# import all files from config import * #import events # import modules import os, sys import pygame from pygame.locals import * # resource handler def load_img(name): img_path=os.path.join('data/graphics', name) image=pygame.image.load(img_path).convert() colorkey=image.get_at((0,0)) image.set_colorkey(colorkey, RLEACCEL) return image, image.get_rect() def load_sound(name): sound_path=os.path.join('data/sounds') sound=pygame.mixer.Sound(sound_path) return sound # timer clock=pygame.time.Clock() # sprite groups all_sprites=pygame.sprite.Group() # sprites classes vec=pygame.math.Vector2 class Player(pygame.sprite.Sprite): def __init__(self, fname, s_pos_x, s_pos_y, speed): pygame.sprite.Sprite.__init__(self) self.image, self.rect=load_img(fname +'.png') self.rect.center=(s_pos_x, s_pos_y) self.pos=vec(s_pos_x, s_pos_y) self.speed=vec(0, 0) self.acc=vec(0, 0) self.friction=-0.25 self.facing=0 # where the player is looking (0-north, 1-east, 2-south, 3-west) self.colliding=False def moveup(self): if self.facing!=0: self.image=pygame.transform.rotate(self.image, (self.facing*90)) self.facing=0 self.acc.y=-1.5 self.acc.x=0 def movedown(self): if self.facing!=2: self.image=pygame.transform.rotate(self.image, (self.facing*90)-180) self.facing=2 self.acc.y=1.5 self.acc.x=0 def moveright(self): if self.facing!=1: self.image=pygame.transform.rotate(self.image, (self.facing*90)-90) self.facing=1 self.acc.x=1.5 self.acc.y=0 def moveleft(self): if self.facing!=3: self.image=pygame.transform.rotate(self.image, (self.facing*90)-270) self.facing=3 self.acc.x=-1.5 self.acc.y=0 def stopmoving(self): self.acc=vec(0, 0) def move(self): if self.colliding: if self.facing==0: self.pos.y+=1 elif self.facing==1: self.pos.x-=1 elif self.facing==2: self.pos.y-=1 elif self.facing==3: self.pos.x+=1 self.rect.center=self.pos self.speed=vec(0, 0) self.acc=vec(0, 0) self.colliding=False else: self.acc+=self.speed*self.friction self.speed+=self.acc self.pos+=self.speed+0.5*self.acc self.rect.center=self.pos def update(self): self.move() class Bullet(pygame.sprite.Sprite): def __init__(self, fname, x, y, direction): pygame.sprite.Sprite.__init__(self) self.image, self.rect=load_img(fname + '.png') self.rect.center=(x, y) self.speed=vec(0, 0) self.direction=direction self.clock=pygame.time.Clock() def shoot(self): if self.direction==0: self.speed.y=-BULLET_SPEED elif self.direction==1: self.speed.x=BULLET_SPEED elif self.direction==2: self.speed.y=BULLET_SPEED elif self.direction==3: self.speed.x=-BULLET_SPEED self.rect.center+=self.speed def update(self): self.shoot() if self.rect.bottom<0 or self.rect.right<0 or self.rect.left>WINDOW_WIDTH or self.rect.top>WINDOW_HEIGHT: self.kill() class Hitbox(pygame.sprite.Sprite): def __init__(self, x, y, w, h): self.size=pygame.Surface((x,y)) self.rect=self.size.get_rect() self.rect.center=vec(x,y) print(self.rect.center)