The robot now works when using levers.

This commit is contained in:
Sakse Dalum 2012-08-10 14:43:08 +02:00
parent 4eab2f55ed
commit e288cc4e11
1 changed files with 106 additions and 32 deletions

View File

@ -30,6 +30,7 @@ import os
import worldobject
import boulder
import lever
class Player(worldobject.WorldObject):
def __init__(self, level, x, y, z=1, movable=True):
@ -42,6 +43,8 @@ class Player(worldobject.WorldObject):
self.frame = 0
self.anim_speed = 15
self.working = False
self.ignore_list.append(boulder.Boulder)
self.load()
@ -57,7 +60,32 @@ class Player(worldobject.WorldObject):
('carry_up', os.path.join('robot_carry', 'up')),
('carry_down', os.path.join('robot_carry', 'down')),
('carry_right', os.path.join('robot_carry', 'right')),
('carry_left', os.path.join('robot_carry', 'right'))]
('carry_left', os.path.join('robot_carry', 'right')),
# Lever
('lever_down_right', os.path.join('robot_lever', 'down_left')),
('lever_down_left', os.path.join('robot_lever', 'down_left')),
('lever_down_up', os.path.join('robot_lever', 'vertical_down')),
('lever_down_down', os.path.join('robot_lever', 'vertical_down')),
('lever_right_right', os.path.join('robot_lever',
'right_horizontal')),
('lever_right_left', os.path.join('robot_lever',
'right_horizontal')),
('lever_right_up', os.path.join('robot_lever', 'right_down')),
('lever_right_down', os.path.join('robot_lever', 'right_down')),
('lever_up_right', os.path.join('robot_lever', 'up_right')),
('lever_up_left', os.path.join('robot_lever', 'up_right')),
('lever_up_up', os.path.join('robot_lever', 'vertical_up')),
('lever_up_down', os.path.join('robot_lever', 'vertical_up')),
('lever_left_right', os.path.join('robot_lever', 'right_down')),
('lever_left_left', os.path.join('robot_lever', 'right_down')),
('lever_left_up', os.path.join('robot_lever', 'right_down')),
('lever_left_down', os.path.join('robot_lever', 'right_down'))
]
):
self.imgs[anim] = []
@ -75,13 +103,25 @@ class Player(worldobject.WorldObject):
img = pygame.image.load(f)
# Special treatment:
if anim in ['idle_left', 'carry_left']:
if anim in ['idle_left', 'carry_left',
'lever_down_right', 'lever_left_down',
'lever_up_left']:
img = pygame.transform.flip(img, 1, 0)
self.imgs[anim].append(img)
self.img = self.imgs[self.anim_root + '_' + self.anim][int(self.frame)]
def direction_as_string(self):
if self.direction == (1, 0):
return "right"
if self.direction == (-1, 0):
return "left"
if self.direction == (0, -1):
return "up"
if self.direction == (0, 1):
return "down"
def touch(self, touch_x, touch_y):
for obj in self.level.objects:
if (obj.x == self.x + touch_x * self.tile_x
@ -89,43 +129,77 @@ class Player(worldobject.WorldObject):
and obj != self):
obj.use(self)
def update(self, e, t, dt):
for event in e:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
self.touch(*self.direction)
# Concerning levers
if type(obj) == lever.Lever:
self.working = True
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
if not self.holding and not self.is_moving:
self.direction = (0, -1)
self.anim = 'up'
self.move(0, -1)
elif keys[pygame.K_DOWN]:
if not self.holding and not self.is_moving:
self.direction = (0, 1)
self.anim = 'down'
self.move(0, 1)
elif keys[pygame.K_RIGHT]:
if not self.holding and not self.is_moving:
self.direction = (1, 0)
self.anim = 'right'
self.move(1, 0)
elif keys[pygame.K_LEFT]:
if not self.holding and not self.is_moving:
self.direction = (-1, 0)
self.anim = 'left'
self.move(-1, 0)
# List all possible combinations ...
lever_direction = (
'up' if obj.anim == 'lever_updown' and obj.setting
else
'right' if obj.anim == 'lever_leftright' and obj.setting
else
'down' if obj.anim == 'lever_updown' and not obj.setting
else
'left')
self.anim_root = 'lever'
self.frame = 0
self.anim = (
self.direction_as_string() + '_' + lever_direction)
def update(self, e, t, dt):
if not self.working:
self.anim_root = 'carry' if self.holding else 'idle'
for event in e:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
self.touch(*self.direction)
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
if not self.holding and not self.is_moving:
self.direction = (0, -1)
self.anim = self.direction_as_string()
self.move(0, -1)
elif keys[pygame.K_DOWN]:
if not self.holding and not self.is_moving:
self.direction = (0, 1)
self.anim = self.direction_as_string()
self.move(0, 1)
elif keys[pygame.K_RIGHT]:
if not self.holding and not self.is_moving:
self.direction = (1, 0)
self.anim = self.direction_as_string()
self.move(1, 0)
elif keys[pygame.K_LEFT]:
if not self.holding and not self.is_moving:
self.direction = (-1, 0)
self.anim = self.direction_as_string()
self.move(-1, 0)
else:
self.working = not (self.frame == len(
self.imgs[self.anim_root + '_' + self.anim]) - 1)
if not self.working:
self.anim = self.direction_as_string()
self.anim_root = 'carry' if self.holding else 'idle'
# Update the animation
self.frame = ((self.frame + self.anim_speed * dt) %
len(self.imgs[self.anim_root + '_' + self.anim]))
if not self.working:
self.frame = ((self.frame + self.anim_speed * dt) %
len(self.imgs[self.anim_root + '_' + self.anim]))
else:
self.frame = min(
self.frame + self.anim_speed * dt,
len(self.imgs[self.anim_root + '_' + self.anim]) - 1)
worldobject.WorldObject.update(self, e, t, dt)
def draw(self, window):
self.anim_root = 'carry' if self.holding else 'idle'
print(self.anim_root + '_' + self.anim, int(self.frame))
self.img = self.imgs[self.anim_root + '_' + self.anim][int(self.frame)]
self.img.set_alpha(128)
window.blit(self.img, (self.x - 32 - self.level.camera_x,