annotate skaapsteker/sprites/player.py @ 160:d44a66ca3fd9

Don't stand in the air.
author Simon Cross <hodgestar@gmail.com>
date Tue, 05 Apr 2011 23:18:54 +0200
parents 794565c8f9f4
children f7fb2ee24c70
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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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5
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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 self._recent_collisions = []
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25 # State flags and such
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26 self.running = False
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27 self.jumping = False
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28 self.flying = False
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29 self._load_images()
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30 # We muck with these in load for convience, so ensure they're right
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31 self.tails = 0
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32 self.set_facing('left')
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33 self.set_image()
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34 self.set_pos((0, 0))
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35 self._layer = Layers.PLAYER
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36
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37 def set_image(self):
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38 key = self._make_key()
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39 images = self._image_dict[key]
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40 if self._animation_frame >= len(images):
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41 self._animation_frame = 0.0
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42 if self.rect:
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43 cur_pos = self.collide_rect.midbottom
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44 else:
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45 cur_pos = (0, 0)
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46 cand_image = images[int(self._animation_frame)]
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47 cand_collide_rect = cand_image.get_bounding_rect(1)
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48 cand_collide_rect.midbottom = cur_pos
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49 if cand_collide_rect.collidelist(self._recent_collisions) != -1 \
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50 and self.collide_rect.collidelist(self._recent_collisions) == -1:
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51 # We introduce a new collision, so don't update the image
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52 return
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53 self.image = images[int(self._animation_frame)]
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54 self.collide_rect = self.image.get_bounding_rect(1)
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55 self.rect = self.image.get_rect()
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56 self.rect_offset = self.rect.centerx - self.collide_rect.centerx, self.rect.bottom - self.collide_rect.bottom
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57 self.collide_rect.midbottom = cur_pos
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58 self.rect.midbottom = cur_pos[0] + self.rect_offset[0], cur_pos[1] + self.rect_offset[1]
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59 self.init_pos()
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60
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61 def update(self):
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62 v_x, v_y = self.velocity
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63 self._animation_frame += abs(v_x) / 3000.0
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64 if abs(v_x) < 10:
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65 # Clamp when we're not moving at least 5 pixel / s
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66 self.velocity = (0, v_y)
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67 self.running = not self.on_solid # if you're not on something you can't stand
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68 else:
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69 self.running = True
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70 self.set_image()
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71
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72 def set_facing(self, new_facing):
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73 self.facing = new_facing
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74
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75 def collided(self, other):
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76 self._recent_collisions.append(other.collide_rect)
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77 while len(self._recent_collisions) > 10:
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78 self._recent_collisions.pop(0)
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79
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80 def set_pos(self, pos):
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81 self.starting_tile_pos = pos
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82 self.rect.midbottom = pos[0] * TILE_SIZE[0] + self.rect_offset[0], pos[1] * TILE_SIZE[1] + self.rect_offset[1]
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83 self.collide_rect.midbottom = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1]
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84
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85 def action_left(self):
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86 if self.facing != 'left':
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87 self.facing = 'left'
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88 self.set_image()
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89 self.deltav((-100.0, 0.0))
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91 def action_right(self):
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92 if self.facing != 'right':
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93 self.facing = 'right'
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94 self.set_image()
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95 self.deltav((100.0, 0.0))
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97 def action_up(self):
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98 if self.on_solid:
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99 self.deltav((0.0, -350.0))
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100 self.on_solid = False
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101
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102 def action_down(self):
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103 self.deltav((0.0, 100.0))
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104
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105 def action_fire1(self):
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106 print "F1"
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107
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108 def action_fire2(self):
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109 print "F2"
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110
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111 def _get_action(self):
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112 if self.running:
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113 return 'running'
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114 if self.jumping:
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115 return 'jumpin'
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116 return 'standing'
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117
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118 def _make_key(self, action=None):
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119 if action is None:
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120 action = self._get_action()
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121 tails = self.tails
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122 if self.tails >= 4:
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123 tails = 4
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124 elif self.tails >= 2:
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125 tails = 2
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126 return '%s %s %d' % (action, self.facing, tails)
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127
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128 def _load_images(self):
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129 for action in ['standing', 'running', 'jumping', 'attacking']:
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130 for tails in [0, 1, 2, 4]:
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131 self.tails = tails
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132 directory = os.path.join('sprites',
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133 'kitsune_%s' % action,
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134 'kitsune_%s_%dtail' % (action, tails))
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135 for facing in ['left', 'right']:
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136 self.facing = facing
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137 key = self._make_key(action)
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138 self._image_dict[key] = []
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139 for image_file in get_files(directory):
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140 if image_file.startswith('.'):
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141 # Skip extra junk for now
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142 continue
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143 image = load_image(os.path.join(directory, image_file))
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144 if facing == 'right':
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145 image = pygame.transform.flip(image, True, False)
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146 self._image_dict[key].append(image)