annotate skaapsteker/sprites/player.py @ 144:6b488e1351a5

Buggy ground implementation. Make the world less bouncy
author Neil Muller <drnlmuller@gmail.com>
date Tue, 05 Apr 2011 15:46:13 +0200
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children 887d69907b22
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1 """Class for dealing with the player"""
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2
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3 import pygame.transform
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4 import os
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6 from skaapsteker.sprites.base import TILE_SIZE, PC_LAYER, MONSTER_LAYER
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7 from skaapsteker.physics import Sprite
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8 from skaapsteker.constants import Layers
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9 from skaapsteker.data import get_files, load_image
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12 class Player(Sprite):
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13
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14 collision_layer = PC_LAYER
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15 collides_with = set([MONSTER_LAYER])
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16 wants_updates = True
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17
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18 def __init__(self):
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19 Sprite.__init__(self)
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20 self.image = None
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21 self.rect = None
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22 self._image_dict = {}
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23 self._animation_frame = 0.0
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24 # State flags and such
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25 self.running = False
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26 self.jumping = False
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27 self.flying = False
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28 self._load_images()
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29 # We muck with these in load for convience, so ensure they're right
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30 self.tails = 0
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31 self.set_facing('left')
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32 self.set_image()
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33 self.set_pos((0, 0))
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34 self._layer = Layers.PLAYER
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35
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36 def set_image(self):
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37 key = self._make_key()
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38 images = self._image_dict[key]
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39 if self._animation_frame >= len(images):
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40 self._animation_frame = 0.0
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41 if self.rect:
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42 cur_pos = self.collide_rect.topleft
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43 else:
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44 cur_pos = (0, 0)
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45 self.image = images[int(self._animation_frame)]
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46 self.rect = self.image.get_rect()
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47 self.collide_rect = self.image.get_bounding_rect(1)
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48 self.rect_offset = self.rect.left - self.collide_rect.left, self.rect.top - self.collide_rect.top
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49 self.collide_rect.topleft = cur_pos
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50 self.rect.topleft = cur_pos[0] + self.rect_offset[0], cur_pos[1] + self.rect_offset[1]
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51 self.init_pos()
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52
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53 def update(self):
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54 v_x, v_y = self.velocity
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55 self._animation_frame += abs(v_x) / 3000.0
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56 if v_x == 0:
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57 self.running = False
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58 else:
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59 self.running = True
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60 self.set_image()
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61
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62 def set_facing(self, new_facing):
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63 self.facing = new_facing
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64
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66 def set_pos(self, pos):
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67 self.starting_tile_pos = pos
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68 self.rect.topleft = pos[0] * TILE_SIZE[0] + self.rect_offset[0], pos[1] * TILE_SIZE[1] + self.rect_offset[1]
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69 self.collide_rect.topleft = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1]
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71 def action_left(self):
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72 if self.facing != 'left':
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73 self.facing = 'left'
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74 self.set_image()
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75 self.deltav((-100.0, 0.0))
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77 def action_right(self):
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78 if self.facing != 'right':
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79 self.facing = 'right'
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80 self.set_image()
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81 self.deltav((100.0, 0.0))
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82
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83 def action_up(self):
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84 if self.on_ground:
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85 self.deltav((0.0, -350.0))
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86 self.on_ground = False
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87
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88 def action_down(self):
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89 self.deltav((0.0, 100.0))
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91 def action_fire1(self):
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92 print "F1"
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93
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94 def action_fire2(self):
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95 print "F2"
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97 def _get_action(self):
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98 if self.running:
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99 return 'running'
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100 if self.jumping:
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101 return 'jumpin'
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102 return 'standing'
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103
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104 def _make_key(self, action=None):
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105 if action is None:
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106 action = self._get_action()
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107 tails = self.tails
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108 if self.tails >= 4:
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109 tails = 4
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110 elif self.tails >= 2:
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111 tails = 2
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112 return '%s %s %d' % (action, self.facing, tails)
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113
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114 def _load_images(self):
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115 for action in ['standing', 'running', 'jumping']:
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116 for tails in [0, 1, 2, 4]:
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117 self.tails = tails
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118 directory = os.path.join('sprites',
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119 'kitsune_%s' % action,
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120 'kitsune_%s_%dtail' % (action, tails))
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121 for facing in ['left', 'right']:
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122 self.facing = facing
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123 key = self._make_key(action)
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124 self._image_dict[key] = []
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125 for image_file in get_files(directory):
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126 if image_file.startswith('.'):
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127 # Skip extra junk for now
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128 continue
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129 image = load_image(os.path.join(directory, image_file))
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130 if facing == 'right':
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131 image = pygame.transform.flip(image, True, False)
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132 self._image_dict[key].append(image)