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player.py
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player.py
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"""
This module is used to hold the Player class. The Player represents the user-
controlled sprite on the screen.
"""
import pygame
import sys
import time
import constants
from spritesheet_functions import SpriteSheet
import myGame
from bullet import Bullet
class Player(pygame.sprite.Sprite):
""" This class represents the bar at the bottom that the player
controls. """
# -- Attributes
onPlatform = False#
bullet_list = []
# Set speed vector of player
deathcount = 0
dead = False
change_x = 0
change_y = 0
count=1
guncount=0
lives = 5
score = 0
bullet_type=1
#framespeed is the number of iterations the sprite will stay on the same frame so 0=fastest animation
flag = 0
framespeed=4
#jumping tells us if the player is jumping.
jumping = False
#isprone tells us if the player is prone.
isprone = False
#shooting tells us if the player is shooting
shooting = False
#aiming tells us which direction in which the player is aiming
# Holds the firerate of the player
firerate = constants.PLAYERFIRERATE
aiming = "MID"
#playerscale is the multiplier by which the size of the player sprite is increased
playerscale = 3
# This holds all the images for the animated walk left/right
# of our player
walking_frames_l = []
walking_frames_r = []
jumping_frames_l = []
jumping_frames_r = []
aim_up_running_r = []
aim_up_running_l = []
aim_mid_running_r = []
aim_mid_running_l = []
aim_down_running_r = []
aim_down_running_l = []
dead_anim = []
idle_frame_l = None
idle_frame_r = None
prone_frame_r = None
prone_frame_l = None
direct_upaim_l = None
direct_upaim_r = None
# What direction is the player facing?
direction = "R"
bullet_list = pygame.sprite.Group()
# List of sprites we can bump against
level = None
# -- Methods
def __init__(self):
""" Constructor function """
# Call the parent's constructor
pygame.sprite.Sprite.__init__(self)
sprite_sheet = SpriteSheet("assets\\player1.png")
# Load all the right facing images into a list
image = sprite_sheet.get_image(324, 261, 30, 47)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(358, 262, 26, 47)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(388, 262, 24, 47)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(414, 260, 33, 47)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(451, 259, 38, 47)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(324, 210, 39, 47)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(367, 211, 36, 47)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(408, 211, 32, 47)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(444, 210, 28, 47)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(476, 212, 35, 47)
self.walking_frames_r.append(image)
image = sprite_sheet.get_image(515, 212, 38, 47)
self.walking_frames_r.append(image)
# Load all the right facing images, then flip them
# to face left.
for x in self.walking_frames_r[:]:
image = x
image = pygame.transform.flip(image, True, False)
self.walking_frames_l.append(image)
#load the right facing jumping frames
image = sprite_sheet.get_image(324, 63, 22, 22)
self.jumping_frames_r.append(image)
image = sprite_sheet.get_image(349, 65, 23, 20)
self.jumping_frames_r.append(image)
image = sprite_sheet.get_image(375, 64, 22, 22)
self.jumping_frames_r.append(image)
image = sprite_sheet.get_image(400, 64, 20, 25)
self.jumping_frames_r.append(image)
image = sprite_sheet.get_image(423, 64, 22, 22)
self.jumping_frames_r.append(image)
image = sprite_sheet.get_image(448, 66, 25, 20)
self.jumping_frames_r.append(image)
image = sprite_sheet.get_image(476, 64, 20, 23)
self.jumping_frames_r.append(image)
image = sprite_sheet.get_image(499, 64, 20, 25)
self.jumping_frames_r.append(image)
#load the left facing jumping frame
for x in self.jumping_frames_r[:]:
image = x
image = pygame.transform.flip(image, True, False)
self.jumping_frames_l.append(image)
#load the sprites for aiming upwards whilst running right
