# 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))