Mercurial > skaapsteker
annotate skaapsteker/sprites/player.py @ 272:630ebb87b38a
Remove debugging print
author | Neil Muller <drnlmuller@gmail.com> |
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date | Fri, 08 Apr 2011 17:32:50 +0200 |
parents | 56a529a69e97 |
children | 95e2ef31e714 |
rev | line source |
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90 | 1 """Class for dealing with the player""" |
2 | |
3 import pygame.transform | |
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4 import time |
90 | 5 |
248 | 6 from ..sprites.base import TILE_SIZE, PC_LAYER, MONSTER_LAYER |
7 from ..physics import Sprite | |
8 from ..constants import Layers | |
9 from ..data import get_files, load_image | |
10 from ..engine import PlayerDied | |
90 | 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 |
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19 block = True |
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20 |
266 | 21 _max_sprint_time = 2 |
22 | |
263 | 23 def __init__(self, the_world, soundsystem): |
90 | 24 Sprite.__init__(self) |
25 self.image = None | |
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26 self.rect = None |
90 | 27 self._image_dict = {} |
263 | 28 self._soundsystem = soundsystem |
29 self._soundsystem.load_sound('yelp', 'sounds/yelp.ogg') | |
120 | 30 self._animation_frame = 0.0 |
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31 self._last_time = time.time() |
90 | 32 # State flags and such |
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33 self.attacking = 0 |
90 | 34 self.running = False |
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35 self.sprinting = 0 |
90 | 36 self.jumping = False |
37 self.flying = False | |
38 self._load_images() | |
39 # We muck with these in load for convience, so ensure they're right | |
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40 self.the_world = the_world |
90 | 41 self.set_facing('left') |
42 self.set_image() | |
43 self.set_pos((0, 0)) | |
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44 self._collisions_seen = 0 |
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45 self._last_collide = [] |
90 | 46 self._layer = Layers.PLAYER |
47 | |
48 def set_image(self): | |
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49 key = self._make_key(len(self.the_world.fox.tails)) |
120 | 50 images = self._image_dict[key] |
51 if self._animation_frame >= len(images): | |
52 self._animation_frame = 0.0 | |
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53 if self.rect: |
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54 cur_pos = self.collide_rect.midbottom |
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55 else: |
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56 cur_pos = (0, 0) |
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57 # TODO: can save a lot of calculation here by caching collision rects |
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58 cand_image = images[int(self._animation_frame)] |
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59 cand_collide_rect = cand_image.get_bounding_rect(1).inflate(-2,-2) |
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60 cand_rect = cand_image.get_rect() |
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61 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom |
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62 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1] |
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63 cand_collide_rect.midbottom = cur_pos |
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64 # We always allow the attacking animation frames |
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65 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image) and not self.attacking: |
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66 return |
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67 self.image = cand_image |
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68 self.collide_rect = cand_collide_rect |
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69 self.rect = cand_rect |
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70 self.rect_offset = cand_rect_offset |
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71 self.init_pos() |
90 | 72 |
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73 def update(self): |
120 | 74 v_x, v_y = self.velocity |
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75 # Never animate slower than !7 fps, never faster than ~15 fps |
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76 if self.attacking > 0: |
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77 if self._last_time: |
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78 if time.time() - self._last_time > 0.15: |
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79 self._animation_frame += 1 |
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80 self.attacking -= 1 |
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81 self._last_time = time.time() |
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82 else: |
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83 self._last_time = time.time() |
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84 else: |
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85 old_frame = self._animation_frame |
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86 self._animation_frame += abs(v_x) / 300 |
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87 time_diff = time.time() - self._last_time |
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88 if int(self._animation_frame) - int(old_frame) > 0: |
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89 # Check time diff |
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90 if time_diff < 0.10: |
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91 # Delay animation frame jump |
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92 self._animation_frame -= abs(v_x) / 300 |
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93 else: |
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94 self._last_time = time.time() |
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95 elif time_diff > 0.20: |
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96 # Force animation frame jump |
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97 self._animation_frame = old_frame + 1 |
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98 self._last_time = time.time() |