image = sprite_sheet.get_image(323, 310, 35, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(362, 310, 34, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(402, 310, 32, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(439, 310, 31, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(474, 310, 29, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(509, 310, 29, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(544, 309, 29, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(324, 366, 36, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(368, 368, 38, 49)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(411, 365, 36, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(451, 365, 35, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(490, 365, 34, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(529, 365, 31, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(564, 365, 29, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(596, 365, 29, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(323, 417, 29, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(355, 417, 30, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(389, 417, 33, 51)
self.aim_up_running_r.append(image)
image = sprite_sheet.get_image(425, 422, 36, 51)
self.aim_up_running_r.append(image)
#load the sprites for aiming upwards whilst running left
for x in self.aim_up_running_r[:]:
image = x
image = pygame.transform.flip(image, True, False)
self.aim_up_running_l.append(image)
#load the sprites for aiming downwards whilst running right
image = sprite_sheet.get_image(323, 579, 40, 46)
self.aim_mid_running_r.append(image)
image = sprite_sheet.get_image(368, 575, 36, 46)
self.aim_mid_running_r.append(image)
image = sprite_sheet.get_image(406, 574, 35, 46)
self.aim_mid_running_r.append(image)
image = sprite_sheet.get_image(444, 574, 35, 46)
self.aim_mid_running_r.append(image)
for x in self.aim_mid_running_r[:]:
image = x
image = pygame.transform.flip(image, True, False)
self.aim_mid_running_l.append(image)
image = sprite_sheet.get_image(323, 472, 34, 45)
self.aim_down_running_r.append(image)
image = sprite_sheet.get_image(360, 473, 33, 45)
self.aim_down_running_r.append(image)
image = sprite_sheet.get_image(396, 473, 31, 45)
self.aim_down_running_r.append(image)
image = sprite_sheet.get_image(431, 473, 31, 45)
self.aim_down_running_r.append(image)
image = sprite_sheet.get_image(467, 473, 31, 45)
self.aim_down_running_r.append(image)
image = sprite_sheet.get_image(502, 473, 31, 45)
self.aim_down_running_r.append(image)
image = sprite_sheet.get_image(535, 472, 31, 45)
self.aim_down_running_r.append(image)
image = sprite_sheet.get_image(568, 472, 31, 45)
self.aim_down_running_r.append(image)
image = sprite_sheet.get_image(602, 472, 31, 45)
self.aim_down_running_r.append(image)
image = sprite_sheet.get_image(323, 523, 32, 45)
self.aim_down_running_r.append(image)
image = sprite_sheet.get_image(359, 528, 36, 45)
self.aim_down_running_r.append(image)
for x in self.aim_down_running_r[:]:
image = x
image = pygame.transform.flip(image, True, False)
self.aim_down_running_l.append(image)
image = sprite_sheet.get_image(323, 950, 29, 42)
self.dead_anim.append(image)
image = sprite_sheet.get_image(355, 950, 28, 42)
self.dead_anim.append(image)
image = sprite_sheet.get_image(386, 950, 32, 42)
self.dead_anim.append(image)
image = sprite_sheet.get_image(421, 950, 38, 42)
self.dead_anim.append(image)
image = sprite_sheet.get_image(462, 950, 38, 42)
self.dead_anim.append(image)
image = sprite_sheet.get_image(503, 950, 37, 42)
self.dead_anim.append(image)
image = sprite_sheet.get_image(543, 950, 32, 42)
self.dead_anim.append(image)
image = sprite_sheet.get_image(578, 950, 32, 42)
self.dead_anim.append(image)
image = sprite_sheet.get_image(613, 950, 29, 42)
self.dead_anim.append(image)
image = sprite_sheet.get_image(323, 998, 30, 30)
self.dead_anim.append(image)
image = sprite_sheet.get_image(355, 995, 33, 33)
self.dead_anim.append(image)
image = sprite_sheet.get_image(391, 997, 36, 31)
self.dead_anim.append(image)
image = sprite_sheet.get_image(430, 1010, 40, 18)
self.dead_anim.append(image)
image = sprite_sheet.get_image(473, 1017, 41, 11)
self.dead_anim.append(image)
image = sprite_sheet.get_image(323, 1031, 43, 11)
self.dead_anim.append(image)
image = sprite_sheet.get_image(369, 1032, 48, 10)
self.dead_anim.append(image)
image = sprite_sheet.get_image(420, 1033, 45, 9)
self.dead_anim.append(image)
#load the idle aiming up frames
self.direct_upaim_r = sprite_sheet.get_image(613, 3, 24, 57)
self.direct_upaim_l = pygame.transform.flip(self.direct_upaim_r, True, False)
#load the idle frames
self.idle_frame_r = sprite_sheet.get_image(324, 93, 35, 42)
self.idle_frame_l = pygame.transform.flip(self.idle_frame_r, True, False)
#load the prone frames
self.prone_frame_r = sprite_sheet.get_image(324, 139, 50, 19)
self.prone_frame_l = pygame.transform.flip(self.prone_frame_r, True, False)
# Set the image the player starts with
self.image = self.walking_frames_r[0]
self.image = pygame.transform.scale(self.image,(self.image.get_width()*constants.playerscale,self.image.get_height()*constants.playerscale))
