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CrashmanTutorial.py
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CrashmanTutorial.py
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import pygame, os
from pygame.locals import *
class CrashmanTutorial(pygame.sprite.Sprite):
"""class for player and collision"""
def __init__(self, x, y, level, character):
pygame.sprite.Sprite.__init__(self)
self.movy = 0
self.movx = 0
self.x = x
self.y = y
self.contact = False
self.jumping = True
self.character="characters/"+character
#crashman images
self.run_left = []
for ipath in os.listdir( self.character+"/run_left" ):
self.run_left.append(pygame.image.load(self.character+"/run_left/"+ipath).convert_alpha())
self.run_right = []
for ipath in os.listdir( self.character+"/run_right" ):
self.run_right.append(pygame.image.load(self.character+"/run_right/"+ipath).convert_alpha())
self.jump_left=pygame.image.load(self.character+"/jump_left.png").convert_alpha()
self.jump_right=pygame.image.load(self.character+"/jump_right.png").convert_alpha()
self.down_right=pygame.image.load(self.character+"/down_right.png").convert_alpha()
self.down_left=pygame.image.load(self.character+"/down_left.png").convert_alpha()
self.idle_right=pygame.image.load(self.character+"/idle_right.png").convert_alpha()
self.idle_left=pygame.image.load(self.character+"/idle_left.png").convert_alpha()
pygame.mixer.init()
#Crashman sound constants
self.jumpingsound=pygame.mixer.Sound("sound/jump.wav")
self.kicksound=pygame.mixer.Sound("sound/kick.wav")
#starting image
self.direction = "right"
self.image = self.idle_right
self.rect = self.image.get_rect()
self.rect.topleft = (x, y)
self.frame = 0
self.level=level
self.world=level.world
self.HSPEED=10
#self.JUMPSTRENGTH=20
self.JUMPSTRENGTH=22
self.type=self.character+""
self.alive=True
self.falling=False
def checkScreenWarp(self):
if self.rect.colliderect( self.level.leftBoundary ):
self.rect.right=self.level.world_rect.right
elif self.rect.colliderect( self.level.rightBoundary ):
self.rect.left=self.level.world_rect.left
def checkFallout(self):
if self.rect.top>self.level.bottomBoundary.top:
self.alive=False
#self.image=pygame.image.load("world/nothing.png")
def update(self, up, down, left, right):
if up:
if self.contact:
if self.direction == "right":
self.image = self.jump_right
self.jumping = True
self.movy -= self.JUMPSTRENGTH
self.jumpingsound.play()
if down:
if self.contact and self.direction == "right":
self.image = self.down_right
if self.contact and self.direction == "left":
self.image = self.down_left
if not down and self.direction == "right":
self.image = self.idle_right
if not down and self.direction == "left":
self.image = self.idle_left
if left:
self.direction = "left"
self.movx = -self.HSPEED
if self.contact:
self.frame += 1
if self.frame == len(self.run_left): self.frame = 0
self.image = self.run_left[self.frame]
else:
self.image = self.image = self.jump_left
if right:
self.direction = "right"
self.movx = +self.HSPEED
if self.contact:
self.frame += 1
if self.frame == len(self.run_right): self.frame = 0
self.image = self.run_right[self.frame]
else:
self.image = self.image = self.jump_right
if not (left or right):
self.movx = 0
self.rect.right += self.movx
self.collide(self.movx, 0)
if not self.contact:
self.movy += 0.3
if self.movy > 10:
self.movy = 10
self.rect.top += self.movy
if self.jumping:
self.movy += 2
self.rect.top += self.movy
if self.contact == True:
self.jumping = False
self.contact = False
self.collide(0, self.movy)
#for the image only
if not self.contact:
if self.direction == "right":
self.image = self.jump_right
else:
self.image = self.jump_left
self.checkScreenWarp()
self.checkFallout()
def collide(self, movx, movy):
self.contact = False
topbump=None
#blocks then enemies
for o in self.world:
if self.rect.colliderect(o) and (o.solid==True and o.type!="enemy") and o!=self:
#block interaction
if movx > 0:
self.rect.right = o.rect.left
if movx < 0:
self.rect.left = o.rect.right
if movy > 0:
self.rect.bottom = o.rect.top
self.movy = 0
self.contact = True
if movy < 0:
topbump = o.rect.bottom
self.movy = 0
if o.type=="block":
o.bumping=True
if o.hasInfo:
self.level.currentInfoBlock=o
if topbump:
self.rect.top = topbump
for o in self.world:
if self.rect.colliderect(o) and o.solid==True and o!=self:
#dangerous touch
if o.lethal:
self.alive=False
self.falling=True
#mario kick
if o.type=="enemy" and o.stunned:
self.kicksound.play()
o.falling=True
o.freshkick=True
o.stunned=False
o.solid=False
def updateFalling(self):
if self.rect.colliderect(self.level.world_rect):
self.rect.y+=8
else:
self.falling=False