Implemented proper player movement
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@ -21,10 +21,18 @@ class Player(Entity):
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self.rotate(rotation)
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# Otherwise, move one tile to a given direction
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else:
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return 1
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# TODO: Collision checks
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if rotation.value == Rotations.NORTH.value:
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self.rect.y -= self.rect.w
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elif rotation.value == Rotations.EAST.value:
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self.rect.x += self.rect.w
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elif rotation.value == Rotations.SOUTH.value:
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self.rect.y += self.rect.w
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elif rotation.value == Rotations.WEST.value:
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self.rect.x -= self.rect.w
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def rotate(self, rotation):
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self.image = pygame.transform.rotate(self.image, (abs(self.rotation.value - rotation.value) * 90))
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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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@ -2,12 +2,15 @@ import pygame
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from src.entities.Player import Rotations
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# Player can move every given milliseconds
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TIMEOUT = 100
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class EventManager:
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keyTimeout = 0
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def __init__(self, gameObject, player):
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self.game = gameObject
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self.player = player
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self.keyTimer = pygame.time.Clock()
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# Player controls
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# TODO
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@ -21,12 +24,15 @@ class EventManager:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.game.running = False
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self.keyTimeout += self.keyTimer.tick()
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if self.keyTimeout >= TIMEOUT:
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self.handlePlayerControls(keys)
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self.keyTimeout = 0
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def handlePlayerControls(self, keys):
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# Key names are temporary
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# TODO: Load key bindings from JSON
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if keys[pygame.K_w]:
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self.player.move(Rotations.NORTH)
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if keys[pygame.K_s]:
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