# This file is part of A Robot's Conundrum. # # A Robot's Conundrum is free software: you can redistribute it and/or modify it # under the terms of the GNU General Public License as published by the Free # Software Foundation, either version 3 of the License, or (at your option) any # later version. # # A Robot's Conundrum is distributed in the hope that it will be useful, but # WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or # FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more # details. # # You should have received a copy of the GNU General Public License along with # A Robot's Conundrum. If not, see . # # ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' # # player.py # -------------------- # date created : Tue Aug 7 2012 # copyright : (C) 2012 Sakse Dalum # maintained by : Sakse Dalum """ The player. """ import pygame import re import os import worldobject import boulder import lever class Player(worldobject.WorldObject): def __init__(self, level, x, y, z=1, movable=True): self.__dict__.update(locals()) worldobject.WorldObject.__init__(self, level, x, y, z=z, movable=movable) self.anim_root = 'idle' self.anim = 'right' self.frame = 0 self.anim_speed = 15 self.working = False self.ignore_list.append(boulder.Boulder) self.imgs = dict([(k[6:], v) for (k, v) in self.level.imgs.iteritems() if k.startswith('robot_')]) 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 and obj.y == self.y + touch_y * self.tile_y and obj != self): # Concerning levers if type(obj) == lever.Lever: if not obj.at_rest: return obj.use(self) self.working = True # List all possible combinations ... lever_direction = ( 'up' if obj.anim == 'lever_updown' and not obj.setting else 'right' if obj.anim == 'lever_leftright' and not obj.setting else 'down' if obj.anim == 'lever_updown' and obj.setting else 'left') self.anim_root = 'lever' self.frame = 0 self.anim = ( self.direction_as_string() + '_' + lever_direction) else: obj.use(self) def update(self, e, t, dt): if not self.working: self.anim_root = 'carry' if self.holding else 'idle' 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) for event in e: if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: self.touch(*self.direction) 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 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.img = self.imgs[self.anim_root + '_' + self.anim][int(self.frame)] self.img.set_alpha(128) offset_x = (96 if self.anim_root == 'lever' and self.anim in ['left_up', 'left_left', 'left_down', 'left_right', 'down_right', 'up_left'] else 32) window.blit(self.img, (self.x - offset_x - self.level.camera_x, self.y - self.img.get_size()[1] + 24 - self.level.camera_y))