2022-04-23 19:14:23 +02:00
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import pygame as pg
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from settings import *
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from game_objects import utils
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vec = pg.math.Vector2
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class Player(pg.sprite.Sprite):
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def __init__(self, game, x, y):
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self.groups = game.agentSprites
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pg.sprite.Sprite.__init__(self, self.groups)
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self.game = game
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self.image = game.player_img
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self.rect = self.image.get_rect()
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self.rect.center = (x,y)
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self.hit_rect = PLAYER_HIT_RECT
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self.hit_rect.center = self.rect.center
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self.vel = vec(0, 0)
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self.pos = vec(x, y)
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self.rot = 0
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def get_keys(self):
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self.rot_speed = 0
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self.vel = vec(0, 0)
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keys = pg.key.get_pressed()
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if keys[pg.K_LEFT] or keys[pg.K_a]:
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self.rot_speed = PLAYER_ROT_SPEED
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if keys[pg.K_RIGHT] or keys[pg.K_d]:
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self.rot_speed = -PLAYER_ROT_SPEED
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if keys[pg.K_UP] or keys[pg.K_w]:
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self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot)
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if keys[pg.K_DOWN] or keys[pg.K_s]:
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self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot)
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def update(self):
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self.get_keys()
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self.rot = (self.rot + self.rot_speed * self.game.dt) % 360
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self.image = pg.transform.rotate(self.game.player_img, self.rot)
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self.rect = self.image.get_rect()
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self.rect.center = self.pos
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self.pos += self.vel * self.game.dt
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self.hit_rect.centerx = self.pos.x
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utils.collide_with_walls(self, self.game.wallTiles, 'x')
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self.hit_rect.centery = self.pos.y
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utils.collide_with_walls(self, self.game.wallTiles, 'y')
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2022-04-27 21:49:17 +02:00
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self.rect.center = self.hit_rect.center
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def get_actual_coords(self):
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# return (self.rect.x / 64, self.rect.y / 64)
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return (self.rect.x, self.rect.y)
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