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player.py
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player.py
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import pygame
class Player(pygame.sprite.Sprite):
change_x = 0
change_y = 0
explosion = False
game_over = False
def __init__(self, x, y, filename):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(filename).convert()
self.image.set_colorkey((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.topleft = (x, y)
img = pygame.image.load("images/walk.png").convert()
self.move_right_animation = Animation(img, 32, 32)
self.move_left_animation = Animation(
pygame.transform.flip(img, True, False), 32, 32
)
self.move_up_animation = Animation(pygame.transform.rotate(img, 90), 32, 32)
self.move_down_animation = Animation(pygame.transform.rotate(img, 270), 32, 32)
self.explosion_animation = Animation(img, 30, 30)
self.player_image = pygame.image.load(filename).convert()
self.player_image.set_colorkey((0, 0, 0))
def update(self, horizontal_blocks, vertical_blocks):
if not self.explosion:
if self.rect.right < 0:
self.rect.left = 800
elif self.rect.left > 800:
self.rect.right = 0
if self.rect.bottom < 0:
self.rect.top = 576
elif self.rect.top > 576:
self.rect.bottom = 0
self.rect.x += self.change_x
self.rect.y += self.change_y
for block in pygame.sprite.spritecollide(self, horizontal_blocks, False):
self.rect.centery = block.rect.centery
self.change_y = 0
for block in pygame.sprite.spritecollide(self, vertical_blocks, False):
self.rect.centerx = block.rect.centerx
self.change_x = 0
if self.change_x > 0:
self.move_right_animation.update(10)
self.image = self.move_right_animation.get_current_image()
elif self.change_x < 0:
self.move_left_animation.update(10)
self.image = self.move_left_animation.get_current_image()
if self.change_y > 0:
self.move_down_animation.update(10)
self.image = self.move_down_animation.get_current_image()
elif self.change_y < 0:
self.move_up_animation.update(10)
self.image = self.move_up_animation.get_current_image()
else:
if (
self.explosion_animation.index
== self.explosion_animation.get_length() - 1
):
pygame.time.wait(500)
self.game_over = True
self.explosion_animation.update(12)
self.image = self.explosion_animation.get_current_image()
def move_right(self):
self.change_x = 3
def move_left(self):
self.change_x = -3
def move_up(self):
self.change_y = -3
def move_down(self):
self.change_y = 3
def stop_move_right(self):
if self.change_x != 0:
self.image = self.player_image
self.change_x = 0
def stop_move_left(self):
if self.change_x != 0:
self.image = pygame.transform.flip(self.player_image, True, False)
self.change_x = 0
def stop_move_up(self):
if self.change_y != 0:
self.image = pygame.transform.rotate(self.player_image, 90)
self.change_y = 0
def stop_move_down(self):
if self.change_y != 0:
self.image = pygame.transform.rotate(self.player_image, 270)
self.change_y = 0
class Animation(object):
def __init__(self, img, width, height):
self.sprite_sheet = img
self.image_list = []
self.load_images(width, height)
self.index = 0
self.clock = 1
def load_images(self, width, height):
for y in range(0, self.sprite_sheet.get_height(), height):
for x in range(0, self.sprite_sheet.get_width(), width):
img = self.get_image(x, y, width, height)
self.image_list.append(img)
def get_image(self, x, y, width, height):
image = pygame.Surface([width, height]).convert()
image.blit(self.sprite_sheet, (0, 0), (x, y, width, height))
image.set_colorkey((0, 0, 0))
return image
def get_current_image(self):
return self.image_list[self.index]
def get_length(self):
return len(self.image_list)
def update(self, fps=30):
step = 30 // fps
l = range(1, 30, step)
if self.clock == 30:
self.clock = 1
else:
self.clock += 1
if self.clock in l:
self.index += 1
if self.index == len(self.image_list):
self.index = 0