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player.py
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import pygame
from settings import *
from support import import_folder
class Player(pygame.sprite.Sprite):
def __init__(self, pos, groups, obstacle_sprites, create_attack, destroy_attack):
super().__init__(groups)
self.image = pygame.image.load('assets/test/player.png').convert_alpha()
self.rect = self.image.get_rect(topleft=pos)
self.hitbox = self.rect.inflate(0, -26)
# graphics setup
self.import_player_assets()
self.status = 'down'
self.frame_index = 0
self.animation_speed = 0.15
# movement
self.direction = pygame.math.Vector2()
# attack timer
self.attacking = False
self.attack_cooldown = 400
self.attack_time = None
self.obstacle_sprites = obstacle_sprites
# weapon
self.create_attack = create_attack
self.destroy_attack = destroy_attack
self.weapon_index = 0
self.weapon = list(weapon_data.keys())[self.weapon_index]
self.can_switch_weapon = True
self.weapon_switch_time = None
self.switch_duration_cooldown = 200
# stats
self.stats = {
'health': 100,
'energy': 100,
'attack': 10,
'magic': 5,
'speed': 5
}
self.health = self.stats['health'] * 0.8
self.energy = self.stats['energy'] * 0.5
self.exp = 123
self.speed = self.stats['speed']
def import_player_assets(self):
character_patch = 'assets/images/player/'
self.animations = {
'up': [], 'down': [], 'left': [], 'right': [],
'up_idle': [], 'down_idle': [], 'left_idle': [], 'right_idle': [],
'up_attack': [], 'down_attack': [], 'left_attack': [], 'right_attack': []
}
for animation in self.animations.keys():
full_path = character_patch + animation
self.animations[animation] = import_folder(full_path)
def input(self):
if not self.attacking:
keys = pygame.key.get_pressed()
# movement input
if keys[pygame.K_w]:
self.direction.y = -1
self.status = 'up'
elif keys[pygame.K_s]:
self.direction.y = 1
self.status = 'down'
else:
self.direction.y = 0
if keys[pygame.K_d]:
self.direction.x = 1
self.status = 'right'
elif keys[pygame.K_a]:
self.direction.x = -1
self.status = 'left'
else:
self.direction.x = 0
# attack input
if keys[pygame.K_SPACE]:
self.attacking = True
self.attack_time = pygame.time.get_ticks()
self.create_attack()
# magic input
if keys[pygame.K_LCTRL]:
self.attacking = True
self.attack_time = pygame.time.get_ticks()
# cycle weapon
if keys[pygame.K_q] and self.can_switch_weapon:
self.can_switch_weapon = False
self.weapon_switch_time = pygame.time.get_ticks()
if self.weapon_index < len(list(weapon_data.keys())) - 1:
self.weapon_index += 1
else:
self.weapon_index = 0
self.weapon = list(weapon_data.keys())[self.weapon_index]
def get_status(self):
# idle status
if self.direction.x == 0 and self.direction.y == 0:
if 'idle' not in self.status and 'attack' not in self.status:
self.status = self.status + '_idle'
# attack status
if self.attacking:
self.direction.x = 0
self.direction.y = 0
if 'attack' not in self.status:
if 'idle' in self.status:
# overwrite idle
self.status = self.status.replace('_idle', '_attack')
else:
self.status = self.status + '_attack'
# return to idle
else:
if 'attack' in self.status:
self.status = self.status.replace('_attack', '_idle')
def move(self, speed):
if self.direction.magnitude() != 0:
self.direction = self.direction.normalize()
self.hitbox.x += self.direction.x * speed
self.collision('horizontal')
self.hitbox.y += self.direction.y * speed
self.collision('vertical')
self.rect.center = self.hitbox.center
def collision(self, direction):
if direction == 'horizontal':
for sprite in self.obstacle_sprites:
if sprite.hitbox.colliderect(self.hitbox):
if self.direction.x > 0: # moving right
self.hitbox.right = sprite.hitbox.left
if self.direction.x < 0: # moving left
self.hitbox.left = sprite.hitbox.right
if direction == 'vertical':
for sprite in self.obstacle_sprites:
if sprite.hitbox.colliderect(self.hitbox):
if self.direction.y > 0: # moving down
self.hitbox.bottom = sprite.hitbox.top
if self.direction.y < 0: # moving up
self.hitbox.top = sprite.hitbox.bottom
def cooldowns(self):
current_time = pygame.time.get_ticks()
if self.attacking:
if current_time - self.attack_time >= self.attack_cooldown:
self.attacking = False
self.destroy_attack()
if not self.can_switch_weapon:
if current_time - self.weapon_switch_time >= self.switch_duration_cooldown:
self.can_switch_weapon = True
def animate(self):
animation = self.animations[self.status]
# loop over frame index
self.frame_index += self.animation_speed
if self.frame_index >= len(animation):
self.frame_index = 0
# set directional sprites
self.image = animation[int(self.frame_index)]
self.rect = self.image.get_rect(center=self.hitbox.center)
def update(self):
self.input()
self.cooldowns()
self.get_status()
self.animate()
self.move(self.speed)