Mercurial > skaapsteker
annotate skaapsteker/sprites/player.py @ 253:dff6287b55b7
Prefer downward moves if all things are equal to reduce 'holding oneself against the wall in mid-air' options
author | Neil Muller <drnlmuller@gmail.com> |
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date | Fri, 08 Apr 2011 00:43:35 +0200 |
parents | 129afb4417cf |
children | 44cd7cfd2de3 |
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 def __init__(self, the_world): |
90 | 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 |
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27 self.attacking = 0 |
90 | 28 self.running = False |
29 self.jumping = False | |
30 self.flying = False | |
31 self._load_images() | |
32 # We muck with these in load for convience, so ensure they're right | |
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33 self.the_world = the_world |
90 | 34 self.set_facing('left') |
35 self.set_image() | |
36 self.set_pos((0, 0)) | |
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37 self._collisions_seen = 0 |
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38 self._last_collide = [] |
90 | 39 self._layer = Layers.PLAYER |
40 | |
41 def set_image(self): | |
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42 key = self._make_key(len(self.the_world.fox.tails)) |
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 # TODO: can save a lot of calculation here by caching collision rects |
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51 cand_image = images[int(self._animation_frame)] |
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52 cand_collide_rect = cand_image.get_bounding_rect(1).inflate(-2,-2) |
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53 cand_rect = cand_image.get_rect() |
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54 cand_rect_offset = cand_rect.centerx - cand_collide_rect.centerx, cand_rect.bottom - cand_collide_rect.bottom |
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55 cand_rect.midbottom = cur_pos[0] + cand_rect_offset[0], cur_pos[1] + cand_rect_offset[1] |
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56 cand_collide_rect.midbottom = cur_pos |
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57 # We always allow the attacking animation frames |
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58 if not self.check_collide_rect(cand_collide_rect, cand_rect, cand_image) and not self.attacking: |
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59 return |
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60 self.image = cand_image |
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61 self.collide_rect = cand_collide_rect |
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62 self.rect = cand_rect |
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63 self.rect_offset = cand_rect_offset |
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64 self.init_pos() |
90 | 65 |
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66 def update(self): |
120 | 67 v_x, v_y = self.velocity |
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68 # Never animate slower than !7 fps, never faster than ~15 fps |
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69 if self.attacking > 0: |
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70 if self._last_time: |
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71 if time.time() - self._last_time > 0.15: |
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72 self._animation_frame += 1 |
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73 self.attacking -= 1 |
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74 self._last_time = time.time() |
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75 else: |
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76 self._last_time = time.time() |
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77 else: |
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78 old_frame = self._animation_frame |
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79 self._animation_frame += abs(v_x) / 300 |
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80 time_diff = time.time() - self._last_time |
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81 if int(self._animation_frame) - int(old_frame) > 0: |
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82 # Check time diff |
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83 if time_diff < 0.10: |
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84 # Delay animation frame jump |
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85 self._animation_frame -= abs(v_x) / 300 |
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86 else: |
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87 self._last_time = time.time() |
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88 elif time_diff > 0.20: |
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89 # Force animation frame jump |
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90 self._animation_frame = old_frame + 1 |
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91 self._last_time = time.time() |
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92 if abs(v_x) < 80: |
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93 # Clamp when we're not moving at least 5 pixel / s |
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94 self.velocity = (0, v_y) |
160 | 95 self.running = not self.on_solid # if you're not on something you can't stand |
120 | 96 else: |
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97 self.velocity = (0, v_y) # Standard platformer physics |
120 | 98 self.running = True |
99 self.set_image() | |
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100 if self._collisions_seen > 2 * len(self._last_collide): |
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101 # Can we find a position "nearby" that reduces the collision |
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102 # surface |
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103 best_move = (0, 0) |
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104 clip_area = 0 |
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105 for obj in self._last_collide[:]: |
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106 if not obj.collide_rect.colliderect(self.collide_rect): |
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107 # Prune stale objects from the list |
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108 self._last_collide.remove(obj) |
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109 continue |
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110 clip = obj.collide_rect.clip(self.collide_rect) |
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111 clip_area += clip.width * clip.height |
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112 if (obj.floor or obj.block) and \ |
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113 clip.width > TILE_SIZE[0] / 2 and \ |
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114 self.collide_rect.bottom < obj.collide_rect.top + TILE_SIZE[1] / 3: |
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115 delta = self.rect.bottom - self.collide_rect.bottom |
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116 self.collide_rect.bottom = obj.collide_rect.top - 1 |
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117 self.rect.bottom = self.collide_rect.bottom + delta |
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118 self.init_pos() |
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119 return # Jump out of this case |
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120 min_area = clip_area |
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121 for attempt in [(0, 2), (2, 0), (-2, 0), (2, 2), (-2, 2)]: |
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122 clip_area = 0 |
