-
Notifications
You must be signed in to change notification settings - Fork 2
Expand file tree
/
Copy pathsprites.py
More file actions
179 lines (166 loc) · 6.39 KB
/
sprites.py
File metadata and controls
179 lines (166 loc) · 6.39 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
import pygame as pg
from settings import *
from collections import deque
vec = pg.math.Vector2
class Player(pg.sprite.Sprite):
def __init__(self,game,x,y):
self.groups = game.all_sprites
pg.sprite.Sprite.__init__(self,self.groups)
self.game = game
self.image = pg.transform.scale(game.player_img, (58, 58)) #increase sprite size to tilesize
self.rect = self.image.get_rect()
self.vel = vec(0,0)
self.pos = vec(x,y)
self.player_speed = PLAYER_SPEED
def get_keys(self):
self.vel = vec(0,0)
keys = pg.key.get_pressed()
if keys[pg.K_LEFT] or keys[pg.K_a]:
self.vel.x = -self.player_speed
if keys[pg.K_RIGHT] or keys[pg.K_d]:
self.vel.x = self.player_speed
if keys[pg.K_UP] or keys[pg.K_w]:
self.vel.y = -self.player_speed
if keys[pg.K_DOWN] or keys[pg.K_s]:
self.vel.y = self.player_speed
if self.vel.x!=0 and self.vel.y!=0:
self.vel *= 0.7071
def collide_with_walls(self, dir):
if dir == 'x':
hits = pg.sprite.spritecollide(self,self.game.walls, False)
if hits:
if self.vel.x>0:
self.pos.x = hits[0].rect.left - self.rect.width
if self.vel.x<0:
self.pos.x = hits[0].rect.right
self.vel.x = 0
self.rect.x = self.pos.x
if dir == 'y':
hits = pg.sprite.spritecollide(self,self.game.walls, False)
if hits:
if self.vel.y>0:
self.pos.y = hits[0].rect.top - self.rect.height
if self.vel.y<0:
self.pos.y = hits[0].rect.bottom
self.vel.y = 0
self.rect.y = self.pos.y
# def collide_with_boat(self, dir):
# if dir == 'x':
# hits = pg.sprite.spritecollide(self,self.game.boats, False)
# if hits:
# if self.vel.x>0:
# self.pos.x = hits[0].rect.left - self.rect.width
# if self.vel.x<0:
# self.pos.x = hits[0].rect.right
# self.vel.x = 0
# self.rect.x = self.pos.x
# if dir == 'y':
# hits = pg.sprite.spritecollide(self,self.game.boats, False)
# if hits:
# if self.vel.y>0:
# self.pos.y = hits[0].rect.top - self.rect.height
# if self.vel.y<0:
# self.pos.y = hits[0].rect.bottom
# self.vel.y = 0
# self.rect.y = self.pos.y
def update(self):
self.get_keys()
self.pos += self.vel * self.game.dt
self.rect.x = self.pos.x
self.collide_with_walls('x')
self.rect.y = self.pos.y
self.collide_with_walls('y')
# self.rect.x = self.pos.x
# self.collide_with_boat('x')
# self.rect.y = self.pos.y
# self.collide_with_boat('y')
class Mob(pg.sprite.Sprite):
def __init__(self, game, x, y, path):
# self.path = deque([vec(200,200), vec(200,600),vec(600,600),vec(600,200)])
self.path = deque(path)
self.nextpos = self.path.popleft()
self.groups = game.all_sprites, game.mobs
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = pg.transform.scale(game.mob_img, (TILESIZE, TILESIZE))
self.rect = self.image.get_rect()
self.pos = vec(x, y)
self.vel = vec(-MOB_SPEED, 0)
self.acc = vec(0, 0)
self.rect.center = self.pos
self.rot = 0
self.target = game.player
def update(self):
target_dist = self.target.pos - self.pos
if target_dist.length_squared() < DETECT_RADIUS**2:
self.rot = target_dist.angle_to(vec(1, 0))
self.image = pg.transform.rotate(pg.transform.scale(self.game.mob_img, (TILESIZE, TILESIZE)), 0)
self.rect = self.image.get_rect()
self.rect.center = self.pos
self.acc = vec(MOB_SPEED).rotate(-self.rot)
self.acc += self.vel * -1
self.vel += self.acc * self.game.dt
self.pos += self.vel * self.game.dt + 0.5 * self.acc * self.game.dt ** 2
self.rect.center = self.pos
else:
self.dist = self.nextpos - self.pos
if not (-5<self.dist.x<5 and -5<self.dist.y<5):
if (self.dist.x) < -5 :
self.vel.x = -MOB_SPEED
elif (self.dist.x) > 5:
self.vel.x = MOB_SPEED
else:
self.vel.x = 0
if (self.dist.y) < -5 :
self.vel.y = -MOB_SPEED
elif (self.dist.y) > 5:
self.vel.y = MOB_SPEED
else:
self.vel.y = 0
self.vel *= 0.7071
self.pos += self.vel * self.game.dt
self.rect.center = self.pos
else:
self.path.append(self.nextpos)
self.nextpos = self.path.popleft()
class Wall(pg.sprite.Sprite):
def __init__(self, game, x, y):
self.groups = game.all_sprites, game.walls
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = pg.Surface((TILESIZE, TILESIZE))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.x = x
self.y = y
self.rect.x = x * TILESIZE
self.rect.y = y * TILESIZE
class Obstacle(pg.sprite.Sprite):
def __init__(self, game, x, y, w, h):
self.groups = game.walls
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.rect = pg.Rect(x,y,w,h)
self.x = x
self.y = y
self.rect.x = x
self.rect.y = y
class Boat(pg.sprite.Sprite):
def __init__(self,game,x,y,w,h):
self.groups = game.boats
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.rect = pg.Rect(x,y,w,h)
self.x = x
self.y = y
self.rect.x = x
self.rect.y = y
class Item(pg.sprite.Sprite):
def __init__(self, game, pos, type):
self.groups = game.all_sprites, game.items
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = game.item_images[type]
self.rect = self.image.get_rect()
self.type = type
self.rect.center = pos