Overflown/gamedata/objects/combat/player.py

137 lines
4.3 KiB
Python

from gamedata.objects.base import BaseObject
class Player(BaseObject):
def __init__(self,game):
self.sprite = game.sprite_lib["icon.png"]
tileset = game.gameloop.findname("TilesetRenderer")[0]
spawnpoint = game.lib.choice(tileset.spawns)
x,y = spawnpoint.center
super().__init__(x,y,game,self.sprite.get_width(),self.sprite.get_height())
self.collisionrects = tileset.rects
self.semirects = tileset.semirects
self.tilew = tileset.solidtilew
self.tileh = tileset.solidtileh
self.speed = 300
self.stepsize = 20
self.gravity = 1500
self.maxgravity = 800
self.jump = -600
self.vertical = self.maxgravity
self.hrest = 0
self.vrest = 0
def step(self):
keys = self.game.inputs["keys"]
hor=keys["right"]["pressed"]-keys["left"]["pressed"]
# Si je suis sur le sol
self.onground = False
if self.checkcollisions(0,1):
self.onground = True
self.vertical=min(0,self.vertical)
else:
self.vertical+=self.gravity*self.game.dt
self.vertical = min(self.maxgravity,self.vertical)
if self.checkcollisions(0,-1):
self.vertical = max(0,self.vertical) # Se cogne au plafond
self.jumped = False
if self.onground:
if 0<keys["up"]["timer"]<=3:
self.vertical = self.jump
self.jumped = True
if self.vertical==0:
self.move(0,-self.stepsize)
self.move(hor*self.speed*self.game.dt,self.vertical*self.game.dt)
self.move(0,self.stepsize)
else:
self.move(hor*self.speed*self.game.dt,self.vertical*self.game.dt)
# Je passe en dessous des semi-plateformes
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:
if keys["down"]["timer"]==1:
self.rect.bottom = semi.top+1
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 move(self,movex,movey):
hstoped = False
hor = int(movex+self.hrest)
self.hrest = movex+self.hrest-hor
while abs(hor)>0:
if hor>=self.tilew:
diffx = self.tilew
elif hor<=-self.tilew:
diffx = -self.tilew
else:
diffx = hor
rect = self.checkcollisions(diffx,0)
if rect:
hor = 0
self.hrest = 0
hstopped = True
if diffx>0:
self.rect.right = rect.left
else:
self.rect.left = rect.right
else:
hor-=diffx
self.rect[0]+=diffx
vstoped = False
ver = int(movey+self.vrest)
self.vrest = movey+self.vrest-ver
while abs(ver)>0:
if abs(ver)>self.tileh:
diffy = self.tileh*abs(ver)/ver
else:
diffy = ver
rect = self.checkcollisions(0,diffy)
if rect:
vstopped = True
ver = 0
self.vrest = 0
if diffy>0:
self.rect.bottom = rect.top
else:
self.rect.top = rect.bottom
else:
ver-=diffy
self.rect[1]+=diffy
def checkcollisions(self,offx,offy,classic=True,semi=True):
temprect = self.rect.copy()
temprect[0]+=offx
temprect[1]+=offy
result = False
if classic:
for rect in self.collisionrects:
if temprect.colliderect(rect):
result = rect
break
if not result and semi:
for rect in self.semirects:
if self.rect.bottom<=rect.top:
if temprect.colliderect(rect):
result = rect
break
return result
def draw(self):
self.game.window.blit(self.sprite,[self.rect[0]-self.game.globals["camerax"],self.rect[1]-self.game.globals["cameray"]])