Movement moved to Entity
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@ -1,9 +1,8 @@
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import random
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from enum import Enum
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import pygame
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from entities.Entity import Rotations
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from entities.Enums import Rotations, StatisticNames, Movement
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from src.entities.Entity import Entity
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from src.entities.Statistics import Statistics
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@ -31,74 +30,9 @@ class Player(Entity):
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# If a player dies, the death reason is stored here
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self.deathReason = None
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# Tracks time between every move
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self.movementTimer = 0
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# Player can move only so fast
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self.moveTimeout = 100
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def move(self, movement):
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"""
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This function will attempt to move a player. It fails if the movement can not be done.
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:type movement: Movement
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:param movement: specify what movement should be done (See Movement enum)
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:return: Returns true, if the movement has succeeded
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"""
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# Can move if timeout has elapsed
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if self.movementTimer > self.moveTimeout:
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self.movementTimer = 0
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# Rotation
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if movement.value != Movement.FORWARD.value:
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self.updateRotation(movement)
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# Else move
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else:
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self.moveForward()
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return True
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else:
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return False
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# Deprecated - use move() instead
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def moveForward(self):
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"""
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Moves the player forward. NOTE: should not be used outside of the player class.
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"""
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self.movePoints += 1
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# You can only move if you have enough stamina
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if self.statistics.stamina > 1:
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# self.applyWalkingFatigue() # COMMENTED FOR A_START TEST
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if self.rotation.value == Rotations.NORTH.value:
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self.rect.y -= self.rect.w
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elif self.rotation.value == Rotations.EAST.value:
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self.rect.x += self.rect.w
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elif self.rotation.value == Rotations.SOUTH.value:
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self.rect.y += self.rect.w
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elif self.rotation.value == Rotations.WEST.value:
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self.rect.x -= self.rect.w
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def updateRotation(self, movement):
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"""
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A method that rotates the player.
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:type movement: Movement
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:param movement: Rotation direction
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"""
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if movement == Movement.ROTATE_L:
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self.rotate(Rotations((self.rotation.value - 1) % 4))
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elif movement == Movement.ROTATE_R:
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self.rotate(Rotations((self.rotation.value + 1) % 4))
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def rotate(self, rotation):
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"""
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More low-level method than rotate - rotates the texture and updates the player
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rotation field.
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:type rotation: Movement
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:param rotation:
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"""
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# If the player is not facing given direction, it will not move the first time, it will only get rotated
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if self.rotation.value != rotation.value:
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self.image = pygame.transform.rotate(self.image, ((self.rotation.value - rotation.value) * 90))
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self.rotation = rotation
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def applyWalkingFatigue(self):
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"""
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Lowers player's statistics.
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@ -129,7 +63,7 @@ class Player(Entity):
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def getStatistic(self, stat):
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"""
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Get the specified statistic as an integer.
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:type stat: StatisticNames
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:type stat: entities.Enums.StatisticNames
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:param stat: Which statistic to get
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:return: Int
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"""
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@ -171,6 +105,26 @@ class Player(Entity):
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if not self.alive:
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self.image, null = self.getTexture("gravestone.png", self.rect.h)
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def move(self, movement):
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"""
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Overriden function. Adds fatigue to the movement.
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:type movement: entities.Enums.Movement
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:param movement: specify what movement should be done (See Movement enum)
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:return: Returns true, if the movement has succeeded
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"""
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# Can move if timeout has elapsed
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if self.movementTimer > self.moveTimeout:
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self.movementTimer = 0
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# Rotation
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if movement.value != Movement.FORWARD.value:
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self.updateRotation(movement)
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# Else move
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else:
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self.moveForward()
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return True
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else:
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return False
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def update(self):
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"""
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Called every frame
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@ -181,18 +135,5 @@ class Player(Entity):
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# self.applyTimeFatigue(self.timer.get_time()) # COMMENTED FOR A_STAR_TEST
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# Adds frame time to movementTimer
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self.movementTimer += self.timer.tick()
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self.updateEntityCoords()
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self.determineLife()
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class StatisticNames(Enum):
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HP = 0
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STAMINA = 1
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HUNGER = 2
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THIRST = 3
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class Movement(Enum):
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ROTATE_R = 0
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ROTATE_L = 1
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FORWARD = 2
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PICKUP = 3
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