# Set a referance to the image rect.
self.rect = self.image.get_rect()
def update(self, enemy_list):
print(str(self.bullet_type))
if (self.dead is False):
self.calc_grav()
""" Move the player. """
self.bullet_list.update(self)
# Gravity
# Move left/right
self.rect.x += self.change_x
if self.jumping:
self.framespeed = 2
if self.direction == "L":
frame = (self.count) % len(self.jumping_frames_l)
self.image = self.jumping_frames_l[frame]
else:
frame = (self.count) % len(self.jumping_frames_r)
self.image = self.jumping_frames_r[frame]
elif(self.aiming == "UP"):
if self.change_x != 0:
self.framespeed = 2
if self.direction == "L":
frame = (self.count) % len(self.aim_up_running_l)
self.image = self.aim_up_running_l[frame]
else:
frame = (self.count) % len(self.aim_up_running_r)
self.image = self.aim_up_running_r[frame]
else:
self.framespeed = 4
if self.direction == "L":
self.image = self.direct_upaim_l
else:
self.image = self.direct_upaim_r
elif(self.aiming == "DOWN"):
if self.change_x != 0:
self.framespeed = 2
if self.direction == "L":
frame = (self.count) % len(self.aim_down_running_l)
self.image = self.aim_down_running_l[frame]
else:
frame = (self.count) % len(self.aim_down_running_r)
self.image = self.aim_down_running_r[frame]
else:
if self.direction == "L":
self.image = self.prone_frame_l
else:
self.image = self.prone_frame_r
elif(self.aiming == "MID"):
self.framespeed = 3
if self.change_x != 0:
if self.shooting is True:
if self.direction == "L":
frame = (self.count) % len(self.aim_mid_running_l)
self.image = self.aim_mid_running_l[frame]
else:
frame = (self.count) % len(self.aim_mid_running_r)
self.image = self.aim_mid_running_r[frame]
else:
if self.direction == "L":
frame = (self.count) % len(self.walking_frames_l)
self.image = self.walking_frames_l[frame]
else:
frame = (self.count) % len(self.walking_frames_r)
self.image = self.walking_frames_r[frame]
else:
if self.direction == "L":
self.image = self.idle_frame_l
else:
self.image = self.idle_frame_r
if self.flag == 0:
self.count += 1
self.flag=self.framespeed
else:
self.flag-=1
self.image = pygame.transform.scale(self.image,(self.image.get_width()*constants.playerscale,self.image.get_height()*constants.playerscale))
self.rect.height = self.image.get_height()
#if on top of platform, stop jumping around
#check bullet collisions
# See if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
#if self.change_y == 0:
if self.onPlatform == False:
if self.change_x>0:
self.rect.right = block.rect.left
elif self.change_x<0:
self.rect.left = block.rect.right
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
#THIS IS WHERE WE CODE LANDING ON PLATFORM
#previous moves player into platform
#when new collision occurs, as change_y is set to 1 re. calc_grav
#the player will move up
if self.change_y > -1:
self.rect.bottom = block.rect.top
self.jumping = False
self.onPlatform = True
elif self.change_y < 0:
pass
#self.rect.top = block.rect.bottom
# Stop our vertical movement
self.change_y = 0
if self.shooting is True:
if self.guncount%self.firerate==0:
aimdirection = (0,0)
origin = (self.rect.x,self.rect.y)
if self.aiming == "UP":
if self.change_x!=0:
if self.direction == "L":
#spawn bullet travelling up and left
#vector will be (-1,-1)
aimdirection = (-1,-1)
origin = (self.rect.x,self.rect.y)
else:
#spawn bullet travelling up and right
#vector will be (1,-1)
aimdirection = (1,-1)
origin = (self.rect.x+self.rect.width,self.rect.y)
else:
#spawn bullet travelling upwards
#vector will be (0,-1)
aimdirection = (0,-1)
origin = (self.rect.x,self.rect.y)
if self.direction == "L":
#spawn bullet travelling up character facing left