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123 for obj in self._last_collide: |
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124 cand_rect = self.collide_rect.move(attempt) |
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125 clip = obj.collide_rect.clip(cand_rect) |
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126 clip_area += clip.width * clip.height |
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127 if clip_area < min_area: |
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128 min_area = clip_area |
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129 best_move = attempt |
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130 elif clip_area == min_area and attempt[1] > best_move[1]: |
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131 # Of equal choices, prefer that which moves us downwards |
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132 best_move = attempt |
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133 self.collide_rect.move_ip(best_move) |
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134 self.rect.move_ip(best_move) |
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135 self.init_pos() |
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136 self._last_collide = [] |
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137 self._collisions_seen = 0 |
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138 |
90 | 139 def set_facing(self, new_facing): |
140 self.facing = new_facing | |
141 | |
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142 def collided(self, other): |
210 | 143 if self.attacking and hasattr(other, 'damage'): |
144 # FIXME: Check if we're facing the right way | |
145 other.damage(5) | |
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146 if other not in self._last_collide: |
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147 self._last_collide.append(other) |
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148 self._collide_pos = self.collide_rect.midbottom |
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149 self._collisions_seen = 0 |
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150 else: |
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151 self._collisions_seen += 1 |
202
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152 if hasattr(other, 'collided_player'): |
208
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153 other.collided_player(self) |
244
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154 print 'Health', self.the_world.fox.cur_health |
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155 |
209 | 156 |
208
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157 def damage(self, damage): |
244
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158 self.the_world.fox.cur_health -= damage |
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159 if self.the_world.fox.cur_health <= 0: |
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160 PlayerDied.post() |
187
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161 |
244
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162 def restore(self): |
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163 """Restore player to max health (for restarting levels, etc.)""" |
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164 self.the_world.fox.cur_health = self.the_world.fox.max_health |
122
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165 |
90 | 166 def set_pos(self, pos): |
202
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167 self.rect.midbottom = pos[0] * TILE_SIZE[0] + self.rect_offset[0], (pos[1] + 1) * TILE_SIZE[1] + self.rect_offset[1] |
152
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168 self.collide_rect.midbottom = pos[0] * TILE_SIZE[0], pos[1] * TILE_SIZE[1] |
90 | 169 |
102
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170 def action_left(self): |
115 | 171 if self.facing != 'left': |
172 self.facing = 'left' | |
173 self.set_image() | |
177
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174 self.deltav((-450.0, 0.0)) |
90 | 175 |
102
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176 def action_right(self): |
115 | 177 if self.facing != 'right': |
178 self.facing = 'right' | |
179 self.set_image() | |
177
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180 self.deltav((450.0, 0.0)) |
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181 |
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182 def action_up(self): |
152
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183 if self.on_solid: |
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184 self.deltav((0.0, -self.terminal_velocity[1])) |
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185 self.on_solid = False |
102
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186 |
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187 def action_down(self): |
103
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188 self.deltav((0.0, 100.0)) |
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189 |
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190 def action_fire1(self): |
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191 # FIXME: Use the correct tail properties for this |
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192 if len(self.the_world.fox.tails) < 2: |
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193 # Only have a bite attack |
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194 print 'attacking' |
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195 self.attacking = 2 |
102
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196 print "F1" |
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197 |
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198 def action_fire2(self): |
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199 print "F2" |
90 | 200 |
201 def _get_action(self): | |
204
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202 if self.attacking: |
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203 return 'attacking' |
90 | 204 if self.running: |
205 return 'running' | |
206 if self.jumping: | |
207 return 'jumpin' | |
208 return 'standing' | |
209 | |
206
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210 def _make_key(self, tails, action=None): |
90 | 211 if action is None: |
212 action = self._get_action() | |
206
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213 if tails >= 4: |
90 | 214 tails = 4 |
206
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215 elif tails >= 2: |
90 | 216 tails = 2 |
217 return '%s %s %d' % (action, self.facing, tails) | |
218 | |
219 def _load_images(self): | |
158 | 220 for action in ['standing', 'running', 'jumping', 'attacking']: |
90 | 221 for tails in [0, 1, 2, 4]: |
206
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222 directory = 'sprites/kitsune_%s/kitsune_%s_%dtail' % (action, action, tails) |
90 | 223 for facing in ['left', 'right']: |
224 self.facing = facing | |
206
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225 key = self._make_key(tails, action) |
90 | 226 self._image_dict[key] = [] |
227 for image_file in get_files(directory): | |
228 if image_file.startswith('.'): | |
229 # Skip extra junk for now | |
230 continue | |
206
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231 image = load_image('%s/%s' % (directory, image_file)) |
90 | 232 if facing == 'right': |
233 image = pygame.transform.flip(image, True, False) | |
234 self._image_dict[key].append(image) | |
209 | 235 |
236 | |
237 def take_item(self, item): | |
238 my_item = self.the_world.fox.item | |
239 if my_item is not None: | |
240 print "I already have", my_item | |
241 return | |
242 getattr(self.the_world.items, item.name).level = "gone" | |
243 self.the_world.fox.item = item.name | |
244 item.kill() | |
245 print "took", item |