from pygame.time import get_ticks

from GameChild import GameChild

class TimeFilter(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.ticks = self.unfiltered_ticks = self.last_ticks = get_ticks()
        self.open()

    def close(self):
        self.closed = True

    def open(self):
        self.closed = False

    def get_ticks(self):
        return self.ticks

    def get_unfiltered_ticks(self):
        return self.unfiltered_ticks

    def get_last_ticks(self):
        return self.last_ticks

    def get_last_frame_duration(self):
        return self.last_frame_duration

    def update(self):
        ticks = get_ticks()
        self.last_frame_duration = duration = ticks - self.last_ticks
        if not self.closed:
            self.ticks += duration
        self.unfiltered_ticks += duration
        self.last_ticks = ticks
class Vector(list):

    def __init__(self, x=0, y=0):
        list.__init__(self, (x, y))

    def __getattr__(self, name):
        if name == "x":
            return self[0]
        elif name == "y":
            return self[1]

    def __setattr__(self, name, value):
        if name == "x":
            self[0] = value
        elif name == "y":
            self[1] = value
        else:
            list.__setattr__(self, name, value)

    def __add__(self, other):
        return Vector(self.x + other[0], self.y + other[1])

    __radd__ = __add__

    def __iadd__(self, other):
        self.x += other[0]
        self.y += other[1]
        return self

    def __sub__(self, other):
        return Vector(self.x - other[0], self.y - other[1])

    def __rsub__(self, other):
        return Vector(other[0] - self.x, other[1] - self.y)

    def __isub__(self, other):
        self.x -= other[0]
        self.y -= other[1]
        return self

    def __mul__(self, other):
        return Vector(self.x * other, self.y * other)

    __rmul__ = __mul__

    def __imul__(self, other):
        self.x *= other
        self.y *= other
        return self

    def apply_to_components(self, function):
        self.x = function(self.x)
        self.y = function(self.y)

    def place(self, x=None, y=None):
        if x is not None:
            self.x = x
        if y is not None:
            self.y = y

    def move(self, dx=0, dy=0):
        if dx:
            self.x += dx
        if dy:
            self.y += dy

    def place_at_origin(self):
        self.x = 0
        self.y = 0
from os import listdir
from os.path import isfile, join
from sys import exc_info, stdout
from glob import glob
from traceback import print_exc, print_stack

from pygame import Color, Rect, Surface
from pygame.image import load
from pygame.transform import flip
from pygame.locals import *

from Animation import Animation
from Vector import Vector

class Sprite(Animation):

    def __init__(self, parent, framerate=None):
        Animation.__init__(self, parent, self.shift_frame, framerate)
        self.frames = []
        self.mirrored = False
        self.alpha = 255
        self.locations = []
        self.framesets = [Frameset(self, framerate=framerate)]
        self.set_frameset(0)
        self.locations.append(Location(self))
        self.motion_overflow = Vector()
        self.display_surface = self.get_display_surface()

    def __getattr__(self, name):
        if name in ("location", "rect"):
            return self.locations[0]
        if hasattr(Animation, "__getattr__"):
            return Animation.__getattr__(self, name)
        raise AttributeError, name

    def set_frameset(self, identifier):
        if isinstance(identifier, str):
            for ii, frameset in enumerate(self.framesets):
                if frameset.name == identifier:
                    identifier = ii
                    break
        self.frameset_index = identifier
        self.register_interval()
        self.update_location_size()
        if self.get_current_frameset().length() > 1:
            self.play()

    def register_interval(self):
        self.register(self.shift_frame,
                      interval=self.get_current_frameset().framerate)

    def get_current_frameset(self):
        return self.framesets[self.frameset_index]

    def update_location_size(self):
        size = self.get_current_frameset().rect.size
        for location in self.locations:
            location.size = size
            location.fader.init_surface()

    def set_framerate(self, framerate):
        self.get_current_frameset().set_framerate(framerate)
        self.register_interval()

