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Python

"""Actor sprites, loading, drawing, and actor state in one place.
Use this module for everything actor-related:
actor_sides = Actor.load_sprite_sides(Path("assets"))
knoll = Actor.from_sides(actor_sides[0], (480, 320))
knoll.become_bad()
knoll.draw(screen)
"""
from __future__ import annotations
from dataclasses import dataclass, field
from pathlib import Path
from typing import Dict, Iterable, Mapping, Optional, Tuple, Union
import pygame
from src.settings import (
DEFAULT_FRAME_TIME,
DEFAULT_SPRITE_HEIGHT,
DIRECTION_FRAMES,
Direction,
)
Position = Union[Tuple[float, float], pygame.Vector2]
@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."""
name: str
good: ActorSpriteAsset
bad: ActorSpriteAsset
@dataclass
class Actor:
"""One game actor with movement, drawing, and good/bad sprite switching."""
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()
# ---------------------------------------------------------------------
# Constructors / asset loading
# ---------------------------------------------------------------------
@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),
)
@classmethod
def load_sprite_sides(
cls,
root: Path,
*,
target_height: int = DEFAULT_SPRITE_HEIGHT,
) -> list[ActorSpriteSides]:
"""Load actors that have both a ``normal_*`` and ``angry_*`` folder.
Example: ``normal_knoll`` + ``angry_knoll`` becomes one actor named
``Knoll`` with a good and a bad side.
"""
folders_by_key = {
cls._actor_side_key(folder): folder
for folder in cls.discover_sprite_folders(root)
if cls._actor_side_key(folder) is not None
}
sides: list[ActorSpriteSides] = []
for side, actor_name in sorted(folders_by_key):
if side != "normal":
continue
bad_folder = folders_by_key.get(("angry", actor_name))
if bad_folder is None:
continue
good_folder = folders_by_key[("normal", actor_name)]
sides.append(
ActorSpriteSides(
name=actor_name.replace("_", " ").title(),
good=cls.load_sprite_asset(good_folder, target_height=target_height),
bad=cls.load_sprite_asset(bad_folder, target_height=target_height),
)
)
return sides
@classmethod
def load_sprite_assets(
cls,
root: Path,
*,
target_height: int = DEFAULT_SPRITE_HEIGHT,
) -> list[ActorSpriteAsset]:
"""Load every complete actor sprite folder inside ``root``."""
return [
cls.load_sprite_asset(folder, target_height=target_height)
for folder in cls.discover_sprite_folders(root)
]
@classmethod
def discover_sprite_folders(cls, root: Path) -> list[Path]:
"""Find all complete actor sprite folders below ``root``."""
if not root.is_dir():
raise FileNotFoundError(f"Missing assets folder: {root}")
return sorted(
(
folder
for folder in root.iterdir()
if folder.is_dir() and cls.has_complete_sprite_set(folder)
),
key=lambda folder: cls.friendly_asset_name(folder).lower(),
)
@classmethod
def load_sprite_asset(
cls,
folder: Path,
*,
target_height: int = DEFAULT_SPRITE_HEIGHT,
) -> ActorSpriteAsset:
"""Load one actor folder into memory."""
if not folder.is_dir():
raise FileNotFoundError(f"Missing sprite folder: {folder}")
if not cls.has_complete_sprite_set(folder):
raise FileNotFoundError(
f"Incomplete sprite folder: {folder} must contain sprite_01.png through sprite_12.png"
)
frames: Dict[Direction, Tuple[pygame.Surface, ...]] = {}
for direction, frame_numbers in DIRECTION_FRAMES.items():
frames[direction] = tuple(
cls.load_surface(
folder / f"sprite_{frame_number:02d}.png",
target_height=target_height,
)
for frame_number in frame_numbers
)
return ActorSpriteAsset(
name=cls.friendly_asset_name(folder),
folder=folder,
frames=frames,
)
@staticmethod
def load_surface(path: Path, *, target_height: Optional[int] = None) -> pygame.Surface:
"""Load one PNG as a transparent ``pygame.Surface``."""
surface = pygame.image.load(path)
if pygame.display.get_surface() is not None:
surface = surface.convert_alpha()
if target_height is not None:
surface = Actor.scale_to_height(surface, target_height)
return surface
@staticmethod
def scale_to_height(surface: pygame.Surface, target_height: int) -> pygame.Surface:
"""Scale a surface proportionally to ``target_height``."""
width, height = surface.get_size()
if height == target_height:
return surface
scale = target_height / height
target_size = (max(1, round(width * scale)), max(1, target_height))
return pygame.transform.smoothscale(surface, target_size)
@classmethod
def has_complete_sprite_set(cls, folder: Path) -> bool:
"""Check that the folder has all 12 required PNG files."""
return all(
(folder / f"sprite_{frame_number:02d}.png").is_file()
for frame_numbers in DIRECTION_FRAMES.values()
for frame_number in frame_numbers
)
@staticmethod
def friendly_asset_name(folder: Path) -> str:
"""Turn ``normal_knoll_sprites`` into ``Normal Knoll``."""
name = folder.name
for suffix in ("_sprites_cleaned", "_sprites"):
name = name.removesuffix(suffix)
return name.replace("_", " ").title()
@staticmethod
def _actor_side_key(folder: Path) -> Optional[Tuple[str, str]]:
"""Return ``(side, actor_name)`` for folders like normal_knoll/angry_knoll."""
name = folder.name
for suffix in ("_sprites_cleaned", "_sprites"):
name = name.removesuffix(suffix)
for side in ("normal", "angry"):
prefix = f"{side}_"
if name.startswith(prefix):
return side, name.removeprefix(prefix)
return None
# ---------------------------------------------------------------------
# Good/bad state
# ---------------------------------------------------------------------
@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
# ---------------------------------------------------------------------
# Movement / collision helpers
# ---------------------------------------------------------------------
def move_by(self, movement: Position) -> None:
"""Move the actor and remember the old position for wall collisions."""
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:
"""Move back to the last safe position and stop walking."""
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
# ---------------------------------------------------------------------
# Drawing
# ---------------------------------------------------------------------
def get_frame(self, *, frame_time: float = DEFAULT_FRAME_TIME) -> pygame.Surface:
"""Return the current animation frame for this actor."""
frames = self.current_asset.frames[self.direction]
if not self.moving:
# Frame 2 is the nicest standing/idle frame for this 3-frame cycle.
return frames[1]
frame_index = int(self.animation_time / frame_time) % len(frames)
return frames[frame_index]
def draw(self, surface: pygame.Surface, *, anchor: str = "midbottom") -> pygame.Rect:
"""Draw this actor onto any Pygame surface and return the drawn rect."""
frame = self.get_frame()
rect = frame.get_rect(**{anchor: self._int_position(self.position)})
surface.blit(frame, rect)
return rect
@staticmethod
def draw_many(
surface: pygame.Surface,
actors: Iterable["Actor"],
*,
sort_by_y: bool = True,
) -> list[pygame.Rect]:
"""Draw multiple actors and return their drawn rects."""
actor_list = list(actors)
if sort_by_y:
actor_list.sort(key=lambda actor: actor.position.y)
return [actor.draw(surface) for actor in actor_list]
@staticmethod
def _int_position(position: Position) -> tuple[int, int]:
"""Pygame rect anchors expect pixel coordinates."""
return round(position[0]), round(position[1])