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Copy pathsprites.py
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204 lines (172 loc) · 6.68 KB
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# -*- coding: utf-8 -*-
import pygame
import settings as sett
import pytweening as tween
vec = pygame.math.Vector2
def collide_with_walls(sprite, group, direction):
if direction == 'x':
hits = pygame.sprite.spritecollide(sprite, group, False)
if hits:
if sprite.vel.x > 0:
# sprite.pos.x = hits[0].rect.left - sprite.hit_rect.width / 2 IN ORIGINAL
sprite.pos.x = hits[0].rect.left - sprite.rect.width
elif sprite.vel.x < 0:
# sprite.pos.x = hits[0].rect.right + sprite.hit_rect.width / 2 IN ORIGINAL
sprite.pos.x = hits[0].rect.right
# if we hit, then we stop
sprite.vel.x = 0
sprite.rect.x = sprite.pos.x
if direction == 'y':
hits = pygame.sprite.spritecollide(sprite, group, False)
if hits:
if sprite.vel.y > 0:
# sprite.pos.y = hits[0].rect.top - sprite.hit_rect.height / 2 IN ORIGINAL
sprite.pos.y = hits[0].rect.top - sprite.rect.height
elif sprite.vel.y < 0:
# sprite.pos.y = hits[0].rect.bottom + sprite.hit_rect.height / 2 IN ORIGINAL
sprite.pos.y = hits[0].rect.bottom
# if we hit, then we stop
sprite.vel.y = 0
sprite.rect.y = sprite.pos.y
class Player(pygame.sprite.Sprite):
def __init__(self, game, x, y):
self._layer = sett.PLAYER_LAYER
self.groups = game.all_sprites
pygame.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = game.player_img
self.image_right = self.image.copy()
self.image_left = pygame.transform.flip(self.image, True, False)
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.look_dir = "right"
# Vectors
self.vel = vec(0, 0)
self.pos = vec(x, y)
def get_keys(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.vel.x = -sett.PLAYER_SPEED
self.look_dir = "left"
if keys[pygame.K_RIGHT]:
self.vel.x = sett.PLAYER_SPEED
self.look_dir = "right"
if keys[pygame.K_UP]:
self.rect.y += 2
hits = pygame.sprite.spritecollide(self, self.game.walls, False)
self.rect.y -= 2
if hits:
self.game.sound_effects['jump'].play()
self.vel.y = -7.2
def update(self):
self.calc_grav()
self.get_keys()
self.pos += self.vel
self.rect.x = self.pos.x
collide_with_walls(self, self.game.walls, 'x')
self.rect.y = self.pos.y
collide_with_walls(self, self.game.walls, 'y')
if self.look_dir == "left":
self.image = self.image_left
elif self.look_dir == "right":
self.image = self.image_right
self.vel.x = 0
def calc_grav(self):
if self.vel.y == 0:
self.vel.y = 1
else:
self.vel.y += .35
class Obstacle(pygame.sprite.Sprite):
def __init__(self, game, x, y, w, h):
# Member of all sprites groups and walls groups (???)
self.groups = game.walls
pygame.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.rect = pygame.Rect(x, y, w, h)
self.x = x
self.y = y
self.rect.x = x
self.rect.y = y
class Lava(pygame.sprite.Sprite):
def __init__(self, game, x, y, w, h):
self.groups = game.lavas
pygame.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.rect = pygame.Rect(x, y, w, h)
self.x = x
self.y = y
self.rect.x = x
self.rect.y = y
class Item(pygame.sprite.Sprite):
def __init__(self, game, pos, item_type):
self._layer = sett.ITEMS_LAYER
self.groups = game.all_sprites, game.items
pygame.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = game.item_images[item_type]
self.rect = self.image.get_rect()
self.item_type = item_type
self.rect.center = pos
self.pos = pos
# Choose tween function
self.tween = tween.easeInOutSine
# Store where we are, range: [0, 1]
self.step = 0
self.direction = 1
def update(self):
# Bobbing motion
# - 0.5 because we start from the center
offset = sett.BOB_RANGE * (self.tween(self.step / sett.BOB_RANGE) - 0.5)
self.rect.centery = self.pos.y + offset * self.direction
self.step += sett.BOB_SPEED
if self.step > sett.BOB_RANGE:
self.step = 0
self.direction *= -1
class Finish(pygame.sprite.Sprite):
def __init__(self, game, x, y, w, h):
pygame.sprite.Sprite.__init__(self)
self.game = game
self.rect = pygame.Rect(x, y, w, h)
self.x = x
self.y = y
self.rect.x = x
self.rect.y = y
class FallingItem(pygame.sprite.Sprite):
def __init__(self, game, x, y, item_type):
self._layer = sett.EFFECTS_LAYER
self.groups = game.all_sprites, game.fallings, game.lavas
pygame.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = self.game.item_images[item_type]
tmp_image = self.image.copy()
tmp_image = pygame.transform.rotozoom(tmp_image, 0, 0.62)
self.rect = tmp_image.get_rect()
self.item_type = item_type
self.rect.right = x
self.rect.bottom = y
self.vel = vec(0, 0)
self.pos = vec(x, y)
self.fall = False
def update(self):
if self.fall:
self.vel.y += .35
self.pos += self.vel
self.rect.topright = self.pos
if self.rect.centery > sett.HEIGHT + 50:
self.kill()
#class Mob(pygame.sprite.Sprite):
# # MOB NEEDS TO BE CAREFULLY COMPLETED FROM SCRATCH
# def __init__(self, game, x, y):
# # Member of all sprites and mob groups
# self._layer = sett.MOB_LAYER
# self.groups = game.all_sprites, game.mobs
# pygame.sprite.Sprite.__init__(self, self.groups)
# self.game = game
# self.image = game.mob_img
# self.rect = self.image.get_rect()
# self.rect.center = (x, y)
# # self.hit_rect = MOB_HIT_RECT.copy() IN ORIGINAL
# self.pos = vec(x, y)
# self.vel = vec(0, 0)
# self.rect.center = self.pos
# #def update(self)