Python-project/sprites.py
2019-02-19 11:40:07 +01:00

157 lines
4.5 KiB
Python

# import all files
from config import *
import maps
#import events
# import modules
import os, sys
import pygame
from pygame.locals import *
# resource handler
screen=pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
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_img_noalpha(name):
img_path=os.path.join('data','graphics', name)
image=pygame.image.load(img_path).convert()
return image
# 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=vec(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
self.lastpos=(0,0)
self.hp=PLAYER_HP
self.alive=True
self.hp_visible=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 wallcollide(self):
for wall in maps.walls:
if self.rect.colliderect(wall.rect):
return True
return False
def gothit(self):
self.hp_visible=True
if self.hp>0:
self.hp-=BULLET_DMG
if self.hp<=0:
self.alive=False
def move(self):
if self.colliding or self.wallcollide():
self.rect.center=self.lastpos
self.pos=vec(self.lastpos[0], self.lastpos[1]) ## tuple to vector
self.speed=vec(0, 0)
self.acc=vec(0, 0)
self.colliding=False
else:
self.lastpos=self.rect.center
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()
def delete(self):
self.kill()
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
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 not pygame.sprite.spritecollideany(self, maps.bwalls, collided = None)==None:
self.kill()
def delete(self):
self.kill()
class HPBar(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image=pygame.Surface((150, 30))
self.image.fill((87,156,135))
self.rect=self.image.get_rect()
self.rect.center=((x, y))
self.width=150
def gothit(self):
self.width-=int(150*(BULLET_DMG/100))
self.width=max([self.width, 0])
self.image=pygame.transform.scale(self.image, (self.width, 30))
def update(self):
self.gothit
def delete(self):
self.kill()