Mercurial > skaapsteker
annotate skaapsteker/sprites/player.py @ 203:0a793c4ac341
Add default health values
author | Neil Muller <drnlmuller@gmail.com> |
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date | Wed, 06 Apr 2011 22:30:38 +0200 |
parents | a11325bc5ff0 |
children | 0f9715a2f07b |
rev | line source |
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90 | 1 """Class for dealing with the player""" |
2 | |
3 import pygame.transform | |
4 import os | |
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5 import time |
90 | 6 |
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7 from skaapsteker.sprites.base import TILE_SIZE, PC_LAYER, MONSTER_LAYER |
90 | 8 from skaapsteker.physics import Sprite |
9 from skaapsteker.constants import Layers | |
10 from skaapsteker.data import get_files, load_image | |
11 | |
12 | |
13 class Player(Sprite): | |
14 | |
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15 collision_layer = PC_LAYER |
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16 collides_with = set([MONSTER_LAYER]) |
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17 wants_updates = True |
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18 |
90 | 19 def __init__(self): |
20 Sprite.__init__(self) | |
21 self.image = None | |
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22 self.rect = None |
90 | 23 self._image_dict = {} |
120 | 24 self._animation_frame = 0.0 |
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25 self._last_time = time.time() |
90 | 26 # State flags and such |
27 self.running = False | |
28 self.jumping = False | |
29 self.flying = False | |
30 self._load_images() | |
31 # We muck with these in load for convience, so ensure they're right | |
32 self.tails = 0 | |
33 self.set_facing('left') | |
34 self.set_image() | |
35 self.set_pos((0, 0)) | |
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36 self._collisions_seen = 0 |
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37 self._last_collide = [] |
90 | 38 self._layer = Layers.PLAYER |
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39 self.health = 4 |
90 | 40 |
41 def set_image(self): | |
42 key = self._make_key() | |
120 | 43 images = self._image_dict[key] |
44 if self._animation_frame >= len(images): | |
45 self._animation_frame = 0.0 | |
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46 if self.rect: |
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47 cur_pos = self.collide_rect.midbottom |
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48 else: |
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49 cur_pos = (0, 0) |
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50 |
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51 # TODO: can save a lot of calculation here by caching collision rects |
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52 cand_image = images[int(self._animation_frame)] |
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53 cand_collide_rect = cand_image.get_bounding_rect(1).inflate(-2,-2) |
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54 cand_rect = cand_image.get_rect() |
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55 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom |
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56 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1] |
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57 cand_collide_rect.midbottom = cur_pos |
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58 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image): |
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59 return |
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60 |
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61 self.image = cand_image |
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62 self.collide_rect = cand_collide_rect |
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63 self.rect = cand_rect |
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64 self.rect_offset = cand_rect_offset |
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65 self.init_pos() |
90 | 66 |
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67 def update(self): |
120 | 68 v_x, v_y = self.velocity |
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69 # Never animate slower than !7 fps, never faster than ~15 fps |
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70 old_frame = self._animation_frame |
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71 self._animation_frame += abs(v_x) / 300 |
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72 time_diff = time.time() - self._last_time |
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73 if int(self._animation_frame) - int(old_frame) > 0: |
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74 # Check time diff |
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75 if time_diff < 0.10: |
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76 # Delay animation frame jump |
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77 self._animation_frame -= abs(v_x) / 300 |
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78 else: |
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79 self._last_time = time.time() |
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80 elif time_diff > 0.20: |
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81 # Force animation frame jump |
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82 self._animation_frame = old_frame + 1 |
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83 self._last_time = time.time() |
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84 if abs(v_x) < 80: |
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85 # Clamp when we're not moving at least 5 pixel / s |
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86 self.velocity = (0, v_y) |
160 | 87 self.running = not self.on_solid # if you're not on something you can't stand |
120 | 88 else: |
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89 self.velocity = (0, v_y) # Standard platformer physics |
120 | 90 self.running = True |
91 self.set_image() | |
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92 if self._collisions_seen > 2 * len(self._last_collide): |
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93 # Can we find a position "nearby" that reduces the collision |
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94 # surface |
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95 best_move = (0, 0) |
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96 clip_area = 0 |
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97 for obj in self._last_collide[:]: |
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98 if not obj.collide_rect.colliderect(self.collide_rect): |
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99 # Prune stale objects from the list |
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100 self._last_collide.remove(obj) |
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101 continue |
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102 clip = obj.collide_rect.clip(self.collide_rect) |
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103 clip_area += clip.width * clip.height |
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104 if (obj.floor or obj.block) and \ |
