New movement testing

This commit is contained in:
Razrector 2020-04-25 22:02:21 +02:00
parent d7e0b37666
commit 5ca1a0b4d0

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@ -4,7 +4,7 @@ import pygame
from src.entities.Interactable import Interactable from src.entities.Interactable import Interactable
from src.entities.Pickupable import Pickupable from src.entities.Pickupable import Pickupable
from src.entities.Player import Rotations from src.entities.Player import Movement
# Player can move every given milliseconds # Player can move every given milliseconds
TIMEOUT = 100 TIMEOUT = 100
@ -66,22 +66,31 @@ class EventManager:
self.game.screen.ui.updateOnPlayerInteraction(self.player.statistics, object) self.game.screen.ui.updateOnPlayerInteraction(self.player.statistics, object)
# Movement # 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]: if keys[pygame.K_w]:
self.player.rotate(Rotations.NORTH) # TODO: Collision ckecks
if not self.game.map.collision(self.player.rect.x, self.player.rect.y - self.player.rect.w): self.player.move(Movement.FORWARD)
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]: if keys[pygame.K_a]:
self.player.rotate(Rotations.WEST) # TODO: Collision ckecks
if not self.game.map.collision(self.player.rect.x - self.player.rect.w, self.player.rect.y): self.player.move(Movement.ROTATE_L)
self.player.move(Rotations.WEST) if keys[pygame.K_d]:
# TODO: Collision ckecks
self.player.move(Movement.ROTATE_R)