155 lines
5.7 KiB
Python
155 lines
5.7 KiB
Python
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)
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self.rect.move_ip(spawnpoint.center)
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self.sprite = game.sprite_lib["player/0.png"]
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self.rect[2] = self.sprite.get_width()
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self.rect[3] = self.sprite.get_height()
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self.water = self.game.gameloop.findname("Water")[0]
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self.speed = 200
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self.controlled = True
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self.playerid = 0
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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
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self.horkb = 0
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self.verkb = 0
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self.reducekb = 50
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self.multkb = 1
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self.attackstate = None
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self.gravity = 15
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self.maxgravity = 30
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self.jump = -5
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self.verspd = self.maxgravity
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self.candash = False
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self.canfastfall = False
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self.fastfall = 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 = 0.5
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self.leapmargin = 35 # 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:
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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 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
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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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keys = self.game.inputs["keys"]
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if self.controlled:
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self.horspd=(keys["right"]["pressed"]-keys["left"]["pressed"])*self.game.dt*self.speed
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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
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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.candash = True
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self.canfastfall = True
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self.fastfall = False
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if self.gravityway > 0:
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self.verspd=min(0,self.verspd)
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else:
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self.verspd=max(0,self.verspd)
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else:
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self.verspd+=self.gravity*self.game.dt*self.gravityway
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if self.gravityway>0:
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self.verspd= min(self.maxgravity,self.verspd)
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else:
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self.verspd = max(-self.maxgravity,self.verspd)
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if self.checkcollisions(0,-self.gravityway):
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self.onceilling = True
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if self.gravityway>0:
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self.verspd= max(0,self.verspd) # Se cogne au plafond BONK
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else:
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self.verspd = min(0,self.verspd)
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# Adding knockback
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self.horspd+=self.horkb
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self.verspd+=self.verkb
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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:
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self.verspd = -abs(self.verspd) # Small leap
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self.jumped = True
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super().step()
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# Reducing the knockback
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if self.horkb>0:
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self.horkb = max(0,self.horkb-self.reducekb)*self.game.dt
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if self.horkb<0:
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self.horkb = min(0,self.horkb+self.reducekb)*self.game.dt
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if self.verkb>0:
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self.verkb = max(0,self.verkb-self.reducekb)*self.game.dt
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if self.verkb<0:
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self.verkb = min(0,self.verkb+self.reducekb)*self.game.dt
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# Je passe en dessous des semi-plateformes
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if keys["down"]["timer"]==1:
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falled = False
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if not self.checkcollisions(0,1,semi=False):
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semi = self.checkcollisions(0,1,classic=False)
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if semi!=self.checkcollisions(0,0,classic=False) and semi:
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self.rect.bottom = semi.top+1
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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
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else:
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self.fastfall = False
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else: # If I'm in hitpose
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if self.hitposetimer.tick(self.game.dt):
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self.hitpose = False
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self.game.globals["camerax"] = self.rect.center[0]-self.game.globals["cameraw"]/2
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self.game.globals["cameray"] = self.rect.center[1]-self.game.globals["camerah"]/2
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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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