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player.py
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player.py
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import pygame, os
from pygame.locals import *
from bean import *
import copy
import math
import spritesheet
from sprite_strip_anim import SpriteStripAnim
class Player(pygame.sprite.Sprite):
speedMax = 10
speedInc = 2
#maxJumps = 200
maxJumps = 2
#speedMax = 20
#speedInc = 7
jumpSpeed = 12
friction = .9
shotDelay = .4
maxFall = 30
shotDisplayDelay = .5
invulnEnemyDuration = 1.0
jumpGap = .25
gravyVent = 20
damage = pygame.mixer.Sound("sounds/damage_01.wav")
littleparp = pygame.mixer.Sound("sounds/little-parp.wav")
def __init__(self, pos, world):
pygame.sprite.Sprite.__init__(self)
imgPath = os.path.dirname(os.path.dirname( os.path.realpath( __file__ ) ) ) + "/OSGCC6/images/chicken.png"
self.image = pygame.image.load(imgPath)
self.rect = self.image.get_rect()
self.rect.center = pos
self.worldPos = pos
self.direction = [0,0]
self.faceDir = [0,0]
self.jumpVel = 0
self.horizVel = 0
self.lastShot = 0
self.statechanged = 0
self.shootstatetimer = 0
self.world = world
self.dead = False
self.grounded = False
self.jump = False
self.invulnDuration = 0
self.jumpCount = 0
self.jumpDuration = 10
self.onPlatform = False
self.delayFall = 0
self.platformCount = 0
self.win = False
self.clock = pygame.time.Clock()
self.strips = [SpriteStripAnim('images/chickenidle.png', (0,0,100,100), 4, (16, 16, 16), True, 5),
SpriteStripAnim('images/chickenrunL.png', (0,0,100,100), 6, (16, 16, 16), True, 5),
SpriteStripAnim('images/chickenrun2.png', (0,0,100,100), 6, (16, 16, 16), True, 5),
SpriteStripAnim('images/chickenjump.png', (0,0,100,100), 2, (16, 16, 16), True, 5),
SpriteStripAnim('images/chickenjumpR.png', (0,0,100,100), 2, (16, 16, 16), True, 5),
SpriteStripAnim('images/chickenspit.png', (100,0,100,100), 1, (16, 16, 16), True, 50),
SpriteStripAnim('images/chickenspit.png', (0,0,100,100), 1, (16, 16, 16), True, 50)
]
#http://stackoverflow.com/questions/36932/whats-the-best-way-to-implement-an-enum-in-python
self.enumState = self.enum(STAND=0, RUNLEFT=1, RUNRIGHT=2, JUMPLEFT=3, JUMPRIGHT=4, SHOOTL=5, SHOOTR=6)
self.state = -1
self.updateState(self.enumState.STAND)
self.hp = 5
#do updates
def Update(self, keys):
secs = self.clock.tick()/1000.0
if self.grounded == False and not self.onPlatform:
self.updateState(self.enumState.JUMPRIGHT)
self.jumpDuration += secs
self.shootstatetimer -= secs
self.invulnDuration -= secs
if self.invulnDuration < 0:
self.invulnDuration = 0
self.parseKeys(keys)
self.updatePos()
if self.world.level.reieveCheckCollisionEnemy(self):
if not self.invulnDuration > 0:
self.hp -= 1
if self.hp == 0:
self.dead = True
self.invulnDuration = self.invulnEnemyDuration
def parseKeys(self, keys):
newDir = [0,0]
if keys[pygame.K_w]:
if self.jumpDuration > self.jumpGap:
self.jumpDuration = 0
self.jumpCount += 1
if self.jumpCount <= self.maxJumps:
self.jump = True
self.jumpVel = self.jumpSpeed
newDir[1] = -1
self.updateState(self.enumState.JUMPLEFT)
elif keys[pygame.K_s]:
pass
#newDir[1] = 1
#self.updateState(self.enumState.RUNLEFT)
if keys[pygame.K_a]:
newDir[0] = -1
self.faceDir[0] = -1
self.updateState(self.enumState.RUNLEFT)
self.horizVel -= self.speedInc
if self.horizVel < -self.speedMax:
self.horizVel = -self.speedMax
elif keys[pygame.K_d]:
newDir[0] = 1
self.faceDir[0] = 1
self.updateState(self.enumState.RUNRIGHT)
self.horizVel += self.speedInc
if self.horizVel > self.speedMax:
self.horizVel = self.speedMax
if keys[pygame.K_ESCAPE]:
pygame.display.quit()
sys.exit()
if keys[pygame.K_SPACE]:
bean = self.Fire()
if bean:
self.world.objects.add(bean)
self.direction = copy.deepcopy(newDir)
def updatePos(self):
diagSpecial = 1
deltaHoriz = self.horizVel * diagSpecial * self.friction
if self.horizVel < 0:
self.horizVel = math.ceil(self.horizVel * self.friction)
else:
self.horizVel = self.horizVel * self.friction
if(abs(self.horizVel) < 1):
self.horizVel = 0
newPos = [self.worldPos[0] + deltaHoriz, self.worldPos[1]]
if not self.grounded:
self.jumpVel -= self.world.gravity
if self.jumpVel < -self.maxFall:
self.jumpVel = -self.maxFall
newPos = [newPos[0], (int)(newPos[1] - (self.jumpVel * diagSpecial))]
newPos = self.getCollisions(newPos)
self.world.level.bg1.updatePos(newPos[0]-self.worldPos[0], newPos[1]-self.worldPos[1], .1)
self.world.level.bg2.updatePos(newPos[0]-self.worldPos[0], newPos[1]-self.worldPos[1], .4)
self.world.level.fg.updatePos(newPos[0]-self.worldPos[0], newPos[1]-self.worldPos[1], 1.05)
self.worldPos = newPos
if self.worldPos[1] > 4000:
self.dead = True
