/
PLAYER.py
332 lines (267 loc) · 12.6 KB
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PLAYER.py
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#This is the player script. This is where the movement and collision detection of the player is.
import SETTINGS
import EFFECTS
import INVENTORY
import SOUND
import pygame
import math
import os
class Player:
def __init__(self, pos):
self.max_speed = SETTINGS.player_speed
self.speed = 0
self.angle = SETTINGS.player_angle
self.health = SETTINGS.player_health
self.real_x = pos[0]
self.real_y = pos[1]
self.color = SETTINGS.BLUE
self.sprite = pygame.Surface([SETTINGS.tile_size / 12, SETTINGS.tile_size / 12])
self.sprite.fill(self.color)
self.rect = self.sprite.get_rect()
self.rect.x = self.real_x
self.rect.y = self.real_y
SETTINGS.player_rect = self.rect
self.last_pos_tile = None
self.mouse = pygame.mouse
self.sensitivity = SETTINGS.sensitivity
self.gun = 0
self.gunsprites_aim = []
self.gunsprites_shoot = []
SETTINGS.player = self
self.collide_list = SETTINGS.all_solid_tiles + SETTINGS.npc_list
self.update_collide_list = False
self.solid = True
self.dead = False
self.last_call = 0
self.type = 'player'
self.hurt_sound = pygame.mixer.Sound(os.path.join('sounds', 'other', 'damage.ogg'))
self.change_level = pygame.mixer.Sound(os.path.join('sounds', 'other', 'next_level.ogg'))
self.current_level = SETTINGS.current_level
#input variables
self.mouse2 = 0
self.inventory = 0
self.esc_pressed = False
self.dont_open_menu = False
def direction(self, offset, distance):
if distance == 0:
direction = [math.cos(math.radians(self.angle + offset)), -math.sin(math.radians(self.angle + offset))]
else:
direction = [(math.cos(math.radians(self.angle + offset))) * distance, (-math.sin(math.radians(self.angle + offset))) * distance]
return direction
def control(self, canvas):
#Make sure the collide list is complete
if len(self.collide_list) != len(SETTINGS.all_solid_tiles + SETTINGS.npc_list):
self.collide_list = SETTINGS.all_solid_tiles + SETTINGS.npc_list
elif self.current_level != SETTINGS.current_level:
self.collide_list = SETTINGS.all_solid_tiles + SETTINGS.npc_list
self.current_level = SETTINGS.current_level
elif self.update_collide_list:
self.collide_list = SETTINGS.all_solid_tiles + SETTINGS.npc_list
self.update_collide_list = False
#Update health
if self.health != SETTINGS.player_health and SETTINGS.player_states['heal']:
self.health = SETTINGS.player_health
key = pygame.key.get_pressed()
#Movement controls (WASD)
if not SETTINGS.player_states['dead']:
#Inventory open
if not SETTINGS.player_states['invopen']:
if SETTINGS.aiming:
self.sensitivity = SETTINGS.sensitivity / 3
self.max_speed = SETTINGS.player_speed / 3
if self.speed > self.max_speed:
self.speed = self.max_speed
else:
self.sensitivity = SETTINGS.sensitivity
self.max_speed = SETTINGS.player_speed
if key[pygame.K_a] or key[pygame.K_d] or key[pygame.K_w] or key[pygame.K_s]:
if self.speed < self.max_speed:
self.speed += 50
if self.speed > self.max_speed:
self.speed = self.max_speed
else:
if self.speed > 0:
if self.last_call == 0:
self.move(self.direction(90, self.speed * 0.8))
elif self.last_call == 1:
self.move(self.direction(-90, self.speed * 0.8))
elif self.last_call == 2:
self.move(self.direction(0, self.speed))
elif self.last_call == 3:
self.move(self.direction(0, -self.speed * 0.5))
self.speed -= 80
if self.speed < 1:
self.speed = 0
if key[pygame.K_a]:
self.move(self.direction(90, self.speed * 0.8))
self.last_call = 0
if key[pygame.K_d]:
self.move(self.direction(-90, self.speed * 0.8))
self.last_call = 1
if key[pygame.K_w]:
self.move(self.direction(0, self.speed))
self.last_call = 2
if key[pygame.K_s]:
self.move(self.direction(0, -self.speed * 0.5))
self.last_call = 3
SETTINGS.player_states['cspeed'] = self.speed
#Shoot gun (Mouse input)
if pygame.mouse.get_pressed()[2] and self.mouse2 < 1:
SETTINGS.mouse2_btn_active = True
self.mouse2 += 1
elif self.mouse2 >= 1:
SETTINGS.mouse2_btn_active = False
if not pygame.mouse.get_pressed()[2]:
self.mouse2 = 0
if pygame.mouse.get_pressed()[0] and not SETTINGS.player_states['dead']:
SETTINGS.mouse_btn_active = True
else:
SETTINGS.mouse_btn_active = False
if key[pygame.K_r]:
SETTINGS.reload_key_active = True
else:
SETTINGS.reload_key_active = False
#Change gun
if key[pygame.K_1] and SETTINGS.inventory['primary']:
SETTINGS.next_gun = SETTINGS.inventory['primary']
elif key[pygame.K_2] and SETTINGS.inventory['secondary']:
SETTINGS.next_gun = SETTINGS.inventory['secondary']
elif key[pygame.K_3] and SETTINGS.inventory['melee']:
SETTINGS.next_gun = SETTINGS.inventory['melee']
