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