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Copy pathplayer.py
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169 lines (134 loc) · 5.18 KB
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import pygame
import time
from constant import *
from spritesheet_functions import SpriteSheet
import sys
pygame.init()
pygame.mixer.init()
WIDTH = 800
HEIGHT = 600
FPS = 60
screen = pygame.display.set_mode((WIDTH, HEIGHT))
class Player(pygame.sprite.Sprite):
# Sprite for the Player
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.walking_frames_d = [] # Images for animated walking.
self.walking_frames_u = []
self.walking_frames_l = []
self.walking_frames_r = []
self.direction= ""
sprite_sheet = SpriteSheet("spritesheet.png")
for i in range(7):
image = sprite_sheet.get_image((150 * i) + 40, 22, 54, 96)
image.set_colorkey(DARK_GREEN)
self.walking_frames_d.append(image)
for i in range(7):
image = sprite_sheet.get_image((150 * i) + 40, 125, 54, 109)
image.set_colorkey(DARK_GREEN)
self.walking_frames_u.append(image)
for i in range(7):
image = sprite_sheet.get_image((150 * i) + 20, 257, 81, 94)
image.set_colorkey(DARK_GREEN)
self.walking_frames_l.append(image)
for i in range(7):
image = sprite_sheet.get_image((150 * i) + 33, 375, 80, 92)
image.set_colorkey(DARK_GREEN)
self.walking_frames_r.append(image)
self.image = self.walking_frames_d[0]
self.rect = self.image.get_rect()
self.rect.center = (WIDTH / 2, HEIGHT / 2)
self.speedx = 0
self.speedy = 0
self.last_update = pygame.time.get_ticks()
self.frame = 0
self.shoot_delay = 250
self.last_shot = pygame.time.get_ticks()
def update(self):
self.speedx = 0
self.speedy = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_UP]:
self.speedy = -2
self.animate_sprite(self.walking_frames_u)
self.direction = "up"
if keystate[pygame.K_DOWN]:
self.speedy = 2
self.animate_sprite(self.walking_frames_d)
self.direction = "down"
if keystate[pygame.K_LEFT]:
self.speedx = -2
self.animate_sprite(self.walking_frames_l)
self.direction = "left"
if keystate[pygame.K_RIGHT]:
self.speedx = 2
self.animate_sprite(self.walking_frames_r)
self.direction = "right"
# I did this as the player would shoot to the left or right even if he was going up or down
if keystate[pygame.K_RIGHT] and keystate[pygame.K_UP]:
self.direction = "up"
if keystate[pygame.K_LEFT] and keystate[pygame.K_UP]:
self.direction = "up"
if keystate[pygame.K_DOWN] and keystate[pygame.K_RIGHT]:
self.direction = "down"
if keystate[pygame.K_DOWN] and keystate[pygame.K_LEFT]:
self.direction = "down"
if keystate[pygame.K_SPACE]:
self.shoot()
def animate_sprite(self, anim_list):
now = pygame.time.get_ticks()
if now - self.last_update > 100:
self.last_update = now
self.frame = (self.frame + 1) % 7
self.image = anim_list[self.frame]
def shoot(self):
now = pygame.time.get_ticks()
if now - self.last_shot > self.shoot_delay:
self.last_shot = now
bullet = Bullet(self.rect.centerx, self.rect.centery + 35)
all_sprites.add(bullet)
player_bullets.add(bullet)
def check_wall(self):
wall_collisions = pygame.sprite.groupcollide(enemy_sprites, player_bullets, False, False)
for collisions in wall_collisions:
if tile.solid_state == True:
self.speedx = 0
self.speedy = 0
arrow_img = pygame.image.load("arrow_left.png").convert()
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(arrow_img, (60, 20))
self.image.set_colorkey(DARK_GREEN)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedx = 0
self.speedy = 0
self.flipx = False
if player.direction == "left":
self.speedx = -5
self.image = pygame.transform.rotate(self.image, 0)
if player.direction == "right":
self.speedx = 5
self.image = pygame.transform.rotate(self.image, 180)
if player.direction == "up":
self.speedy = -5
self.image = pygame.transform.rotate(self.image, -90)
if player.direction == "down":
self.speedy = 5
self.image = pygame.transform.rotate(self.image, 90)
def update(self):
self.scrolling()
self.rect.y += self.speedy
self.rect.x += self.speedx
# kill if it moves off the top of the screen
if self.rect.bottom < 0 or self.rect.top> HEIGHT:
self.kill()
if self.rect.left < 0 or self.rect.right > WIDTH:
self.kill()
def scrolling(self):
self.rect.x += -player.speedx
self.rect.y += -player.speedy
player = Player()
all_sprites.add(player)