from __future__ import annotations
import dataclasses
import math
from typing import List
from .sprite import Sprite
from arcade import Texture
from arcade.types import PathOrTexture
from .enums import (
FACE_LEFT,
FACE_RIGHT,
FACE_UP,
FACE_DOWN,
)
[docs]
@dataclasses.dataclass
class AnimationKeyframe:
"""
Keyframe for texture animations.
"""
tile_id: int
duration: int
texture: Texture
[docs]
class AnimatedTimeBasedSprite(Sprite):
"""
Sprite for platformer games that supports animations. These can
be automatically created by the Tiled Map Editor.
:param path_or_texture: Path to the image file, or a Texture object.
:param center_x: Initial x position of the sprite.
:param center_y: Initial y position of the sprite.
:param scale: Initial scale of the sprite.
"""
def __init__(
self,
path_or_texture: PathOrTexture = None,
center_x: float = 0.0,
center_y: float = 0.0,
scale: float = 1.0,
**kwargs,
):
super().__init__(
path_or_texture,
scale=scale,
center_x=center_x,
center_y=center_y,
)
self.cur_frame_idx = 0
self.frames: List[AnimationKeyframe] = []
self.time_counter = 0.0
[docs]
def update_animation(self, delta_time: float = 1 / 60) -> None:
"""
Logic for updating the animation.
:param delta_time: Time since last update.
"""
self.time_counter += delta_time
while self.time_counter > self.frames[self.cur_frame_idx].duration / 1000.0:
self.time_counter -= self.frames[self.cur_frame_idx].duration / 1000.0
self.cur_frame_idx += 1
if self.cur_frame_idx >= len(self.frames):
self.cur_frame_idx = 0
# source = self.frames[self.cur_frame].texture.image.source
cur_frame = self.frames[self.cur_frame_idx]
# print(f"Advance to frame {self.cur_frame_idx}: {cur_frame.texture.name}")
self.texture = cur_frame.texture
[docs]
class AnimatedWalkingSprite(Sprite):
"""
Deprecated Sprite for platformer games that supports walking animations.
Make sure to call update_animation after loading the animations so the
initial texture can be set. Or manually set it.
It is highly recommended you create your own version of this class rather than
try to use this pre-packaged one.
For an example, see this section of the platformer tutorial:
:ref:`platformer_part_twelve`.
:param scale: Initial scale of the sprite.
:param center_x: Initial x position of the sprite.
:param center_y: Initial y position of the sprite.
"""
def __init__(
self,
scale: float = 1.0,
center_x: float = 0.0,
center_y: float = 0.0,
**kwargs,
):
super().__init__(
None,
scale=scale,
center_x=center_x,
center_y=center_y,
)
self.state = FACE_RIGHT
self.stand_right_textures: List[Texture] = []
self.stand_left_textures: List[Texture] = []
self.walk_left_textures: List[Texture] = []
self.walk_right_textures: List[Texture] = []
self.walk_up_textures: List[Texture] = []
self.walk_down_textures: List[Texture] = []
self.cur_texture_index = 0
self.texture_change_distance = 20
self.last_texture_change_center_x: float = 0.0
self.last_texture_change_center_y: float = 0.0
[docs]
def update_animation(self, delta_time: float = 1 / 60) -> None:
"""
Logic for texture animation.
:param delta_time: Time since last update.
"""
x1 = self.center_x
x2 = self.last_texture_change_center_x
y1 = self.center_y
y2 = self.last_texture_change_center_y
distance = math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2)
texture_list: List[Texture] = []
change_direction = False
if (
self.change_x > 0
and self.change_y == 0
and self.state != FACE_RIGHT
and len(self.walk_right_textures) > 0
):
self.state = FACE_RIGHT
change_direction = True
elif (
self.change_x < 0
and self.change_y == 0
and self.state != FACE_LEFT
and len(self.walk_left_textures) > 0
):
self.state = FACE_LEFT
change_direction = True
elif (
self.change_y < 0
and self.change_x == 0
and self.state != FACE_DOWN
and len(self.walk_down_textures) > 0
):
self.state = FACE_DOWN
change_direction = True
elif (
self.change_y > 0
and self.change_x == 0
and self.state != FACE_UP
and len(self.walk_up_textures) > 0
):
self.state = FACE_UP
change_direction = True
if self.change_x == 0 and self.change_y == 0:
if self.state == FACE_LEFT:
self.texture = self.stand_left_textures[0]
elif self.state == FACE_RIGHT:
self.texture = self.stand_right_textures[0]
elif self.state == FACE_UP:
self.texture = self.walk_up_textures[0]
elif self.state == FACE_DOWN:
self.texture = self.walk_down_textures[0]
elif change_direction or distance >= self.texture_change_distance:
self.last_texture_change_center_x = self.center_x
self.last_texture_change_center_y = self.center_y
if self.state == FACE_LEFT:
texture_list = self.walk_left_textures
if texture_list is None or len(texture_list) == 0:
raise RuntimeError(
"update_animation was called on a sprite that doesn't have a "
"list of walk left textures."
)
elif self.state == FACE_RIGHT:
texture_list = self.walk_right_textures
if texture_list is None or len(texture_list) == 0:
raise RuntimeError(
"update_animation was called on a sprite that doesn't have a list of "
"walk right textures."
)
elif self.state == FACE_UP:
texture_list = self.walk_up_textures
if texture_list is None or len(texture_list) == 0:
raise RuntimeError(
"update_animation was called on a sprite that doesn't have a list of "
"walk up textures."
)
elif self.state == FACE_DOWN:
texture_list = self.walk_down_textures
if texture_list is None or len(texture_list) == 0:
raise RuntimeError(
"update_animation was called on a sprite that doesn't have a list of walk down textures."
)
self.cur_texture_index += 1
if self.cur_texture_index >= len(texture_list):
self.cur_texture_index = 0
self.texture = texture_list[self.cur_texture_index]
if self._texture is None:
print("Error, no texture set")
else:
self.width = self._texture.width * self.scale
self.height = self._texture.height * self.scale