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player.py
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74 lines (63 loc) · 3.08 KB
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import pygame
import settings
from sprite_sheet import Sprite_sheet
class Player(pygame.sprite.Sprite):
def __init__(self, game, x_pos, y_pos):
self.groups = game.sprites
pygame.sprite.Sprite.__init__(self,self.groups)
self.game = game
self.position = pygame.math.Vector2(x_pos, y_pos)
self.spritesheet = Sprite_sheet('Graphical_Assets/Characters/char0.png')
self.pg_images = {"front":self.spritesheet.parse_sprite("front.png"),
"back":self.spritesheet.parse_sprite("back.png"),
"left":self.spritesheet.parse_sprite("left.png"),
"right":self.spritesheet.parse_sprite("right.png")}
#self.image = pygame.image.load("Graphical_Assets/Char_1.png")
#self.image = pygame.transform.scale(self.image, (settings.SCALE, settings.SCALE))
self.image = self.pg_images["front"]
self.rect = self.image.get_rect()
print("player created")
def update(self):
self.next_move = [0,0]
self.handle_keys()
self.update_position(self.next_move[0], self.next_move[1])
def handle_keys(self):
pressed_keys = pygame.key.get_pressed()
if pressed_keys[pygame.K_w] or pressed_keys[pygame.K_UP]:
self.image = self.pg_images["back"]
self.next_move = [0, -1]
elif pressed_keys[pygame.K_s] or pressed_keys[pygame.K_DOWN]:
self.image = self.pg_images["front"]
self.next_move = [0, 1]
elif pressed_keys[pygame.K_a] or pressed_keys[pygame.K_LEFT]:
self.image = self.pg_images["left"]
self.next_move = [-1, 0]
elif pressed_keys[pygame.K_d] or pressed_keys[pygame.K_RIGHT]:
self.image = self.pg_images["right"]
self.next_move = [1, 0]
else:
self.next_move = [0,0]
def collision_check(self, group, x, y):
for object in group:
if self.rect.colliderect(object.rect):
print("Check di collisioni per l'obj in pos: "+str(object.x_pos)+","+str(object.y_pos))
if x > 0 and object.rect.left < self.rect.right :
self.position.x = self.position.x -1
if x < 0 and object.rect.right > self.rect.left:
self.position.x = self.position.x + 1
if y < 0 and object.rect.top < self.rect.bottom:
self.position.y = self.position.y + 1
if y > 0 and object.rect.bottom > self.rect.top:
self.position.y = self.position.y - 1
def update_position(self, x_repos, y_repos):
self.rect = self.image.get_rect()
self.position.x += x_repos
self.position.y += y_repos
self.rect.x = self.position.x
self.rect.y = self.position.y
if self.next_move != [0, 0]:
self.collision_check(self.game.walls, x_repos, y_repos)
print("pos: "+str(self.position.x)+","+str(self.position.y))
def render(self, screen):
self.screen = screen
screen.blit(self.image, self.rect)