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Player.py
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Player.py
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__author__ = 'thvoidedline'
from Objects.BaseObject import BaseObject
from Animation import Animation
from Timer import Timer
from Constants import *
from AnimationPlayer import Animation_Player
IDLE_ANIM = 0
WALK_ANIM = 1
JUMP_ANIM = 2
class PlayerSprite(BaseObject):
def __init__(self, var_dict):
BaseObject.__init__(self, var_dict)
self.type = PLAYER
self.xvel = 0
self.yvel = 0
self.jumpvel = 1
self.walkvel = 0.05
self.maxXvel = 2.3
self.maxYvel = 8
self.direction = DIR_RIGHT
self.iswalking = False
self.on_object = None
self.col_object = None
self.jump_state = NOT_JUMPING
self.airborne = True
self.j_delay_timer = Timer(50, self.__next_jump_state, False)
self.jump_timer = Timer(240, self.__next_jump_state, False)
self._layer = 10
#Array of objects currently colliding with rect - Tracks objects that are possible to interact with
self.pos_interact = []
self.held_item = None
self.drop_item = None
self.collidable = True
self.held_ofs_x = 0.0
self.held_ofs_y = 0.0
self.obey_gravity = True
self.visible = True
self.idle_files = var_dict['idle_files'].split(',')
self.idle_times = var_dict['idle_times'].split(',')
self.jump_files = var_dict['jump_files'].split(',')
self.jump_times = var_dict['jump_times'].split(',')
self.walk_files = var_dict['walk_files'].split(',')
self.walk_times = var_dict['walk_times'].split(',')
self.idle_anim = Animation(self.idle_files, self.idle_times)
self.jumping_anim = Animation(self.jump_files, self.jump_times)
self.walking_anim = Animation(self.walk_files, self.walk_times)
self.walking_anim.set_colorkey((255, 255, 255))
if var_dict['w'] == 0 or var_dict['h'] == 0:
self.rect.w = self.idle_anim.getRect().w
self.rect.h = self.idle_anim.getRect().h
else:
pass
#Needs to scale all animations while keeping aspect ratio.
#self.walking_anim.scale((var_dict['w'], var_dict['h']))
#self.jumping_anim.scale((var_dict['w'], var_dict['h']))
self.anim_player = Animation_Player()
self.anim_player.add(self.walking_anim, WALK_ANIM)
self.anim_player.add(self.jumping_anim, JUMP_ANIM)
self.anim_player.add(self.idle_anim, IDLE_ANIM)
self.anim_player.set(IDLE_ANIM, True)
def draw(self, screen, rect_loc):
if self.jump_state > 0:
self.anim_player.set(JUMP_ANIM)
elif self.iswalking is True:
self.anim_player.set(WALK_ANIM)
else:
self.anim_player.set(IDLE_ANIM)
self.anim_player.draw(screen, rect_loc)
def move(self):
if self.iswalking is False:
if self.xvel <= 0:
self.xvel = 0
else:
self.xvel -= 1
if self.direction == DIR_RIGHT and self.iswalking:
if self.col_object is None:
self._change_vel(DIR_RIGHT, self.walkvel)
else:
#check what side the object is on, permit walking the other way
if self.col_object.rect.x < self.rect.x:
self._change_vel(DIR_RIGHT, self.walkvel)
elif self.direction == DIR_LEFT and self.iswalking:
if self.col_object is None:
self._change_vel(DIR_LEFT, self.walkvel)
else:
if self.col_object.rect.x > self.rect.x:
self._change_vel(DIR_LEFT, self.walkvel)
#Is the player colliding with ANY objects?
