to Numpy
col, row = pos
col = col // conf.tile_size
row = row // conf.tile_size
self.rect.center = (col * conf.tile_size_mini_map + conf.position_mini_map[0], row * conf.tile_size_mini_map + conf.position_mini_map[1])
class Door (py.sprite.Sprite):
def __init__ (self, image, orientation):
super().__init__()
self.image = py.image.load(image).convert_alpha()
self.rect = self.image.get_rect()
self.status = 'close'
self.orientation = orientation
self.image = py.transform.rotozoom(self.image, (90 if self.orientation == 'row' else 0), 1)
def change_status(self, image):
self.image = py.image.load(image).convert_alpha()
self.image = py.transform.rotozoom(self.image, (90 if self.orientation == 'row' else 0), 1)
class Lifebar (py.sprite.Sprite):
def __init__ (self, image):
super().__init__()
self.image = py.image.load(image).convert_alpha()
self.rect = self.image.get_rect()
self.rect.topleft = conf.position_lifebar
def update (self, damage = 1):
self.rect = self.rect.move( -damage, 0)
class LifebarBackground (py.sprite.Sprite):
def __init__ (self, image):
super().__init__()
self.image = py.image.load(image).convert_alpha()
self.rect = self.image.get_rect()
self.rect.topleft = conf.position_lifebar_background