Implemented carry animations.
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4a3c977a92
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@ -36,7 +36,8 @@ class Player(worldobject.WorldObject):
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worldobject.WorldObject.__init__(self, level, x, y,
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worldobject.WorldObject.__init__(self, level, x, y,
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z=z, movable=movable)
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z=z, movable=movable)
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self.anim = 'idle_right'
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self.anim_root = 'idle'
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self.anim = 'right'
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self.frame = 0
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self.frame = 0
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self.anim_speed = 15
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self.anim_speed = 15
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@ -49,7 +50,11 @@ class Player(worldobject.WorldObject):
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[('idle_up', os.path.join('robot_idle', 'up')),
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[('idle_up', os.path.join('robot_idle', 'up')),
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('idle_down', os.path.join('robot_idle', 'down')),
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('idle_down', os.path.join('robot_idle', 'down')),
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('idle_right', os.path.join('robot_idle', 'right')),
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('idle_right', os.path.join('robot_idle', 'right')),
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('idle_left', os.path.join('robot_idle', 'right'))]
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('idle_left', os.path.join('robot_idle', 'right')),
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('carry_up', os.path.join('robot_carry', 'up')),
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('carry_down', os.path.join('robot_carry', 'down')),
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('carry_right', os.path.join('robot_carry', 'right')),
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('carry_left', os.path.join('robot_carry', 'right'))]
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):
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):
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self.imgs[anim] = []
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self.imgs[anim] = []
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@ -67,12 +72,12 @@ class Player(worldobject.WorldObject):
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img = pygame.image.load(f)
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img = pygame.image.load(f)
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# Special treatment:
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# Special treatment:
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if anim == 'idle_left':
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if anim in ['idle_left', 'carry_left']:
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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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self.imgs[anim].append(img)
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self.img = self.imgs[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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def touch(self, touch_x, touch_y):
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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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for obj in self.level.objects:
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@ -91,33 +96,34 @@ class Player(worldobject.WorldObject):
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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:
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if not self.holding:
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self.direction = (0, -1)
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self.direction = (0, -1)
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self.anim = 'idle_up'
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self.anim = 'up'
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self.move(0, -1)
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self.move(0, -1)
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if keys[pygame.K_DOWN]:
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if keys[pygame.K_DOWN]:
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if not self.holding:
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if not self.holding:
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self.direction = (0, 1)
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self.direction = (0, 1)
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self.anim = 'idle_down'
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self.anim = 'down'
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self.move(0, 1)
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self.move(0, 1)
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if keys[pygame.K_RIGHT]:
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if keys[pygame.K_RIGHT]:
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if not self.holding:
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if not self.holding:
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self.direction = (1, 0)
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self.direction = (1, 0)
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self.anim = 'idle_right'
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self.anim = 'right'
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self.move(1, 0)
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self.move(1, 0)
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if keys[pygame.K_LEFT]:
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if keys[pygame.K_LEFT]:
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if not self.holding:
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if not self.holding:
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self.direction = (-1, 0)
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self.direction = (-1, 0)
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self.anim = 'idle_left'
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self.anim = 'left'
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self.move(-1, 0)
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self.move(-1, 0)
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# Update the animation
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# Update the animation
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self.frame = ((self.frame + self.anim_speed * dt) %
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self.frame = ((self.frame + self.anim_speed * dt) %
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len(self.imgs[self.anim]))
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len(self.imgs[self.anim_root + '_' + self.anim]))
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worldobject.WorldObject.update(self, e, t, dt)
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worldobject.WorldObject.update(self, e, t, dt)
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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][int(self.frame)]
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self.anim_root = 'carry' if self.holding else 'idle'
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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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window.blit(self.img, (self.x - 32 - 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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