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105 clip.width > TILE_SIZE[0] / 2 and \ |
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106 self.collide_rect.bottom < obj.collide_rect.top + TILE_SIZE[1] / 3: |
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107 delta = self.rect.bottom - self.collide_rect.bottom |
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108 self.collide_rect.bottom = obj.collide_rect.top - 1 |
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109 self.rect.bottom = self.collide_rect.bottom + delta |
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110 self.init_pos() |
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111 return # Jump out of this case |
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112 min_area = clip_area |
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113 for attempt in [(0, 2), (2, 0), (-2, 0), (2, 2), (-2, 2)]: |
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114 clip_area = 0 |
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115 for obj in self._last_collide: |
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116 cand_rect = self.collide_rect.move(attempt) |
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117 clip = obj.collide_rect.clip(cand_rect) |
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118 clip_area += clip.width * clip.height |
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119 if clip_area < min_area: |
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120 min_area = clip_area |
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121 best_move = attempt |
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122 self.collide_rect.move_ip(best_move) |
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123 self.rect.move_ip(best_move) |
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124 self.init_pos() |
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125 self._last_collide = [] |
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126 self._collisions_seen = 0 |
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127 |
90 | 128 def set_facing(self, new_facing): |
129 self.facing = new_facing | |
130 | |
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131 def collided(self, other): |
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132 if other not in self._last_collide: |
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133 self._last_collide.append(other) |
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134 self._collide_pos = self.collide_rect.midbottom |
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135 self._collisions_seen = 0 |
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136 else: |
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137 self._collisions_seen += 1 |
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138 if hasattr(other, 'collided_player'): |
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139 other.collided_player() |
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140 |
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141 |
90 | 142 def set_pos(self, pos): |
143 self.starting_tile_pos = pos | |
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144 self.rect.midbottom = pos[0] * TILE_SIZE[0] + self.rect_offset[0], (pos[1] + 1) * TILE_SIZE[1] + self.rect_offset[1] |
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145 self.collide_rect.midbottom = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1] |
90 | 146 |
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147 def action_left(self): |
115 | 148 if self.facing != 'left': |
149 self.facing = 'left' | |
150 self.set_image() | |
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151 self.deltav((-450.0, 0.0)) |
90 | 152 |
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153 def action_right(self): |
115 | 154 if self.facing != 'right': |
155 self.facing = 'right' | |
156 self.set_image() | |
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157 self.deltav((450.0, 0.0)) |
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Simon Cross <hodgestar@gmail.com>
parents:
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158 |
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159 def action_up(self): |
152
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Make enemies block by default, so we can jump off them
Neil Muller <drnlmuller@gmail.com>
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160 if self.on_solid: |
177
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Tweak some constants to make player motion more comfortable.
Jeremy Thurgood <firxen@gmail.com>
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161 self.deltav((0.0, -self.terminal_velocity[1])) |
152
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162 self.on_solid = False |
102
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parents:
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163 |
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Simon Cross <hodgestar@gmail.com>
parents:
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164 def action_down(self): |
103
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Run kitsune, run! And by the running of the kitsune gravity is restored to normal.
Simon Cross <hodgestar@gmail.com>
parents:
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165 self.deltav((0.0, 100.0)) |
102
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parents:
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166 |
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parents:
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167 def action_fire1(self): |
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168 print "F1" |
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parents:
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169 |
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parents:
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170 def action_fire2(self): |
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parents:
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171 print "F2" |
90 | 172 |
173 def _get_action(self): | |
174 if self.running: | |
175 return 'running' | |
176 if self.jumping: | |
177 return 'jumpin' | |
178 return 'standing' | |
179 | |
180 def _make_key(self, action=None): | |
181 if action is None: | |
182 action = self._get_action() | |
183 tails = self.tails | |
184 if self.tails >= 4: | |
185 tails = 4 | |
186 elif self.tails >= 2: | |
187 tails = 2 | |
188 return '%s %s %d' % (action, self.facing, tails) | |
189 | |
190 def _load_images(self): | |
158 | 191 for action in ['standing', 'running', 'jumping', 'attacking']: |
90 | 192 for tails in [0, 1, 2, 4]: |
193 self.tails = tails | |
194 directory = os.path.join('sprites', | |
195 'kitsune_%s' % action, | |
196 'kitsune_%s_%dtail' % (action, tails)) | |
197 for facing in ['left', 'right']: | |
198 self.facing = facing | |
199 key = self._make_key(action) | |
200 self._image_dict[key] = [] | |
201 for image_file in get_files(directory): | |
202 if image_file.startswith('.'): | |
203 # Skip extra junk for now | |
204 continue | |
205 image = load_image(os.path.join(directory, image_file)) | |
206 if facing == 'right': | |
207 image = pygame.transform.flip(image, True, False) | |
208 self._image_dict[key].append(image) |