Removed entropy
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a6e7e0a436
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@ -18,35 +18,13 @@ class Movable(BaseObject):
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self.horspd = 0
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self.horspd = 0
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self.verspd = 0
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self.verspd = 0
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self.currentspdh = 0
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self.currentspdv = 0
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self.hrest = 0
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self.hrest = 0
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self.vrest = 0
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self.vrest = 0
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self.dechorentropy = 10
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self.acchorentropy = 15
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self.decverentropy = 100
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self.accverentropy = 25
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def step(self):
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def step(self):
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self.entropy()
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self.move(self.horspd,self.verspd)
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self.move(self.currentspdh,self.currentspdv)
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def entropy(self):
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# Horizontal
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if abs(self.currentspdh)>abs(self.horspd): # Décelleration
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self.currentspdh += (self.horspd - self.currentspdh)*self.game.dt*self.dechorentropy
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else:
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self.currentspdh += (self.horspd - self.currentspdh)*self.game.dt*self.acchorentropy
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# Vertical
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if abs(self.currentspdv)>abs(self.verspd): # Décelleration
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self.currentspdv += (self.verspd - self.currentspdv)*self.game.dt*self.decverentropy
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else: # Acceleration
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self.currentspdv += (self.verspd - self.currentspdv)*self.game.dt*self.accverentropy
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def move(self,movex,movey):
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def move(self,movex,movey):
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hstoped = False
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hstoped = False
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@ -43,15 +43,35 @@ class Player(Movable):
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self.candash = False
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self.candash = False
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self.canfastfall = False
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self.canfastfall = False
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# Small leap in order to get out of the water
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self.leaptimer = 1
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self.leapmaxtimer = 1
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self.leapmargin = 30 # Vertical margin for the leap
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self.gravityway = 1
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self.gravityway = 1
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def step(self):
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def step(self):
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if not self.hitpose:
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if not self.hitpose:
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self.gravityway = 1
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if self.rect.y>self.water.rect.y: # Reverse gravity underwater
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if self.rect.center[1]>self.water.rect[1]:
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if self.gravityway == 1:
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self.gravityway = -1
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self.gravityway = -1
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# Décellerer
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self.canfastfall = False
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self.verspd *= 0.9
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else:
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if self.gravityway == -1:
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self.gravityway = 1
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# Décellerer
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self.canfastfall = False
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self.verspd *= 0.9
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if 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
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else:
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self.leaptimer = self.leapmaxtimer # Outside, reset the timer
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if not self.game.globals["hitpose"]:
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if not self.game.globals["hitpose"]:
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keys = self.game.inputs["keys"]
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keys = self.game.inputs["keys"]
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if self.controlled:
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if self.controlled:
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@ -87,9 +107,11 @@ class Player(Movable):
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self.verspd+=self.verkb
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self.verspd+=self.verkb
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self.jumped = False
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self.jumped = False
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if self.onground:
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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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if 0<keys["up"]["timer"]<=3:
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self.verspd= self.jump*self.gravityway
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self.verspd= self.jump*self.gravityway
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if self.leaptimer<0 and not self.onground:
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self.verspd = -abs(self.verspd) # Small leap
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self.jumped = True
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self.jumped = True
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super().step()
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super().step()
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