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99 if self.sprinting > 0: |
266 | 100 if (time.time() - self._sprint_start_time) > self._max_sprint_time: |
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101 self.sprinting = 0 |
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102 if abs(v_x) < 80: |
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103 # Clamp when we're not moving at least 5 pixel / s |
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104 self.velocity = (0, v_y) |
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105 if self.sprinting == 1: |
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106 self.sprinting = 0 |
160 | 107 self.running = not self.on_solid # if you're not on something you can't stand |
120 | 108 else: |
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109 self.velocity = (0, v_y) # Standard platformer physics |
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110 if self.sprinting > 0: |
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111 self.sprinting = 1 |
120 | 112 self.running = True |
113 self.set_image() | |
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114 if self._collisions_seen > 2 * len(self._last_collide): |
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115 # Can we find a position "nearby" that reduces the collision |
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116 # surface |
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117 best_move = (0, 0) |
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118 clip_area = 0 |
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119 for obj in self._last_collide[:]: |
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120 if not obj.collide_rect.colliderect(self.collide_rect): |
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121 # Prune stale objects from the list |
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122 self._last_collide.remove(obj) |
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123 continue |
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124 clip = obj.collide_rect.clip(self.collide_rect) |
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125 clip_area += clip.width * clip.height |
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126 if (obj.floor or obj.block) and \ |
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127 clip.width > TILE_SIZE[0] / 2 and \ |
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128 self.collide_rect.bottom < obj.collide_rect.top + TILE_SIZE[1] / 3: |
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129 delta = self.rect.bottom - self.collide_rect.bottom |
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130 self.collide_rect.bottom = obj.collide_rect.top - 1 |
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131 self.rect.bottom = self.collide_rect.bottom + delta |
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132 self.init_pos() |
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133 return # Jump out of this case |
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134 min_area = clip_area |
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135 for attempt in [(0, 2), (2, 0), (-2, 0), (2, 2), (-2, 2)]: |
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136 clip_area = 0 |
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137 for obj in self._last_collide: |
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138 cand_rect = self.collide_rect.move(attempt) |
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139 clip = obj.collide_rect.clip(cand_rect) |
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140 clip_area += clip.width * clip.height |
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141 if clip_area < min_area: |
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142 min_area = clip_area |
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143 best_move = attempt |
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144 elif clip_area == min_area and attempt[1] > best_move[1]: |
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145 # Of equal choices, prefer that which moves us downwards |
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146 best_move = attempt |
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147 self.collide_rect.move_ip(best_move) |
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148 self.rect.move_ip(best_move) |
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149 self.init_pos() |
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150 self._last_collide = [] |
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151 self._collisions_seen = 0 |
116
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152 |
90 | 153 def set_facing(self, new_facing): |
154 self.facing = new_facing | |
155 | |
149
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156 def collided(self, other): |
210 | 157 if self.attacking and hasattr(other, 'damage'): |
158 # FIXME: Check if we're facing the right way | |
159 other.damage(5) | |
271
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160 if other not in self._last_collide and (other.floor or other.block): |
187
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161 self._last_collide.append(other) |
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162 self._collide_pos = self.collide_rect.midbottom |
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163 self._collisions_seen = 0 |
271
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164 elif other in self._last_collide: |
187
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165 self._collisions_seen += 1 |
202
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166 if hasattr(other, 'collided_player'): |
208
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167 other.collided_player(self) |
244
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168 print 'Health', self.the_world.fox.cur_health |
208
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169 |
209 | 170 |
208
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171 def damage(self, damage): |
244
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172 self.the_world.fox.cur_health -= damage |
263 | 173 self._soundsystem.play_sound('yelp') |
244
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174 if self.the_world.fox.cur_health <= 0: |
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175 PlayerDied.post() |
187
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176 |