    def load_from_path(self, path, transparency=False, ppa=True, key=None,
                       extension=None, omit=False):
        if isfile(path):
            paths = [path]
        else:
            if extension:
                paths = sorted(glob(join(path, "*." + extension)))
            else:
                paths = [join(path, name) for name in sorted(listdir(path))]
        for path in paths:
            img = load(path)
            if transparency:
                if ppa:
                    frame = img.convert_alpha()
                else:
                    frame = self.fill_colorkey(img, key)
            else:
                frame = img.convert()
            self.add_frame(frame, omit)

    def fill_colorkey(self, img, key=None):
        if not key:
            key = (255, 0, 255)
        img = img.convert_alpha()
        frame = Surface(img.get_size())
        frame.fill(key)
        frame.set_colorkey(key)
        frame.blit(img, (0, 0))
        return frame

    def add_frame(self, frame, omit=False):
        self.frames.append(frame)
        frame.set_alpha(self.alpha)
        if not omit:
            frameset = self.get_current_frameset()
            frameset.add_index(self.frames.index(frame))
            self.update_location_size()
            if frameset.length() > 1:
                self.play()

    def shift_frame(self):
        self.get_current_frameset().shift()

    def get_current_frame(self):
        return self.frames[self.get_current_frameset().get_current_id()]

    def move(self, dx=0, dy=0):
        for location in self.locations:
            location.move_ip(dx, dy)

    def reset_motion_overflow(self):
        for location in self.locations:
            location.reset_motion_overflow()

    def collide(self, other):
        if not isinstance(other, Rect):
            other = other.rect
        for location in self.locations:
            if location.colliderect(other):
                return location

    def mirror(self):
        frames = self.frames
        for ii, frame in enumerate(frames):
             frames[ii] = flip(frame, True, False)
        self.mirrored = not self.mirrored

    def clear_frames(self):
        self.frames = []
        for frameset in self.framesets:
            frameset.order = []
            frameset.reset()
            frameset.measure_rect()

    def add_location(self, topleft=None, offset=(0, 0), count=1, base=0):
        if topleft is not None:
            for ii in xrange(count):
                self.locations.append(Location(
                    self, Rect(topleft, self.locations[0].size)))
        else:
            base = self.locations[base]
            current_offset = list(offset)
            for ii in xrange(count):
                self.locations.append(Location(self,
                                               base.move(*current_offset)))
                current_offset[0] += offset[0]
                current_offset[1] += offset[1]
        return self.locations[-1]

    def fade(self, length=0, out=None, index=None):
        if index is None:
            for location in self.locations:
                location.fader.start(length, out)
        else:
            self.locations[index].fader.start(length, out)

    def set_alpha(self, alpha):
        self.alpha = alpha
        for frame in self.frames:
            frame.set_alpha(alpha)
        for location in self.locations:
            location.fader.set_alpha()

    def add_frameset(self, order=[], framerate=None, name=None, switch=False):
        frameset = Frameset(self, order, framerate, name)
        self.framesets.append(frameset)
        if switch:
            self.set_frameset(len(self.framesets) - 1)
        return frameset

    def hide(self):
        for location in self.locations:
            location.hide()

    def unhide(self):
        for location in self.locations:
            location.unhide()

    def is_hidden(self):
        return all(location.is_hidden() for location in self.locations)

    def remove_locations(self, location=None):
        if location:
            self.locations.remove(location)
        else:
            self.locations = self.locations[:1]

    def reverse(self, frameset=None):
        if frameset:
            frameset.reverse()
        else:
            for frameset in self.framesets:
                frameset.reverse()

    def update(self, flags=0):
        Animation.update(self)
        self.draw(flags)

    def draw(self, flags=0):
        for location in self.locations:
            location.fader.draw(flags)


class Location(Rect):

    def __init__(self, sprite, rect=(0, 0, 0, 0)):
        self.sprite = sprite
        Rect.__init__(self, rect)
        self.motion_overflow = Vector()
        self.fader = Fader(self)
        self.unhide()

    def move_ip(self, dx, dy):
        if isinstance(dx, float) or isinstance(dy, float):
            excess = self.update_motion_overflow(dx, dy)
            Rect.move_ip(self, int(dx) + excess[0], int(dy) + excess[1])
        else:
            Rect.move_ip(self, dx, dy)

