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player.py
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player.py
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import pygame
from support import import_folder
class Player(pygame.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.import_character_assets()
self.frame_index = 0
self.animation_speed = 0.15
self.image = self.animations['idle'][self.frame_index]
self.rect = self.image.get_rect(topleft = pos)
# player movement
self.direction = pygame.math.Vector2(0,0)
self.speed = 8
self.gravity = 0.8
self.jump_speed = -16
# player status
self.status = 'idle'
self.facing_right = True
self.on_ground = False
self.on_ceiling = False
self.on_left = False
self.on_right = False
def import_character_assets(self):
character_path = 'graphics/character/'
self.animations = {'idle':[], 'run': [], 'jump': [], 'fall': []}
for animation in self.animations.keys():
full_path = character_path + animation
# to attach certain file to path, so character/idle for example.
self.animations[animation] = import_folder(full_path)
def animate(self):
animation = self.animations[self.status]
# loop over frame index
self.frame_index += self.animation_speed
if self.frame_index >= len(animation):
self.frame_index = 0
image = animation[int(self.frame_index)]
if self.facing_right:
self.image = image
else :
flipped_image = pygame.transform.flip(image, True, False)
self.image = flipped_image
# set the rect
if self.on_ground and self.on_right:
self.rect = self.image.get_rect(bottomright = self.rect.bottomright)
elif self.on_ground and self.on_left:
self.rect = self.image.get_rect(bottomleft = self.rect.bottomleft)
elif self.on_ground:
self.rect = self.image.get_rect(midbottom = self.rect.midbottom)
elif self.on_ceiling and self.on_right:
self.rect = self.image.get_rect(topright = self.rect.topright)
elif self.on_ceiling and self.on_left:
self.rect = self.image.get_rect(topleft = self.rect.topleft)
elif self.on_ceiling:
self.rect = self.image.get_rect(midtop = self.rect.midtop)
def get_input(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]:
self.direction.x = 1
self.facing_right = True
elif keys[pygame.K_LEFT]:
self.direction.x = -1
self.facing_right = False
else:
self.direction.x = 0
if keys[pygame.K_SPACE] and self.on_ground:
self.jump()
def get_status(self):
if self.direction.y < 0 :
self.status = 'jump'
elif self.direction.y > 1 :
# any number bigger than gravity 0.8
self.status = 'fall'
else:
if self.direction.x != 0 :
self.status = 'run'
else :
self.status = 'idle'
def apply_gravity(self):
self.direction.y += self.gravity
self.rect.y += self.direction.y
def jump(self):
self.direction.y = self.jump_speed
def update(self):
self.get_input()
self.get_status()
self.animate()