2021-07-08 16:20:22 +02:00
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from gamedata.objects.base import BaseObject
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class Movable(BaseObject):
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def __init__(self,game,x,y):
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self.sprite = game.sprite_lib["icon.png"]
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self.tileset = game.gameloop.findname("TilesetRenderer")[0]
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2021-11-16 11:32:31 +01:00
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self.water = game.gameloop.findname("Water")[0]
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2021-07-08 16:20:22 +02:00
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super().__init__(x,y,game,self.sprite.get_width(),self.sprite.get_height())
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self.collisionrects = self.tileset.rects
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self.semirects = self.tileset.semirects
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self.tilew = self.tileset.solidtilew
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self.tileh = self.tileset.solidtileh
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self.horspd = 0
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self.verspd = 0
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self.hrest = 0
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self.vrest = 0
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def step(self):
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2021-11-16 16:03:53 +01:00
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self.move(self.horspd,self.verspd)
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2021-07-08 16:20:22 +02:00
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def move(self,movex,movey):
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hstoped = False
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hor = int(movex+self.hrest)
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self.hrest = movex+self.hrest-hor
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while abs(hor)>0:
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if hor>=self.tilew:
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diffx = self.tilew
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elif hor<=-self.tilew:
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diffx = -self.tilew
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else:
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diffx = hor
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rect = self.checkcollisions(diffx,0)
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if rect:
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hor = 0
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self.hrest = 0
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hstopped = True
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if diffx>0:
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self.rect.right = rect.left
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else:
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self.rect.left = rect.right
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else:
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hor-=diffx
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self.rect[0]+=diffx
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vstoped = False
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ver = int(movey+self.vrest)
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self.vrest = movey+self.vrest-ver
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while abs(ver)>0:
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if abs(ver)>self.tileh:
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diffy = self.tileh*abs(ver)/ver
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else:
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diffy = ver
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rect = self.checkcollisions(0,diffy)
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if rect:
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vstopped = True
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ver = 0
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self.vrest = 0
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if diffy>0:
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self.rect.bottom = rect.top
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else:
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self.rect.top = rect.bottom
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else:
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ver-=diffy
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self.rect[1]+=diffy
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def checkcollisions(self,offx,offy,classic=True,semi=True):
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temprect = self.rect.copy()
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temprect[0]+=offx
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temprect[1]+=offy
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result = False
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if classic:
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for rect in self.collisionrects:
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2021-11-18 09:12:09 +01:00
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if rect!=self.rect and temprect.colliderect(rect):
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2021-07-08 16:20:22 +02:00
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result = rect
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break
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if not result and semi:
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for rect in self.semirects:
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2021-11-18 09:12:09 +01:00
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if rect!=self.rect and self.rect.bottom<=rect.top:
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2021-07-08 16:20:22 +02:00
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if temprect.colliderect(rect):
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result = rect
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break
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return result
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def draw(self):
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self.game.window.blit(self.sprite,[self.rect[0]-self.game.globals["camerax"],self.rect[1]-self.game.globals["cameray"]])
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