if self.col_object is not None:
#Check if still colliding with col_object
if not self.rect.colliderect(self.col_object.rect):
self.col_object = None
#If player was on top of an object last tick
if self.on_object is not None:
#Check if player is still on object
if self.on_object.rect.collidepoint(self.rect.midbottom):
self.airborne = False
#If player is on an object and yvel is being modified by do_jump(), stop the jump
#if self._is_jumping():
# self._stop_jump()
else:
self.on_object = None
else:
self.airborne = True
if self.jump_state == JUMP:
self._do_jump()
self.update_pos()
def move_direction(self, player_dir):
#check if changing direction, if so lessen x velocity
if player_dir != self.direction:
self.xvel -= self.xvel / 2
self.anim_player.flip()
self.direction = player_dir
self.iswalking = True
def collide(self, obj):
"""Returns if object is colliding, calls _respond_collision on True and _check_pos_interact every time"""
colliding = False
if self.rect.colliderect(obj.rect):
colliding = True
self._respond_collision(obj)
self._check_pos_interact(obj, colliding)
return colliding
def _respond_collision(self, obj):
"""Responds to a collision, trusts the caller that the objects are colliding"""
if obj.collidable:
#save the last collided object
self.col_object = obj
if obj.rect.collidepoint(self.rect.midbottom):
self.yvel = 0
self.rect.bottom = obj.rect.top
#save the object the player is on
self.on_object = obj
#If falling, let jump state know player landed
if self.jump_state == FALLING:
self.__next_jump_state()
elif obj.rect.collidepoint(self.rect.bottomleft):
if self.direction == DIR_LEFT:
self.xvel = 0
elif obj.rect.collidepoint(self.rect.bottomright):
if self.direction == DIR_RIGHT:
self.xvel = 0
def _check_pos_interact(self, obj, colliding):
"""Maintains list of objects with possible interaction"""
if colliding:
if obj not in self.pos_interact:
self.pos_interact.append(obj)
else:
if obj in self.pos_interact:
self.pos_interact.remove(obj)
def __next_jump_state(self):
if self.jump_state == NOT_JUMPING:
self.jump_state = JUMP_DELAY
self.j_delay_timer.start_timer()
elif self.jump_state == JUMP_DELAY:
self.jump_state = JUMP
self.jump_timer.start_timer()
self._change_vel(DIR_UP, 2)
elif self.jump_state == JUMP:
self.jump_state = FALLING
elif self.jump_state == FALLING:
self.jump_state = NOT_JUMPING
else:
print("Invalid player jump state: " + str(self.jump_state))
def start_jump(self):
self.__next_jump_state()
def _do_jump(self):
self._change_vel(DIR_UP, self.jumpvel)
def update(self):
self.move()
def do_gravity(self, gravity):
self._change_vel(DIR_DOWN, gravity)
def check_interactions(self):
if not self._use_timer:
self._use_timer = Timer(self.use_timer_len, self._set_can_use)
if self._can_use:
#interact with held item
if self.held_item:
if self.interact(self.held_item, PLACE):
self._can_use = False
self._use_timer.start_timer()
return
for obj in self.pos_interact:
if self.interact(obj, TOGGLE_POWER):
return
def interact(self, obj, behvaior):
print('interacting with ' + obj.name)
for behavior in self.behaviors:
if self.delegate_behavior(obj, behavior):
return True
return False
def delegate_behavior(self, obj, behavior):
if behavior == PICKUP:
return self.pickup(obj)
if behavior == PLACE:
return self.drop()
return obj.interact(self, behavior)
def drop(self):
if self.held_item:
self.drop_item = self.held_item
self.drop_item.visible = True
self.drop_item.obey_gravity = True
self.held_item = None
print('dropped item')
return True
return False
def pickup(self, obj):
if PICKUP in obj.behaviors and not self.held_item:
obj.visible = False
obj.obey_gravity = False
self.held_item = obj
#level.objects.change_layer(self.held_item, self._layer) #Check/update this in level.draw function
self.held_item.rect.y = self.rect.centery + (self.rect.w / 6)
self.held_item.rect.x = self.rect.centerx
#save offsets from the top left of player sprite
self.held_ofs_x = self.held_item.rect.x - self.rect.x
self.held_ofs_y = self.held_item.rect.y - self.rect.y
print('picked up item')
return True
return False
def update_pos(self):
self.rect.x += self.xvel
self.rect.y += self.yvel
if self.held_item:
self.held_item.rect.x = self.held_ofs_x + self.rect.x
self.held_item.rect.y = self.held_ofs_y + self.rect.y