from path_search_algorthms import a_star_utils import pygame as pg from settings import * from game_objects import utils from game_objects.hud import HUD vec = pg.math.Vector2 class Player(pg.sprite.Sprite): def __init__(self, game, x, y): self.groups = game.agentSprites pg.sprite.Sprite.__init__(self, self.groups) self.game = game self.image = game.player_img self.rect = self.image.get_rect() self.rect.center = (x,y) self.hit_rect = PLAYER_HIT_RECT self.hit_rect.center = self.rect.center self.vel = vec(0, 0) self.pos = vec(x, y) self.rot = 0 self.__rotation = a_star_utils.Rotation.RIGHT self.mass = 0 self.hud = HUD() self.hud_group = pg.sprite.Group() self.hud_group.add(self.hud) def rotation(self) -> a_star_utils.Rotation: return self.__rotation def set_rotation(self, rotation): self.__rotation = rotation if (rotation == a_star_utils.Rotation.UP or rotation == int(a_star_utils.Rotation.UP)): self.rot = -90 elif (rotation == a_star_utils.Rotation.RIGHT or rotation == int(a_star_utils.Rotation.RIGHT)): self.rot = 0 elif (rotation == a_star_utils.Rotation.DOWN or rotation == int(a_star_utils.Rotation.DOWN)): self.rot = 90 elif (rotation == a_star_utils.Rotation.LEFT or rotation == int(a_star_utils.Rotation.LEFT)): self.rot = 180 def get_keys(self): self.rot_speed = 0 self.vel = vec(0, 0) keys = pg.key.get_pressed() if keys[pg.K_LEFT] or keys[pg.K_a]: self.rot_speed = PLAYER_ROT_SPEED if keys[pg.K_RIGHT] or keys[pg.K_d]: self.rot_speed = -PLAYER_ROT_SPEED if keys[pg.K_UP] or keys[pg.K_w]: self.vel = vec(PLAYER_SPEED, 0).rotate(-self.rot) if keys[pg.K_DOWN] or keys[pg.K_s]: self.vel = vec(-PLAYER_SPEED / 2, 0).rotate(-self.rot) def update(self): self.get_keys() # must be fix for manual movement # self.rot = (self.rot + self.rot_speed * self.game.dt) % 360 image_rotation = self.rot if(abs(image_rotation) == 90): image_rotation *= -1 self.image = pg.transform.rotate(self.game.player_img, image_rotation) self.rect = self.image.get_rect() self.rect.center = self.pos self.pos += self.vel * self.game.dt self.hit_rect.centerx = self.pos.x utils.collide_with_walls(self, self.game.wallTiles, 'x') self.hit_rect.centery = self.pos.y utils.collide_with_walls(self, self.game.wallTiles, 'y') self.rect.center = self.hit_rect.center self.hud_group.update() def get_actual_coords(self): # return (self.rect.x / 64, self.rect.y / 64) return (self.rect.x, self.rect.y)