self.updateSpriteSheet()
def getCollisions(self, newPos):
#y direction
collisionObj = self.world.checkCollision(self, [self.worldPos[0],newPos[1]])
if collisionObj and not collisionObj.type == 70:
if collisionObj.type == 69:
self.win = True
if collisionObj.death == 1:
self.dead = True
elif collisionObj.type == 4:
self.jumpVel =+ self.gravyVent
collisionObj.switchImage("11")
self.jumpCount = 0
elif newPos[1] > self.worldPos[1]:
self.jump = False
self.jumpVel = 0
self.grounded = True
self.jumpCount = 0
#newPos[1] = copy.deepcopy(collisionObj.rect.top)
elif newPos[1] < self.worldPos[1] and not self.grounded:
newPos[1] += 10
self.jumpVel = -2
else:
self.grounded = False
#x direction
collisionObj = self.world.checkCollision(self, [newPos[0], self.worldPos[1]])
if collisionObj and not self.grounded and not collisionObj.type == 70:
if collisionObj.type == 69:
self.win = True
if collisionObj.death == 1:
self.dead = True
elif collisionObj.type == 4:
collisionObj.switchImage("11")
self.jumpVel =+ 15
self.jumpCount = 0
elif newPos[0] > self.worldPos[0]:
newPos[0] -= 10
elif newPos[0] < self.worldPos[0]:
newPos[0] += 10
collisionObj = self.world.level.checkEnemyCollision(self, newPos)
if collisionObj and not collisionObj.type == 70:
if newPos[1] < collisionObj.worldPos[1] and not self.grounded:
self.damage.play()
collisionObj.kill()
self.jump = True
self.jumpVel = self.jumpSpeed
else:
if not self.invulnDuration > 0:
self.damage.play()
self.hp -= 1
if self.hp == 0:
self.dead = True
self.invulnDuration = self.invulnEnemyDuration
collisionObj = self.world.level.checkItemCollision(self, newPos)
if collisionObj and not collisionObj.type == 70:
if collisionObj.type == 0: #+ hp
self.hp += 1
if self.hp == 0:
self.dead = True
collisionObj.kill()
self.littleparp.play()
collisionObj = self.world.level.checkCollisionMoving(self, [self.worldPos[0],newPos[1]])
if collisionObj and not collisionObj.type == 70:
if collisionObj.type == 69:
self.win = True
self.onPlatform = True
if collisionObj.death == 1:
self.dead = True
#if collisionObj.isFall():
# collisionObj.Active()
if newPos[1] > self.worldPos[1] and collisionObj.moveY:
self.jump = False
if collisionObj.direction[1] == 1:
self.jumpVel = -3 * collisionObj.acceleration
else:
self.jumpVel = 3
self.grounded = True
self.jumpCount = 0
elif newPos[1] > self.worldPos[1]: #platform moving left-right
if collisionObj.death == 1:
self.dead = True
elif newPos[1] > self.worldPos[1]:
self.jump = False
self.jumpVel = 0
self.grounded = True
self.jumpCount = 0
newPos[1] -= 1
#newPos[1] = copy.deepcopy(collisionObj.rect.top)
elif newPos[1] < self.worldPos[1] and not self.grounded:
newPos[1] += 10
self.jumpVel = 0
elif newPos[1] < self.worldPos[1] and collisionObj.moveY:
self.jump = False
#self.jumpVel = 0
self.grounded = True
self.jumpCount = 0
elif newPos[1] < self.worldPos[1]: #platform moving left-right
newPos[1] += 10
self.jumpVel = 0
else:
#self.platformCount += 1
#if self.platformCount > 100:
self.onPlatform = False
#self.platformCount = 0
return newPos
def Fire(self):
secs = self.world.clock.tick() / 1000.0
if (secs + self.lastShot) > self.shotDelay:
self.littleparp.play()
self.lastShot = 0
if(self.faceDir[0] < 0):
self.updateState(self.enumState.SHOOTL)
else:
self.updateState(self.enumState.SHOOTR)
self.shootstatetimer = self.shotDisplayDelay
return Bean([self.rect.center[0], self.rect.center[1]-25], [self.worldPos[0], self.worldPos[1]-25], self.faceDir, self.world, False)
else:
self.lastShot += secs
return None
def updateState(self, state):
if(self.shootstatetimer > 0):
return None;
if(self.state != state):
self.stateChanged = 1
self.state = state
def updateSpriteSheet(self):
n = (int)(self.state)
if(self.shootstatetimer > 0):
self.image = self.strips[n].next()
return None;
if((self.grounded == True and self.horizVel == 0) or (self.horizVel == 0 and self.jumpVel == 0)):
self.state = self.enumState.STAND
if (self.stateChanged==1 and not self.onPlatform):
#if(self.grounded == False and (self.state == self.enumState.RUNLEFT or self.state == self.enumState.RUNRIGHT)):
if(self.grounded == False and self.faceDir[0] < 0):
self.state = self.enumState.JUMPLEFT
elif(self.faceDir[0] > 0 and self.state == self.enumState.JUMPLEFT):
self.state = self.enumState.JUMPRIGHT
self.strips[n].iter()
self.image = self.strips[n].next()
self.stateChanged = 0
else:
self.image = self.strips[(int)(self.state)].next()
def enum(*sequential, **named):
enums = dict(zip(sequential, range(len(sequential))), **named)
reverse = dict((value, key) for key, value in enums.iteritems())
enums['reverse_mapping'] = reverse
return type('Enum', (), enums)