Inital commit
Straight up fucked everything up so the history is gone. My bad.
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106
__init__.py
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106
__init__.py
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import pygame
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import time
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# Oclaim, I know we talked about putting everything
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# in __init__.py and how it's a bad thing, and I
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# will move things at some point, but as of right now,
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# I'm still unsure exactly how I'm supposed to
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# separate all of this.
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class AnimationHandler(pygame.Surface):
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"""
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TODO: Write documentation on this, it takes in a
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webp file, and handles drawing it to the screen in
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a way that doesn't rely on frame counters.
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"""
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def __init__(self, animationPath):
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pass
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class AnimatedObject:
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"""
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"""
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def __init__(self, baseFrame):
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"""
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Args:
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baseFrame: A still image that gets displayed when no other animation is playing.
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"""
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self._currentAnim = None
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self._animStart = None
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self._animations = {}
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#self.baseFrame = pygame.image.load(baseFrame)
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def getFrame(self) -> pygame.Surface:
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"""
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Gets the current frame based on which animation is playing, and the current time.
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Returns:
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pygame.Surface: The current frame
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"""
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def addAnimation(self, animation: AnimationHandler, animationID: str):
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"""
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Adds an animation to the object.
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Args:
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animation (AnimationHandler): The actual animation.
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animationID (str): The ID that's later used to play the animation.
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"""
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self.animations.update({animationID: animation})
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def playAnim(self, animationID: str):
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"""
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Plays an animation.
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Args:
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animationID (str): The animation ID to play.
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"""
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self._animStart = time.perf_counter()
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self._currentAnim = self._animations[animationID]
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def get_view(self):
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print(f'get_view called')
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return super().get_view()
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def get_buffer(self):
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print(f'get_buffer called')
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return super().get_buffer()
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def copy(self):
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print(f'copy called')
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return super().copy()
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def centre(surface: pygame.Surface, rect: tuple[int, int, int, int]) -> pygame.Surface:
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"""
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Centres a surface within a given rectangle.
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Args:
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surface: The surface to be centred.
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rect: The rectangle the surface will be centred in.
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Returns:
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pygame.Surface
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"""
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pass
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class Game:
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def __init__(self):
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pass
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def update(self):
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pass
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def onEvent(self, event):
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pass
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def close(self):
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pass
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if __name__ == '__main__':
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screen = pygame.display.set_mode((500, 500))
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anim = AnimatedObject('')
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screen.blit(anim.getFrame(), (0, 0))
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pygame.quit()
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