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Player.py
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Player.py
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import pygame as pg;
import Entity;
import Tile;
import MathUtils;
import GuiPauseMenu;
class Player(Entity.Entity) :
#tilePosX = posX / 16;
#tilePosY = (posY+22)/16;
velocity = [0, 0];
def __init__(self, x, y):
Entity.Entity.__init__(self);
self.player_sheet = pg.image.load("resources/player.png");
self.image = self.player_sheet.subsurface(pg.Rect(0, 0, 16, 22));
self.image.set_colorkey((255, 0, 255));
self.rect = pg.Rect(x, y, 14, 22);
self._layer = 2;
self.posX = 64;
self.posY = 64-22;
self.zoomEnabled = True;
self.moving = False;
#Nombre d'update entre chaque frame
self.anim_frame_count = 8;
self.anim_speed = self.anim_frame_count;
#Nombre de frame par animation
self.anim_max_frame = 3;
#Direction : 0 = Bas, 1 = Haut, 2 = Gauche, 3 = Droite Correspond au Y sur le sheet
self.anim_direction = 0;
#Numero de la frame. Correspond a la position X sur le sheet
self.anim_pos = 0;
#Gestion du mouvement sur plusieurs ticks
self.movingTick = 0;
self.oldX = 0;
self.oldY = 0;
self.newX = 0;
self.newY = 0;
self.keepMoving = False;
self.heldTick = 0;
#Gestion des interactions entre plusieurs entites
self.interactCooldown = 0;
self.canInteract = True;
self.directionDict = {0: [0, 1], 1: [0, -1], 2: [-1, 0], 3: [1, 0]};
#Pokemons
self.team = [];
self.questProgress = 0;
print("Player Initialized !")
def update(self, events, world, game):
self.rect.x = self.posX;
self.rect.y = self.posY;
self.handleInput(events, world, game);
self.updateAnimation(self.velocity);
self.image = self.player_sheet.subsurface(pg.Rect(self.anim_pos * 16, self.anim_direction * 22, 16, 22));
self.image.set_colorkey((255, 0, 255));
for event in events :
if event.type == pg.KEYDOWN :
if event.key == pg.K_z :
self.zoomEnabled = not self.zoomEnabled;
if self.interactCooldown > 0 :
self.interactCooldown -= 1;
else :
self.canInteract = True;
if self.moving :
self.move(self.velocity, world, True, game);
def interactWith(self, world, game, player):
print(self.rect.x/16, (self.rect.y+6)/16);
self.canInteract = False;
interactX = self.posX + (self.directionDict[self.anim_direction][0] * 16);
interactY = self.posY + (self.directionDict[self.anim_direction][1] * 16) + 6;
if not world.interact(interactX, interactY, self, game, player):
self.canInteract = True;
else :
self.interactCooldown = 30;
#Incapable de verifier les coordonnees : Risque de teleportation dans une boite avec collider
#Coordonnees en tiles; non en pixel
def teleportAt(self, newX, newY) :
self.oldX = self.posX;
self.oldY = self.posY;
self.posX = newX*16;
self.posY = (newY*16) - 6;
self.rect.x = self.posX;
self.rect.y = self.posY;
self.newX = self.posX;
self.newY = self.posY;
#Lance la sequence de deplacement du personnage
def move(self, velocity, world, alreadyMoving, game):
self.moving = True;
if not alreadyMoving :
self.movingTick = 0;
self.oldX = self.posX;
self.oldY = self.posY;
self.newX = self.oldX + (self.velocity[0] * 16);
self.newY = self.oldY + (self.velocity[1] * 16);
tile = world.tileAt(self.newX, self.newY+6);
if tile is not None and tile.occupied == True:
self.posX = self.oldX;
self.posY = self.oldY;
self.moving = False;
else :
if tile is not None :
tile.onSteppedOn(self, game);
else :
if self.movingTick > 8 :
self.movingTick = 0;
self.moving = False;
if self.keepMoving :
self.move(self.velocity, world, False);
else :
self.posX = MathUtils.lerp(self.oldX, self.newX, self.movingTick/8);
self.posY = MathUtils.lerp(self.oldY, self.newY, self.movingTick/8);
self.movingTick += 1;
#Mets a jour l'animation du personnage
def updateAnimation(self, velocity):
if self.moving :
if self.anim_pos + 1 == 4 :
self.anim_pos = 0;
else :
if self.anim_speed == self.anim_frame_count :
self.anim_pos += 1;
self.anim_speed = 0;
else :
self.anim_speed += 1;
else :
self.anim_pos = 0;
#Plus utilise depuis l'ajout de camera;
def render(self, display, game):
display.blit(self.player_sheet.subsurface(pg.Rect(0, 0, 14, 22)), self.posX, self.posY-10);
#Gere toutes les entrees utilisateur dont le joueur se sert ( fleches, barre d'espace )
def handleInput(self, events, world, game) :
keys = pg.key.get_pressed();
if keys[pg.K_UP] and not self.moving:
self.heldTick += 1;
self.anim_direction = 1;
if self.heldTick > 10 :
self.velocity = self.directionDict[self.anim_direction];
self.move(self.velocity, world, False, game);
elif keys[pg.K_DOWN] and not self.moving:
self.heldTick += 1;
self.anim_direction = 0;
if self.heldTick > 10 :
self.velocity = self.directionDict[self.anim_direction];
self.move(self.velocity, world, False, game);
elif keys[pg.K_RIGHT] and not self.moving:
self.heldTick += 1;
self.anim_direction = 3;
if self.heldTick > 10 :
self.velocity = self.directionDict[self.anim_direction];
self.move(self.velocity, world, False, game);
elif keys[pg.K_LEFT] and not self.moving:
self.heldTick += 1;
self.anim_direction = 2;
if self.heldTick > 10 :
self.velocity = self.directionDict[self.anim_direction];
self.move(self.velocity, world, False, game);
if keys[pg.K_SPACE] and self.canInteract :
self.interactWith(world, game, self);
if keys[pg.K_ESCAPE] and self.interactCooldown <= 0 :
game.guiHandler.openGui(GuiPauseMenu.GuiPauseMenu(self));
self.interactCooldown = 30;
if not keys[pg.K_UP] and not keys[pg.K_DOWN] and not keys[pg.K_RIGHT] and not keys[pg.K_LEFT] :
self.keepMoving = False;
self.velocity = [0, 0];
self.heldTick = 0;
def createTeam(self, team, game) :
for pokemon in team :
new_poke = game.pokemonManager.getPokemon(pokemon["name"]);
new_poke.level = pokemon["level"];
self.team.append(new_poke);
def addPokemon(self, pokemon) :
if len(self.team) < 6 :
self.team.append(pokemon);
def getPokemon(self, index) :
if len(self.team) > 0 :
return self.team[index];
def stillHasPokemonAlive(self):
for pokemon in self.team :
if pokemon.currentHealth > 0 :
return True;
return False;
def getFirstPokemonAlive(self):
for pokemon in self.team :
if pokemon.currentHealth > 0:
return pokemon;