126 lines
4.1 KiB
Python
126 lines
4.1 KiB
Python
# This file is part of ROBOTGAME
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#
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# ROBOTGAME is free software: you can redistribute it and/or modify it under the
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# terms of the GNU General Public License as published by the Free Software
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# Foundation, either version 3 of the License, or (at your option) any later
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# version.
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#
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# ROBOTGAME is distributed in the hope that it will be useful, but WITHOUT ANY
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# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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# A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License along with
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# ROBOTGAME. If not, see <http://www.gnu.org/licenses/>.
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#
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# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
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#
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# player.py
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# --------------------
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# date created : Tue Aug 7 2012
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# copyright : (C) 2012 Sakse Dalum
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# maintained by : Sakse Dalum <don_s@hongabar.org>
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"""
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A generic level.
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"""
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import pygame
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import re
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import os
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import worldobject
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class Player(worldobject.WorldObject):
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def __init__(self, level, x, y, z=1, movable=True):
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self.__dict__.update(locals())
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worldobject.WorldObject.__init__(self, level, x, y,
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z=z, movable=movable)
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self.anim = 'idle_right'
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self.frame = 0
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self.anim_speed = 15
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self.load()
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def load(self):
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self.imgs = {}
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for anim, directory in (
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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_right', os.path.join('robot_idle', 'right')),
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('idle_left', os.path.join('robot_idle', 'right'))]
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):
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self.imgs[anim] = []
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# Find all image files for the given animation
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anim_files = []
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for root, dirs, files in os.walk(os.path.join(
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self.level.graphics_dir, directory)):
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for f in files:
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if re.match(r"^.*\.(png)$", '/'.join([root, f])):
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anim_files.append('/'.join([root, f]))
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# Sort and load the files
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for f in sorted(anim_files):
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img = pygame.image.load(f)
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# Special treatment:
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if anim == 'idle_left':
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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.img = self.imgs[self.anim][int(self.frame)]
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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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if (obj.x == self.x + touch_x * self.tile_x
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and obj.y == self.y + touch_y * self.tile_y
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and obj != self):
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obj.use(self)
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def update(self, e, t, dt):
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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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if keys[pygame.K_UP]:
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if not self.holding:
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self.direction = (0, -1)
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self.anim = 'idle_up'
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self.move(0, -1)
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if keys[pygame.K_DOWN]:
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if not self.holding:
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self.direction = (0, 1)
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self.anim = 'idle_down'
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self.move(0, 1)
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if keys[pygame.K_RIGHT]:
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if not self.holding:
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self.direction = (1, 0)
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self.anim = 'idle_right'
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self.move(1, 0)
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if keys[pygame.K_LEFT]:
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if not self.holding:
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self.direction = (-1, 0)
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self.anim = 'idle_left'
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self.move(-1, 0)
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# Update the animation
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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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worldobject.WorldObject.update(self, e, t, dt)
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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.img.set_alpha(128)
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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.level.camera_y))
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