Implemented all robot lever pull/push animations.
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@ -64,27 +64,41 @@ class Player(worldobject.WorldObject):
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# Lever
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# Lever
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('lever_down_right', os.path.join('robot_lever', 'down_left')),
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('lever_down_right', os.path.join('robot_lever', 'horizontal',
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('lever_down_left', os.path.join('robot_lever', 'down_left')),
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'down_left')),
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('lever_down_up', os.path.join('robot_lever', 'vertical_down')),
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('lever_down_left', os.path.join('robot_lever', 'horizontal',
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('lever_down_down', os.path.join('robot_lever', 'vertical_down')),
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'down_left')),
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('lever_down_up', os.path.join('robot_lever', 'vertical',
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'down_down')),
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('lever_down_down', os.path.join('robot_lever', 'vertical',
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'down_down')),
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('lever_right_right', os.path.join('robot_lever',
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('lever_up_right', os.path.join('robot_lever', 'horizontal',
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'right_horizontal')),
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'up_right')),
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('lever_right_left', os.path.join('robot_lever',
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('lever_up_left', os.path.join('robot_lever', 'horizontal',
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'right_horizontal')),
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'up_right')),
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('lever_right_up', os.path.join('robot_lever', 'right_down')),
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('lever_up_up', os.path.join('robot_lever', 'vertical',
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('lever_right_down', os.path.join('robot_lever', 'right_down')),
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'up_up')),
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('lever_up_down', os.path.join('robot_lever', 'vertical',
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'up_up')),
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('lever_up_right', os.path.join('robot_lever', 'up_right')),
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('lever_right_right', os.path.join('robot_lever', 'horizontal',
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('lever_up_left', os.path.join('robot_lever', 'up_right')),
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'right_right')),
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('lever_up_up', os.path.join('robot_lever', 'vertical_up')),
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('lever_right_left', os.path.join('robot_lever', 'horizontal',
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('lever_up_down', os.path.join('robot_lever', 'vertical_up')),
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'right_right')),
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('lever_right_up', os.path.join('robot_lever', 'vertical',
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'left_up')),
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('lever_right_down', os.path.join('robot_lever', 'vertical',
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'right_down')),
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('lever_left_right', os.path.join('robot_lever', 'right_down')),
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('lever_left_right', os.path.join('robot_lever', 'horizontal',
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('lever_left_left', os.path.join('robot_lever', 'right_down')),
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'right_right')),
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('lever_left_up', os.path.join('robot_lever', 'right_down')),
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('lever_left_left', os.path.join('robot_lever', 'horizontal',
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('lever_left_down', os.path.join('robot_lever', 'right_down'))
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'left_left')),
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('lever_left_up', os.path.join('robot_lever', 'vertical',
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'left_up')),
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('lever_left_down', os.path.join('robot_lever', 'vertical',
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'right_down'))
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]
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]
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):
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):
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@ -104,11 +118,16 @@ class Player(worldobject.WorldObject):
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# Special treatment:
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# Special treatment:
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if anim in ['idle_left', 'carry_left',
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if anim in ['idle_left', 'carry_left',
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'lever_down_right', 'lever_left_down',
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'lever_down_right', 'lever_left_down',
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'lever_up_left']:
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'lever_up_left', 'lever_right_up']:
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img = pygame.transform.flip(img, 1, 0)
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img = pygame.transform.flip(img, 1, 0)
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self.imgs[anim].append(img)
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if anim in ['lever_right_left', 'lever_left_right',
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'lever_down_up', 'lever_up_down']:
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self.imgs[anim].insert(0, img)
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else:
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self.imgs[anim].append(img)
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self.img = self.imgs[self.anim_root + '_' + self.anim][int(self.frame)]
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self.img = self.imgs[self.anim_root + '_' + self.anim][int(self.frame)]
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@ -135,11 +154,12 @@ class Player(worldobject.WorldObject):
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# List all possible combinations ...
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# List all possible combinations ...
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lever_direction = (
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lever_direction = (
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'up' if obj.anim == 'lever_updown' and obj.setting
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'up' if obj.anim == 'lever_updown' and not obj.setting
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else
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else
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'right' if obj.anim == 'lever_leftright' and obj.setting
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'right' if obj.anim == 'lever_leftright'
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and not obj.setting
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else
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else
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'down' if obj.anim == 'lever_updown' and not obj.setting
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'down' if obj.anim == 'lever_updown' and obj.setting
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else
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else
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'left')
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'left')
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@ -152,11 +172,6 @@ class Player(worldobject.WorldObject):
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if not self.working:
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if not self.working:
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self.anim_root = 'carry' if self.holding else 'idle'
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self.anim_root = 'carry' if self.holding else 'idle'
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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_SPACE:
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self.touch(*self.direction)
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keys = pygame.key.get_pressed()
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keys = pygame.key.get_pressed()
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if keys[pygame.K_UP]:
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if keys[pygame.K_UP]:
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if not self.holding and not self.is_moving:
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if not self.holding and not self.is_moving:
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@ -179,6 +194,11 @@ class Player(worldobject.WorldObject):
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self.anim = self.direction_as_string()
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self.anim = self.direction_as_string()
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self.move(-1, 0)
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self.move(-1, 0)
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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_SPACE:
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self.touch(*self.direction)
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else:
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else:
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self.working = not (self.frame == len(
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self.working = not (self.frame == len(
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self.imgs[self.anim_root + '_' + self.anim]) - 1)
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self.imgs[self.anim_root + '_' + self.anim]) - 1)
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@ -201,7 +221,11 @@ class Player(worldobject.WorldObject):
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def draw(self, window):
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def draw(self, window):
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self.img = self.imgs[self.anim_root + '_' + self.anim][int(self.frame)]
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self.img = self.imgs[self.anim_root + '_' + self.anim][int(self.frame)]
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self.img.set_alpha(128)
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self.img.set_alpha(128)
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window.blit(self.img, (self.x - 32 - self.level.camera_x,
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offset_x = (96 if self.anim_root == 'lever' and self.anim in
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['left_up', 'left_left', 'left_down', 'left_right',
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'down_right', 'up_left']
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else 32)
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window.blit(self.img, (self.x - offset_x - self.level.camera_x,
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self.y - self.img.get_size()[1] + 24
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self.y - self.img.get_size()[1] + 24
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- self.level.camera_y))
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- self.level.camera_y))
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