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image application for actor animations

Bastien Sevajol 7 years ago
parent
commit
b0844a8792
1 changed files with 36 additions and 5 deletions
  1. 36 5
      synergine2_cocos2d/actor.py

+ 36 - 5
synergine2_cocos2d/actor.py View File

@@ -56,7 +56,7 @@ class Actor(AnimatedInterface, cocos.sprite.Sprite):
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         self.subject = subject
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         self.cshape = None  # type: collision_model.AARectShape
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         self.update_cshape()
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-        self.build_animation_images()
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+        self.build_animation_images(subject.id)
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         self.current_image = image
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         self.need_update_cshape = False
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         self.properties = properties or {}
@@ -74,6 +74,7 @@ class Actor(AnimatedInterface, cocos.sprite.Sprite):
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                     default_appliable_image,
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                 )
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+            # FIXME NOW: nom des image utilise au dessus
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             final_name = '_'.join([
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                 str(subject_id),
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                 ntpath.basename(base_image_path),
@@ -86,6 +87,13 @@ class Actor(AnimatedInterface, cocos.sprite.Sprite):
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     def get_default_appliable_images(self) -> typing.List[Image.Image]:
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         return []
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+    def get_animation_appliable_images(
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+        self,
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+        animation_name: str,
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+        animation_position: int,
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+    ) -> typing.List[Image.Image]:
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+        return []
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+
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     def freeze(self) -> None:
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         """
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         Set object to freeze mode: No visual modification can be done anymore
@@ -112,18 +120,41 @@ class Actor(AnimatedInterface, cocos.sprite.Sprite):
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         self.position = new_position
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         self.cshape.center = new_position  # Note: if remove: strange behaviour: drag change actor position with anomaly
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-    def build_animation_images(self) -> None:
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+    def build_animation_images(self, subject_id: int) -> None:
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         """
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         Fill self.animation_images with self.animation_image_paths
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         :return: None
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         """
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+        cache_dir = self.config.resolve('global.cache_dir_path')
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         for animation_name, animation_image_paths in self.animation_image_paths.items():
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             self.animation_images[animation_name] = []
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-            for animation_image_path in animation_image_paths:
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+            for i, animation_image_path in enumerate(animation_image_paths):
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                 final_image_path = self.path_manager.path(animation_image_path)
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+                final_image = Image.open(final_image_path)
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+
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+                # NOW: recup les image a paste en fonction du mode et de la weapon
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+                for appliable_image in self.get_animation_appliable_images(
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+                    animation_name,
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+                    i,
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+                ):
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+                    final_image.paste(
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+                        appliable_image,
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+                        (0, 0),
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+                        appliable_image,
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+                    )
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+
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+                # FIXME NOW: nom des image utilise au dessus
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+                final_name = '_'.join([
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+                    str(subject_id),
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+                    ntpath.basename(final_image_path),
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+                ])
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+                final_path = os.path.join(cache_dir, final_name)
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+
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+                final_image.save(final_path)
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+
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                 self.animation_images[animation_name].append(
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-                    pyglet.resource.image(
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-                        final_image_path,
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+                    pyglet.image.load(
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+                        final_path,
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                     )
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                 )
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