#Keep angle in place
if self.angle >= 360:
self.angle = 0
elif self.angle < 0:
self.angle = 359
#Interact
if key[pygame.K_e]:
if SETTINGS.middle_slice:
if SETTINGS.middle_slice_len <= SETTINGS.tile_size*1.5 and (SETTINGS.middle_slice.type == 'vdoor' or SETTINGS.middle_slice.type == 'hdoor'):
SETTINGS.middle_slice.sesam_luk_dig_op()
elif SETTINGS.middle_slice_len <= SETTINGS.tile_size and SETTINGS.middle_slice.type == 'end' and not SETTINGS.player_states['fade']:
SETTINGS.player_states['fade'] = True
SETTINGS.changing_level = True
SOUND.play_sound(self.change_level, 0)
madd = self.mouse.get_rel()[0] * self.sensitivity
if madd > 38:
madd = 38
elif madd < -38:
madd = -38
self.angle -= madd
SETTINGS.player_angle = self.angle
#Open inventory
if key[pygame.K_i] and self.inventory < 1:
if SETTINGS.player_states['invopen']:
SETTINGS.player_states['invopen'] = False
SETTINGS.inv_strings_updated = False
else:
SETTINGS.player_states['invopen'] = True
self.inventory += 1
elif not key[pygame.K_i]:
self.inventory = 0
#Use escape to close inventory
if key[pygame.K_ESCAPE] and SETTINGS.player_states['invopen']:
SETTINGS.player_states['invopen'] = False
SETTINGS.inv_strings_updated = False
self.dont_open_menu = True
elif not key[pygame.K_ESCAPE] and not SETTINGS.player_states['invopen']:
self.dont_open_menu = False
#Show menu
if key[pygame.K_ESCAPE] and not self.dont_open_menu:
self.esc_pressed = True
elif self.esc_pressed and not self.dont_open_menu:
SETTINGS.menu_showing = True
self.esc_pressed = False
#Is the player dead or taking damage?
if self.health > SETTINGS.player_health:
SETTINGS.statistics['last dtaken'] += (self.health - SETTINGS.player_health)
self.health = SETTINGS.player_health
SETTINGS.player_states['hurt'] = True
SOUND.play_sound(self.hurt_sound, 0)
if SETTINGS.player_health <= 0 and not SETTINGS.godmode:
self.dead = True
SETTINGS.player_states['dead'] = True
if SETTINGS.player_health < 0:
SETTINGS.player_health = 0
if SETTINGS.menu_showing or SETTINGS.player_states['invopen']:
pygame.event.set_grab(False)
self.mouse.set_visible(True)
# elif key[pygame.K_q]:
# pygame.event.set_grab(True)
# self.mouse.set_visible(False)
else:
pygame.event.set_grab(True)
self.mouse.set_visible(False)
## #Change to map view (DEV)
## if key[pygame.K_m]:
## SETTINGS.switch_mode = True
##
##
## #Change FOV (DEV)
## if key[pygame.K_UP]:
## SETTINGS.fov += 2
## elif key[pygame.K_DOWN]:
## SETTINGS.fov -= 2
##
## #Screen shake (DEV)
## if key[pygame.K_p]:
## SETTINGS.screen_shake = 20
## SETTINGS.player_hurt = True
#======================================================
def move(self, pos):
if SETTINGS.cfps > 5:
if pos[0] != 0:
self.update(pos[0], 0)
if pos[1] != 0:
self.update(0, pos[1])
def update(self, x, y):
self.real_x += x * SETTINGS.dt
self.real_y += y * SETTINGS.dt
self.rect.x = self.real_x
self.rect.y = self.real_y
SETTINGS.player_rect = self.rect
tile_hit_list = pygame.sprite.spritecollide(self, self.collide_list, False)
#Actually there are not only tiles in the list. NPCs as well.
for tile in tile_hit_list:
if tile.solid:
if x > 0:
self.rect.right = tile.rect.left
self.real_x = self.rect.x
if x < 0:
self.rect.left = tile.rect.right
self.real_x = self.rect.x
if y > 0:
self.rect.bottom = tile.rect.top
self.real_y = self.rect.y
if y < 0:
self.rect.top = tile.rect.bottom
self.real_y = self.rect.y
SETTINGS.player_map_pos = [int(self.rect.centerx / SETTINGS.tile_size), int(self.rect.centery / SETTINGS.tile_size)]
#check if player is out of bounds and teleport them back.
generator_check_list = [x for x in SETTINGS.walkable_area if x.map_pos == SETTINGS.player_map_pos]
if generator_check_list:
pos = generator_check_list[0].map_pos
else:
pos = []
check_list = SETTINGS.walkable_area + SETTINGS.all_solid_tiles
out_generator = [x for x in check_list if x.map_pos == SETTINGS.player_map_pos]
if out_generator:
pos2 = out_generator[0].map_pos
else:
pos2 = []
if SETTINGS.player_map_pos == pos:
SETTINGS.last_player_map_pos = SETTINGS.player_map_pos
self.last_pos_tile = generator_check_list[0]
elif SETTINGS.player_map_pos != pos2 and SETTINGS.last_player_map_pos:
if self.last_pos_tile:
SETTINGS.player_map_pos = SETTINGS.last_player_map_pos
self.rect.center = self.last_pos_tile.rect.center
SETTINGS.player_rect = self.rect
self.real_x = self.rect.x
self.real_y = self.rect.y
def draw(self, canvas):
pointer = self.direction(0, 10)
p1 = pointer[0] + self.rect.center[0]
p2 = pointer[1] + self.rect.center[1]
canvas.blit(self.sprite, (self.rect.x/4, self.rect.y/4))
pygame.draw.line(canvas, self.color, (self.rect.center[0]/4, self.rect.center[1]/4), (p1/4, p2/4))