244
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177 def restore(self): |
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178 """Restore player to max health (for restarting levels, etc.)""" |
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179 self.the_world.fox.cur_health = self.the_world.fox.max_health |
122
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180 |
90 | 181 def set_pos(self, pos): |
202
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182 self.rect.midbottom = pos[0] * TILE_SIZE[0] + self.rect_offset[0], (pos[1] + 1) * TILE_SIZE[1] + self.rect_offset[1] |
272 | 183 self.collide_rect.midbottom = pos[0] * TILE_SIZE[0], (pos[1] + 1) * TILE_SIZE[1] |
90 | 184 |
102
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185 def action_left(self): |
115 | 186 if self.facing != 'left': |
187 self.facing = 'left' | |
188 self.set_image() | |
269
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189 if self.sprinting > 0: |
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190 self.sprinting = 1 |
266 | 191 self.deltav((-900.0, 0.0)) |
192 else: | |
193 self.deltav((-450.0, 0.0)) | |
194 | |
195 def action_double_left(self): | |
196 # FIXME: Tie this to the tails | |
269
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197 if self.sprinting > 0: |
266 | 198 return |
269
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199 self.sprinting = 2 |
266 | 200 self._sprint_start_time = time.time() |
201 | |
202 def action_double_down(self): | |
203 print 'double down tap' | |
204 | |
205 def action_double_right(self): | |
269
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206 if self.sprinting > 0: |
266 | 207 return |
269
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208 self.sprinting = 2 |
266 | 209 self._sprint_start_time = time.time() |
90 | 210 |
102
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211 def action_right(self): |
115 | 212 if self.facing != 'right': |
213 self.facing = 'right' | |
214 self.set_image() | |
269
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215 if self.sprinting > 0: |
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216 self.sprinting = 1 # Flag so stopping works |
266 | 217 self.deltav((900.0, 0.0)) |
218 else: | |
219 self.deltav((450.0, 0.0)) | |
220 | |
102
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221 |
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222 def action_up(self): |
152
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223 if self.on_solid: |
177
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224 self.deltav((0.0, -self.terminal_velocity[1])) |
152
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225 self.on_solid = False |
102
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226 |
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227 def action_down(self): |
103
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228 self.deltav((0.0, 100.0)) |
102
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229 |
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230 def action_fire1(self): |
206
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231 # FIXME: Use the correct tail properties for this |
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232 if len(self.the_world.fox.tails) < 2: |
204
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233 # Only have a bite attack |
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234 print 'attacking' |
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235 self.attacking = 2 |
102
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236 print "F1" |
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237 |
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238 def action_fire2(self): |
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239 print "F2" |
90 | 240 |
241 def _get_action(self): | |
204
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242 if self.attacking: |
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243 return 'attacking' |
269
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244 if (self.sprinting > 0) and self.running: |
266 | 245 return 'sprinting' |
90 | 246 if self.running: |
247 return 'running' | |
248 if self.jumping: | |
249 return 'jumpin' | |
250 return 'standing' | |
251 | |
206
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252 def _make_key(self, tails, action=None): |
90 | 253 if action is None: |
254 action = self._get_action() | |
206
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255 if tails >= 4: |
90 | 256 tails = 4 |
206
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257 elif tails >= 2: |
90 | 258 tails = 2 |
259 return '%s %s %d' % (action, self.facing, tails) | |
260 | |
261 def _load_images(self): | |
158 | 262 for action in ['standing', 'running', 'jumping', 'attacking']: |
90 | 263 for tails in [0, 1, 2, 4]: |
206
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264 directory = 'sprites/kitsune_%s/kitsune_%s_%dtail' % (action, action, tails) |
90 | 265 for facing in ['left', 'right']: |
266 self.facing = facing | |
206
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267 key = self._make_key(tails, action) |
90 | 268 self._image_dict[key] = [] |
269 for image_file in get_files(directory): | |
270 if image_file.startswith('.'): | |
271 # Skip extra junk for now | |
272 continue | |
206
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273 image = load_image('%s/%s' % (directory, image_file)) |
266 | 274 if action == 'running': |
275 sprint_key = self._make_key(tails, 'sprinting') | |
276 if sprint_key not in self._image_dict: | |
277 self._image_dict[sprint_key] = [] | |
278 shockwave = load_image('sprites/kitsune_shockwave.png') | |
279 if facing == 'right': | |
280 shockwave = pygame.transform.flip(shockwave, True, False) | |
90 | 281 if facing == 'right': |
282 image = pygame.transform.flip(image, True, False) | |
283 self._image_dict[key].append(image) | |
266 | 284 if action == 'running': |
285 sprint_image = image.copy() | |
286 sprint_image.blit(shockwave, (0, 0)) | |
287 self._image_dict[sprint_key].append(sprint_image) | |
209 | 288 |
289 | |
290 def take_item(self, item): | |
291 my_item = self.the_world.fox.item | |
292 if my_item is not None: | |
293 print "I already have", my_item | |
294 return | |
295 getattr(self.the_world.items, item.name).level = "gone" | |
296 self.the_world.fox.item = item.name | |
297 item.kill() | |
298 print "took", item |