    def update_motion_overflow(self, dx, dy):
        overflow = self.motion_overflow
        overflow.move(dx - int(dx), dy - int(dy))
        excess = map(int, overflow)
        overflow[0] -= int(overflow[0])
        overflow[1] -= int(overflow[1])
        return excess

    def reset_motion_overflow(self):
        self.motion_overflow.place_at_origin()

    def hide(self):
        self.hidden = True

    def unhide(self):
        self.hidden = False

    def is_hidden(self):
        return self.hidden


class Fader(Surface):

    def __init__(self, location):
        self.location = location
        self.time_filter = location.sprite.get_game().time_filter
        self.reset()

    def reset(self):
        self.init_surface()
        self.fade_remaining = None

    def init_surface(self):
        Surface.__init__(self, self.location.size)
        if self.location.sprite.get_current_frameset().length():
            background = Surface(self.get_size())
            sprite = self.location.sprite
            key = sprite.get_current_frame().get_colorkey() or (255, 0, 255)
            self.set_colorkey(key)
            background.fill(key)
            self.background = background
            self.set_alpha()

    def set_alpha(self, alpha=None):
        if alpha is None:
            alpha = self.location.sprite.alpha
        Surface.set_alpha(self, alpha)

    def start(self, length, out=None):
        if self.fade_remaining <= 0:
            alpha = self.get_alpha()
            maximum = self.location.sprite.alpha
            if out is None:
                out = alpha == maximum
            if out and alpha > 0 or not out and alpha < maximum:
                self.fade_length = self.fade_remaining = length
                self.start_time = self.time_filter.get_ticks()
                self.fading_out = out

    def draw(self, flags):
        sprite = self.location.sprite
        if self.fade_remaining >= 0:
            self.update_alpha()
            self.clear()
            frame = sprite.get_current_frame()
            frame.set_alpha(255)
            self.blit(frame, (0, 0))
            frame.set_alpha(sprite.alpha)
            if not self.location.hidden:
                self.blit_to_display(self, flags)
        elif self.fade_remaining is None or self.get_alpha() >= sprite.alpha:
            if self.fade_remaining >= 0:
                self.update_alpha()
            if not self.location.hidden:
                self.blit_to_display(sprite.get_current_frame(), flags)

    def blit_to_display(self, frame, flags):
        self.location.sprite.display_surface.blit(frame, self.location, None,
                                                  flags)

    def update_alpha(self):
        remaining = self.fade_remaining = self.fade_length - \
                    (self.time_filter.get_ticks() - self.start_time)
        ratio = self.fade_length and float(remaining) / self.fade_length
        if not self.fading_out:
            ratio = 1 - ratio
        maximum = self.location.sprite.alpha
        alpha = int(ratio * maximum)
        if alpha > maximum:
            alpha = maximum
        elif alpha < 0:
            alpha = 0
        self.set_alpha(alpha)

    def clear(self):
        self.blit(self.background, (0, 0))


class Frameset():

    def __init__(self, sprite, order=[], framerate=None, name=None):
        self.sprite = sprite
        self.name = name
        self.reversed = False
        self.order = []
        self.rect = Rect(0, 0, 0, 0)
        self.add_index(order)
        self.set_framerate(framerate)
        self.reset()

    def add_index(self, order):
        if isinstance(order, int):
            order = [order]
        self.order += order
        self.measure_rect()

    def set_framerate(self, framerate):
        self.framerate = framerate

    def reset(self):
        self.current_index = 0

    def get_current_id(self):
        return self.order[self.current_index]

    def measure_rect(self):
        max_width, max_height = 0, 0
        frames = self.sprite.frames
        for index in self.order:
            frame = frames[index]
            width, height = frame.get_size()
            max_width = max(width, max_width)
            max_height = max(height, max_height)
        self.rect.size = max_width, max_height

    def shift(self):
        if len(self.order) > 1:
            self.increment_index()

    def increment_index(self):
        increment = 1 if not self.reversed else -1
        index = self.current_index + increment
        if index < 0:
            index = self.length() - 1
        elif index >= self.length():
            index = 0
        self.current_index = index

    def length(self):
        return len(self.order)

    def reverse(self):
        self.reversed = not self.reversed
3.238.121.7
3.238.121.7
3.238.121.7
 
June 7, 2018