From 5ca1a0b4d0e7b988810ba06461926e5d2a806587 Mon Sep 17 00:00:00 2001 From: Razrector Date: Sat, 25 Apr 2020 22:02:21 +0200 Subject: [PATCH] New movement testing --- src/game/EventManager.py | 39 ++++++++++++++++++++++++--------------- 1 file changed, 24 insertions(+), 15 deletions(-) diff --git a/src/game/EventManager.py b/src/game/EventManager.py index ef84a55..312d4af 100644 --- a/src/game/EventManager.py +++ b/src/game/EventManager.py @@ -4,7 +4,7 @@ import pygame from src.entities.Interactable import Interactable from src.entities.Pickupable import Pickupable -from src.entities.Player import Rotations +from src.entities.Player import Movement # Player can move every given milliseconds TIMEOUT = 100 @@ -66,22 +66,31 @@ class EventManager: self.game.screen.ui.updateOnPlayerInteraction(self.player.statistics, object) # Movement + # if keys[pygame.K_w]: + # self.player.rotate(Rotations.NORTH) + # if not self.game.map.collision(self.player.rect.x, self.player.rect.y - self.player.rect.w): + # self.player.move(Rotations.NORTH) + # if keys[pygame.K_s]: + # self.player.rotate(Rotations.SOUTH) + # if not self.game.map.collision(self.player.rect.x, self.player.rect.y + self.player.rect.w): + # self.player.move(Rotations.SOUTH) + # if keys[pygame.K_d]: + # self.player.rotate(Rotations.EAST) + # if not self.game.map.collision(self.player.rect.x + self.player.rect.w, self.player.rect.y): + # self.player.move(Rotations.EAST) + # if keys[pygame.K_a]: + # self.player.rotate(Rotations.WEST) + # if not self.game.map.collision(self.player.rect.x - self.player.rect.w, self.player.rect.y): + # self.player.move(Rotations.WEST) if keys[pygame.K_w]: - self.player.rotate(Rotations.NORTH) - if not self.game.map.collision(self.player.rect.x, self.player.rect.y - self.player.rect.w): - self.player.move(Rotations.NORTH) - if keys[pygame.K_s]: - self.player.rotate(Rotations.SOUTH) - if not self.game.map.collision(self.player.rect.x, self.player.rect.y + self.player.rect.w): - self.player.move(Rotations.SOUTH) - if keys[pygame.K_d]: - self.player.rotate(Rotations.EAST) - if not self.game.map.collision(self.player.rect.x + self.player.rect.w, self.player.rect.y): - self.player.move(Rotations.EAST) + # TODO: Collision ckecks + self.player.move(Movement.FORWARD) if keys[pygame.K_a]: - self.player.rotate(Rotations.WEST) - if not self.game.map.collision(self.player.rect.x - self.player.rect.w, self.player.rect.y): - self.player.move(Rotations.WEST) + # TODO: Collision ckecks + self.player.move(Movement.ROTATE_L) + if keys[pygame.K_d]: + # TODO: Collision ckecks + self.player.move(Movement.ROTATE_R)