Overflown/gamedata/objects/combat/player.py

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from gamedata.objects.combat.movable import Movable
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class Player(Movable):
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def __init__(self,game):
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super().__init__(game,0,0)
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spawnpoint = game.lib.choice(self.tileset.spawns)
self.rect.move_ip(spawnpoint.center)
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self.sprites = game.getSpriteDir("player/walking/") # Walking animation
self.spritestill = game.sprite_lib["player/still.png"] # Standing still
self.spritejumping = game.sprite_lib["player/jumping.png"] # Ascending
self.spritefalling = game.sprite_lib["player/falling.png"] # Descending
self.spritehurt = game.sprite_lib["player/hurt.png"] # Being hurted
self.spritelanding = game.sprite_lib["player/landing.png"]
self.landingtimer = 0
self.maxlandtime = 0.2
self.spriteindex = 0
self.flipx = False
self.animationspeed = 2.5
self.sprite = self.spritestill
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self.rect[2] = self.sprite.get_width()
self.rect[3] = self.sprite.get_height()
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self.water = self.game.gameloop.findname("Water")[0]
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self.hitrect = self.rect.copy()
self.hitrect[2] = round(self.hitrect[2]*0.7)
self.hitrect[3] = round(self.hitrect[3]*0.7)
self.canhit = False
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self.dustparticles = game.getSpriteDir("particles/dust/")
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self.speed = 200
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self.playerid = 0
self.teamid = self.playerid
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self.hitpose = False
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self.hitposeduration = 0.01
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self.hitposetimer = game.lib.Timer(self.hitposeduration)
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self.damage = 0
self.horkb = 0
self.verkb = 0
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self.reducekb = 15
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self.multkb = 1
self.attackstate = None
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self.gravity = 15
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self.maxgravity = 30
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self.jump = -5
self.verspd = self.maxgravity
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self.candash = False
self.canfastfall = False
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self.fastfall = False
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# Small leap in order to get out of the water
self.leaptimer = 1
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self.leapmaxtimer = 0.5
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self.leapmargin = 30 # Vertical margin for the leap
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self.gravityway = 1
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def step(self):
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if not self.hitpose:
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if self.water and self.rect.y>self.water.rect.y: # Reverse gravity underwater
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if self.gravityway == 1:
self.gravityway = -1
# Décellerer
self.canfastfall = False
self.verspd *= 0.9
else:
if self.gravityway == -1:
self.gravityway = 1
# Décellerer
self.canfastfall = False
self.verspd *= 0.9
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if self.water and self.water.rect.y-self.leapmargin<=self.rect.y<=self.water.rect.y+self.leapmargin:
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self.leaptimer-=self.game.dt # Inside the margin
else:
self.leaptimer = self.leapmaxtimer # Outside, reset the timer
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if not self.game.globals["hitpose"]:
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canmove = (abs(self.verkb)+1)*(abs(self.horkb)+1)<2
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keys = self.game.inputs["keys"]
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self.horspd = 0
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if canmove:
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self.horspd=(keys["right"]["pressed"]-keys["left"]["pressed"])*self.game.dt*self.speed
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if self.landingtimer<=0:
self.sprite = self.spritestill
else:
self.landingtimer-=self.game.dt
self.spriteindex = 0
if self.horspd != 0:
if self.landingtimer<=0:
self.spriteindex+=self.horspd*self.animationspeed*self.game.dt
self.sprite = self.sprites[int(self.spriteindex)%len(self.sprites)]
self.flipx = self.horspd<0
else:
# Beeing hurt
self.sprite = self.spritehurt
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if self.attackstate:
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self.attackstate(self) # Si je suis sur le sol
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self.onground = False
self.onceilling = False
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if self.checkcollisions(0,self.gravityway):
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self.onground = True
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self.leaptimer = self.leapmaxtimer
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self.candash = True
self.canfastfall = True
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if self.fastfall:
self.fastfall = False
# Spawns dust
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self.game.addParticle(self.dustparticles,self.rect.center[0],self.rect.center[1]+self.rect[3]/2*self.gravityway,fps=25)
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if self.verspd!=0:
self.sprite=self.spritelanding
self.landingtimer = self.maxlandtime
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if self.gravityway > 0:
self.verspd=min(0,self.verspd)
else:
self.verspd=max(0,self.verspd)
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else:
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self.verspd+=self.gravity*self.game.dt*self.gravityway
if self.gravityway>0:
self.verspd= min(self.maxgravity,self.verspd)
else:
self.verspd = max(-self.maxgravity,self.verspd)
if self.checkcollisions(0,-self.gravityway):
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self.onceilling = True
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if self.gravityway>0:
self.verspd= max(0,self.verspd) # Se cogne au plafond BONK
else:
self.verspd = min(0,self.verspd)
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# Jumping and falling sprites
if canmove and not self.onground:
verdir = self.verspd>0
gravdir = self.gravityway>0
if verdir != gravdir:
self.sprite=self.spritejumping
else:
self.sprite=self.spritefalling
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# Adding knockback
self.horspd+=self.horkb
self.verspd+=self.verkb
self.jumped = False
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if self.onground or self.leaptimer<0:
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if 0<keys["up"]["timer"]<=3:
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self.verspd= self.jump*self.gravityway
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if self.leaptimer<0 and not self.onground:
self.verspd = -abs(self.verspd) # Small leap
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self.jumped = True
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super().step() # Actually move
# Updated hitrect
self.hitrect[0] = self.rect.center[0]-self.hitrect[2]/2
offset = 0
if self.verspd>0:
offset = 1
elif self.verspd<0:
offset = -1
self.canhit = abs(self.verspd)>2
self.hitrect[1] = self.rect.center[1]-self.hitrect[3]/2+10*offset
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# Reducing the knockback
if self.horkb>0:
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self.horkb -= self.reducekb*self.game.dt
self.horkb = max(0,self.horkb)
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if self.horkb<0:
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self.horkb += self.reducekb*self.game.dt
self.horkb = min(0,self.horkb)
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if self.verkb>0:
self.verkb = max(0,self.verkb-self.reducekb)*self.game.dt
if self.verkb<0:
self.verkb = min(0,self.verkb+self.reducekb)*self.game.dt
# Je passe en dessous des semi-plateformes
if keys["down"]["timer"]==1:
falled = False
if not self.checkcollisions(0,1,semi=False):
semi = self.checkcollisions(0,1,classic=False)
if semi!=self.checkcollisions(0,0,classic=False) and semi:
self.rect.bottom = semi.top+1
falled = True
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if not falled: # Check for fastfall
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if self.canfastfall and not self.onground:
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self.verspd = self.maxgravity/5*self.gravityway
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self.canfastfall = False
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self.fastfall = True
else:
self.fastfall = False
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else: # If I'm in hitpose
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if self.hitposetimer.tick(self.game.dt):
self.hitpose = False
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self.game.globals["camerax"] = self.rect.center[0]-self.game.globals["cameraw"]/2
self.game.globals["cameray"] = self.rect.center[1]-self.game.globals["camerah"]/2
def draw(self):
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sprite = self.game.pygame.transform.flip(self.sprite,self.flipx,self.gravityway<0 and not self.leaptimer<0)
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self.game.window.blit(sprite,[self.rect[0]-self.game.globals["camerax"],self.rect[1]-self.game.globals["cameray"]])