Source code for

# -*- coding: utf-8 -*-
# Tuxemon
# Copyright (C) 2014, William Edwards <>,
#                     Benjamin Bean <>
# This file is part of Tuxemon.
# Tuxemon is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
# Tuxemon is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# GNU General Public License for more details.
# You should have received a copy of the GNU General Public License
# along with Tuxemon.  If not, see <>.
# Contributor(s):
# William Edwards <>
# Derek Clark <>
# Leif Theden <>
from __future__ import division

import logging
import operator
import os.path

import pygame

import core.components.sprite
import prepare
from core.platform import mixer

# Create a logger for optional handling of debug messages.
logger = logging.getLogger(__name__)

[docs]def strip_from_sheet(sheet, start, size, columns, rows=1): """Strips individual frames from a sprite sheet given a start location, sprite size, and number of columns and rows.""" frames = [] for j in range(rows): for i in range(columns): location = (start[0] + size[0] * i, start[1] + size[1] * j) frames.append(sheet.subsurface(pygame.Rect(location, size))) return frames
[docs]def strip_coords_from_sheet(sheet, coords, size): """Strip specific coordinates from a sprite sheet.""" frames = [] for coord in coords: location = (coord[0] * size[0], coord[1] * size[1]) frames.append(sheet.subsurface(pygame.Rect(location, size))) return frames
[docs]def get_cell_coordinates(rect, point, size): """Find the cell of size, within rect, that point occupies.""" cell = [None, None] point = (point[0] - rect.x, point[1] - rect.y) cell[0] = (point[0] // size[0]) * size[0] cell[1] = (point[1] // size[1]) * size[1] return tuple(cell)
[docs]def cursor_from_image(image): """Take a valid image and create a mouse cursor.""" colors = {(0, 0, 0, 255): "X", (255, 255, 255, 255): "."} rect = image.get_rect() icon_string = [] for j in range(rect.height): this_row = [] for i in range(rect.width): pixel = tuple(image.get_at((i, j))) this_row.append(colors.get(pixel, " ")) icon_string.append("".join(this_row)) return icon_string
[docs]def transform_resource_filename(filename): """ Appends the resource folder name to a filename :param filename: String :rtype: basestring """ return prepare.BASEDIR + "resources/" + filename
[docs]def load_and_scale(filename): """ Load an image and scale it according to game settings * Filename will be transformed to be loaded from game resource folder * Will be converted if needed. * Scale factor will match game setting. :param filename: :rtype: pygame.Surface """ return scale_surface(load_image(filename), prepare.SCALE)
[docs]def smart_convert(image): """ Given an unconverted file, determine if it has transparent pixels and return a converted image, with per-pixel alpha if needed. :param image: pygame.Surface :rtype: pygame.Surface """ # get number of opaque pixels in the image px = pygame.mask.from_surface(image, 127).count() # there are no transparent pixels in the image because # the number of pixels matches the number of opaque pixels if px == operator.mul(*image.get_size()): return image.convert() return image.convert_alpha()
[docs]def load_image(filename): """ Load image from the resources folder * Filename will be transformed to be loaded from game resource folder * Will be converted if needed. This is a "smart" loader, and will convert files in the best way, but is slightly slower than just loading. Its important that this is not called too often (like once per draw!) :param filename: String :rtype: pygame.Surface """ filename = transform_resource_filename(filename) return smart_convert(pygame.image.load(filename))
[docs]def load_sprite(filename, **rect_kwargs): """ Load an image from disk and return a pygame sprite Image name will be transformed and converted Rect attribute will be set Any keyword arguments will be passed to the get_rect method of the image for positioning the rect. :param filename: Filename to load :rtype: core.components.sprite.Sprite """ sprite = core.components.sprite.Sprite() sprite.image = load_and_scale(filename) sprite.rect = sprite.image.get_rect(**rect_kwargs) return sprite
[docs]def new_scaled_rect(*args, **kwargs): """ Create a new rect and scale it :param args: Normal args for a Rect :param kwargs: Normal kwargs for a Rect :rtype: pygame.rect.Rect """ rect = pygame.Rect(*args, **kwargs) return scale_rect(rect)
[docs]def scale_rect(rect, factor=prepare.SCALE): """ Scale a rect. Returns a new object. :param rect: pygame Rect :param factor: int :rtype: pygame.rect.Rect """ return pygame.Rect([i * factor for i in list(rect)])
[docs]def scale_surface(surface, factor): """ Scale a surface. Just a shortcut. :returns: Scaled surface :rtype: pygame.Surface """ return pygame.transform.scale(surface, [int(i * factor) for i in surface.get_size()])
[docs]def scale_tile(surface, tile_size): """ Scales a map tile based on resolution. :type surface: pygame.Surface :type tile_size: int :rtype: pygame.Surface """ if type(surface) is pygame.Surface: surface = pygame.transform.scale(surface, tile_size) else: surface.scale(tile_size) return surface
[docs]def scale_sprite(sprite, ratio): """ Scale a sprite's image in place :type sprite: pygame.Sprite :param ratio: amount to scale by :rtype: core.components.sprite.Sprite """ center = sprite.rect.width *= ratio sprite.rect.height *= ratio = center size = map(int, sprite.rect.size) sprite._original_image = pygame.transform.scale(sprite._original_image, size) sprite._needs_update = True
[docs]def scale_sequence(sequence): """ Scale the thing :param sequence: :rtype: list """ return [i * prepare.SCALE for i in sequence]
[docs]def scale(number): """ Scale the thing :param number: int :rtype: int """ return prepare.SCALE * number
[docs]def convert_alpha_to_colorkey(surface, colorkey=(255, 0, 255)): """ Convert image with perpixel alpha to normal surface with colorkey This is a crude hack that only works well with images that do not have alpha blended antialiased edges. Using this function on such images will result in discoloration of edges. :param surface: Some image to change :type surface: pygame.Surface :param colorkey: Colorkey to use for transparency :type colorkey: Sequence or pygame.Color :returns: Modified surface :rtype: pygame.Surface """ image = pygame.Surface(surface.get_size()) image.fill(colorkey) image.set_colorkey(colorkey) image.blit(surface, (0, 0)) return image
[docs]def check_parameters(parameters, required=0, exit=True): """ Checks to see if a given list has the required number of items """ if len(parameters) < required: import inspect calling_function = inspect.stack()[1][3] print("'" + calling_function + "' requires at least " + str(required) + "parameters.") if exit: import sys sys.exit(1) return False else: return True
[docs]def load_sound(filename): """ Load a sound from disk The required path will be appended to the filename :param filename: filename to load :type filename: basestring :rtype: core.platform.mixer.Sound """ class DummySound(object): def play(self): pass filename = transform_resource_filename(filename) # on some platforms, pygame will silently fail loading # a sound if the filename is incorrect so we check here if not os.path.exists(filename): print(filename) raise ValueError try: return mixer.Sound(filename) except MemoryError: # raised on some systems if there is no mixer return DummySound() except pygame.error: # raised on some systems is there is no mixer return DummySound()
[docs]def calc_dialog_rect(screen_rect): """ Return a rect that is the area for a dialog box on the screen :param screen_rect: :return: """ rect = screen_rect.copy() rect.height *= .25 rect.width *= .8 = screen_rect.centerx, screen_rect.bottom - rect.height return rect
[docs]def open_dialog(game, text): """ Open a dialog with the standard window size :param game: :param text: list of strings :return: """ rect = calc_dialog_rect(game.screen.get_rect()) game.push_state("DialogState", text=text, rect=rect)