feat(actor): implement player / actor class

This commit is contained in:
Niklas Haiden
2026-05-07 22:07:15 +02:00
parent 7a47237e09
commit 74139aa63d
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"""Actor state with switchable good/bad sprites.
The drawing itself still happens through ``draw_actor``. This class only stores
which side of the actor is active and exposes functions to switch it.
"""
from __future__ import annotations
from dataclasses import dataclass, field
from pathlib import Path
from typing import Mapping, Tuple
import pygame
from src.actor_sprites import Position, draw_actor
from src.settings import DEFAULT_FRAME_TIME, Direction
@dataclass(frozen=True)
class ActorSpriteAsset:
"""Loaded animation frames for one actor/skin."""
name: str
folder: Path
frames: Mapping[Direction, Tuple[pygame.Surface, ...]]
@dataclass(frozen=True)
class ActorSpriteSides:
"""The good and bad sprite assets for the same actor.
Example: ``normal_knoll`` is the good side and ``angry_knoll`` is the bad side.
"""
name: str
good: ActorSpriteAsset
bad: ActorSpriteAsset
@dataclass(frozen=True)
class ActorDraw:
"""Small data object for drawing one actor with ``draw_actors``."""
asset: ActorSpriteAsset
position: Position
direction: Direction = "down"
moving: bool = False
animation_time: float = 0.0
@dataclass
class Actor:
"""One game actor that can switch between good and bad visuals."""
name: str
good_asset: ActorSpriteAsset
bad_asset: ActorSpriteAsset
position: pygame.Vector2
direction: Direction = "down"
moving: bool = False
animation_time: float = 0.0
is_bad: bool = False
previous_position: pygame.Vector2 = field(init=False)
def __post_init__(self) -> None:
# Always store positions as Vector2, even if a tuple was passed in.
self.position = pygame.Vector2(self.position)
self.previous_position = self.position.copy()
@classmethod
def from_sides(
cls,
sides: ActorSpriteSides,
position: Position,
) -> "Actor":
"""Create an actor from a loaded good/bad sprite pair."""
return cls(
name=sides.name,
good_asset=sides.good,
bad_asset=sides.bad,
position=pygame.Vector2(position),
)
@property
def current_asset(self) -> ActorSpriteAsset:
"""The sprite asset that should currently be drawn."""
return self.bad_asset if self.is_bad else self.good_asset
def become_bad(self) -> None:
"""Switch this actor to its bad/angry sprite."""
self.is_bad = True
def become_good(self) -> None:
"""Switch this actor back to its good/normal sprite."""
self.is_bad = False
def toggle_side(self) -> None:
"""Switch good -> bad or bad -> good."""
self.is_bad = not self.is_bad
def move_by(self, movement: Position) -> None:
"""Move the actor and remember the old position for wall collisions.
Call this before collision checks. If the new position is inside a wall,
call ``actor.hit_wall()`` to move the actor back and stop the walking
animation.
"""
movement_vector = pygame.Vector2(movement)
self.previous_position = self.position.copy()
if movement_vector.length_squared() == 0:
self.stop_walking()
return
self.position += movement_vector
self.moving = True
def set_position(self, position: Position) -> None:
"""Set actor position while keeping the last position for collision rollback."""
self.previous_position = self.position.copy()
self.position = pygame.Vector2(position)
def stop_walking(self) -> None:
"""Stop movement and show the idle standing frame."""
self.moving = False
self.animation_time = DEFAULT_FRAME_TIME
def hit_wall(self) -> None:
"""Call when this actor collides with a wall.
This moves the actor back to the last safe position and stops the walking
animation, so usage can look like: ``knoll.hit_wall()``.
"""
self.position = self.previous_position.copy()
self.stop_walking()
def update_animation(self, dt: float) -> None:
"""Advance walking animation time."""
if self.moving:
self.animation_time += dt
else:
self.animation_time = DEFAULT_FRAME_TIME
def draw(self, surface: pygame.Surface) -> pygame.Rect:
"""Draw this actor onto any Pygame surface."""
return draw_actor(
surface,
self.current_asset,
self.position,
direction=self.direction,
moving=self.moving,
animation_time=self.animation_time,
)