Files
games/2022-frogger/code/player.py
T

146 lines
4.2 KiB
Python

import pygame, sys
from os import walk
class Player(pygame.sprite.Sprite):
def __init__(self, pos, groups, collision_sprites):
super().__init__(groups)
# image
self.import_assets()
self.frame_index = 0
self.status = 'up'
# self.image = self.animation[self.frame_index]
self.image = self.animations[self.status][self.frame_index]
self.rect = self.image.get_rect(center = pos)
# float based movement
self.pos = pygame.math.Vector2(self.rect.center)
self.direction = pygame.math.Vector2()
self.speed = 200
# collisions
self.collision_sprites = collision_sprites
self.hitbox = self.rect.inflate(0, -self.rect.height / 2)
def collision(self,direction):
if direction == 'horizontal':
for sprite in self.collision_sprites.sprites():
if sprite.hitbox.colliderect(self.hitbox):
if hasattr(sprite,'name') and sprite.name == 'car':
pygame.quit
sys.exit
if self.direction.x > 0: #moving right
self.hitbox.right = sprite.hitbox.left
self.rect.centerx = self.hitbox.centerx
self.pos.x = self.hitbox.centerx
if self.direction.x < 0: #moving right
self.hitbox.left = sprite.hitbox.right
self.rect.centerx = self.hitbox.centerx
self.pos.x = self.hitbox.centerx
else:
for sprite in self.collision_sprites.sprites():
if sprite.hitbox.colliderect(self.hitbox):
if hasattr(sprite,'name') and sprite.name == 'car':
pygame.quit
sys.exit
if self.direction.y > 0: # moving down
self.hitbox.bottom = sprite.hitbox.top
self.rect.centery = self.hitbox.centery
self.pos.y = self.hitbox.centery
if self.direction.y < 0: # moving up
self.hitbox.top = sprite.hitbox.bottom
self.rect.centery = self.hitbox.centery
self.pos.y = self.hitbox.centery
def import_assets(self):
self.animations = {}
for index, folder in enumerate(walk('../graphics/player')):
if index == 0:
for name in folder[1]:
self.animations[name] = []
else:
for file_name in sorted(folder[2]):
path = folder[0].replace('\\', '/') + '/' + file_name
surf = pygame.image.load(path).convert_alpha()
key = folder[0].replace('\\', '/').split('/')[-1]
self.animations[key].append(surf)
def move(self,dt):
# normalize a vector -> the length of a vector is going to be 1
if self.direction.magnitude() != 0:
self.direction = self.direction.normalize()
# vertical movement + collision
self.pos.y += self.direction.y * self.speed * dt
self.hitbox.centery = round(self.pos.y)
self.rect.centery = self.hitbox.centery
self.collision('vertical')
# horizontal movement + collision
self.pos.x += self.direction.x * self.speed * dt
self.hitbox.centerx = round(self.pos.x)
self.rect.centerx = self.hitbox.centerx
self.collision('horizontal')
def input(self):
keys = pygame.key.get_pressed()
# horizontal input
if keys[pygame.K_RIGHT]:
self.direction.x = 1
self.status = 'right'
elif keys[pygame.K_LEFT]:
self.direction.x = -1
self.status = 'left'
else:
self.direction.x = 0
# vertical input
if keys[pygame.K_UP]:
self.direction.y = -1
self.status = 'up'
elif keys[pygame.K_DOWN]:
self.direction.y = 1
self.status = 'down'
else:
self.direction.y = 0
def animate(self,dt):
current_animation = self.animations[self.status]
if self.direction.magnitude() != 0:
self.frame_index += 10 * dt
if self.frame_index >= len(current_animation):
self.frame_index = 0
else:
self.frame_index = 0
self.image = current_animation[int(self.frame_index)]
def restrict(self):
if self.rect.left < 640:
self.pos.x = 640 + self.rect.width / 2
self.hitbox.left = 640
self.rect.left = 640
if self.rect.right > 2560:
self.pos.x = 2560 - self.rect.width / 2
self.hitbox.right = 2560
self.rect.right = 2560
if self.rect.bottom > 3500:
self.pos.y = 3500 - self.rect.height / 2
self.rect.bottom = 3500
self.hitbox.centery = self.rect.centery
def update(self,dt):
self.input()
self.move(dt)
self.animate(dt)
self.restrict()