2012-08-07 19:59:52 +02:00
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# This file is part of ROBOTGAME
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#
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# ROBOTGAME is free software: you can redistribute it and/or modify it under the
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# terms of the GNU General Public License as published by the Free Software
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# Foundation, either version 3 of the License, or (at your option) any later
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# version.
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#
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# ROBOTGAME is distributed in the hope that it will be useful, but WITHOUT ANY
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# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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# A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License along with
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# ROBOTGAME. If not, see <http://www.gnu.org/licenses/>.
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#
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# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
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#
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# player.py
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# --------------------
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# date created : Tue Aug 7 2012
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# copyright : (C) 2012 Sakse Dalum
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# maintained by : Sakse Dalum <don_s@hongabar.org>
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"""
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A generic level.
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"""
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import pygame
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import worldobject
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class Player(worldobject.WorldObject):
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def __init__(self, level, x, y, z=1, movable=True):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y,
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z=z, movable=movable)
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def touch(self, touch_x, touch_y):
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for obj in self.level.objects:
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if (obj.x == self.x + touch_x * self.tile_x
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and obj.y == self.y + touch_y * self.tile_y
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and obj != self):
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obj.use(self)
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2012-08-07 19:59:52 +02:00
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def update(self, e, t, dt):
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worldobject.WorldObject.update(self, e, t, dt)
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for event in e:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_UP:
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if not self.holding:
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self.direction = (0, -1)
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self.move(0, -1)
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if event.key == pygame.K_DOWN:
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if not self.holding:
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self.direction = (0, 1)
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self.move(0, 1)
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if event.key == pygame.K_RIGHT:
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if not self.holding:
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self.direction = (1, 0)
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self.move(1, 0)
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if event.key == pygame.K_LEFT:
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if not self.holding:
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self.direction = (-1, 0)
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self.move(-1, 0)
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if event.key == pygame.K_SPACE:
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self.touch(*self.direction)
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2012-08-07 19:59:52 +02:00
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def draw(self, window):
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pygame.draw.circle(window, (255, 0, 255),
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(self.x + self.tile_x / 2,
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self.y - self.tile_y / 2), 20)
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pygame.draw.circle(window, (255, 255, 0),
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(self.x + self.tile_x / 2 + self.direction[0]*10,
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self.y - self.tile_y / 2 + self.direction[1]*10), 5)
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