origin = (self.rect.x+35,self.rect.y)
else:
#spawn bullet travelling up character facing right
origin = (self.rect.x+30,self.rect.y)
elif self.aiming == "MID":
if self.direction == "L":
#spawn bullet travelling left
#vector will be (-1,0)
aimdirection = (-1,0)
origin = (self.rect.x,self.rect.y+42)
else:
#spawn bullet travelling right
#vector will be (1,0)
aimdirection = (1,0)
origin = (self.rect.x+self.rect.width,self.rect.y+42)
elif self.aiming == "DOWN":
if self.change_x!=0:
if self.direction == "L":
#spawn bullet travelling down and left
#vector will be (-1,1)
aimdirection = (-1,1)
origin = (self.rect.x,self.rect.y+95)
else:
#spawn bullet travelling down and right
#vector will be (1,1)
aimdirection = (1,1)
origin = (self.rect.x+self.rect.width,self.rect.y+95)
else:
if self.direction == "L":
#spawn bullet travelling left
#vector will be (-1,0)
aimdirection = (-1,0)
origin = (self.rect.x,self.rect.y+2+self.rect.width/3)
else:
#spawn bullet travelling right
#vector will be (1,0)
aimdirection = (1,0)
origin = (self.rect.x+self.rect.width+50,self.rect.y+2+self.rect.width/3)
self.bullet_list.add(Bullet(origin,(aimdirection[0]*8,aimdirection[1]*8),self.bullet_type, self.level))
for b in self.bullet_list:
if b.count >600:
self.bullet_list.remove(b)
self.guncount = self.guncount+1
for enemy in enemy_list:
if enemy.type ==0:
if(self.rect.colliderect(enemy.rect)):
self.lives-=1
self.deathcount+=1
self.dead = True
self.change_y=-10
enemy.rect.x+=(constants.SCREEN_WIDTH)
enemy.bullet_list = pygame.sprite.Group()
self.bullet_list = pygame.sprite.Group()
else:
block_hit_list = pygame.sprite.spritecollide(self,enemy.bullet_list,False)
for block in block_hit_list:
self.lives-=1
self.deathcount+=1
self.dead = True
enemy.bullet_list = pygame.sprite.Group()
self.bullet_list = pygame.sprite.Group()
self.change_y=-10
else:
if(self.deathcount<120):
self.calc_grav()
self.rect.y+=self.change_y
if self.rect.x<121:
self.change_x=0
else:
self.change_x=-constants.SCREEN_WIDTH/120
self.rect.x+=self.change_x
if(self.deathcount<51):
if(self.deathcount==0):
self.image = self.dead_anim[0]
self.image = pygame.transform.scale(self.image,(self.image.get_width()*constants.playerscale,self.image.get_height()*constants.playerscale))
self.rect.height = self.image.get_height()
self.calc_grav()
elif(self.deathcount%3==0):
frame = self.deathcount/3
self.image = self.dead_anim[int(frame)]
self.image = pygame.transform.scale(self.image,(self.image.get_width()*constants.playerscale,self.image.get_height()*constants.playerscale))
self.rect.height = self.image.get_height()
self.calc_grav()
else:
self.image = self.dead_anim[len(self.dead_anim)-1]
self.image = pygame.transform.scale(self.image,(self.image.get_width()*constants.playerscale,self.image.get_height()*constants.playerscale))
self.rect.height = self.image.get_height()
self.calc_grav()
#Death animation
else:
#move the player back
self.changebullet1()
self.deathcount = 0
self.dead = False
self.change_x=0
self.deathcount+=1
def calc_grav(self):
""" Calculate effect of gravity. """
if self.change_y == 0:
self.change_y = 1
else:
self.change_y += .35
# See if we are on the ground.
if (self.rect.y >= constants.SCREEN_HEIGHT - self.rect.height and self.change_y >= 0):
self.change_y = 0
self.rect.y = constants.SCREEN_HEIGHT - self.rect.height
self.jumping = False
self.onPlatform = False
if self.prone == True:
self.rect.y = self.rect.y + 10
def jump(self):
# move down a bit and see if there is a platform below us.
# Move down 2 pixels because it doesn't work well if we only move down 1
# when working with a platform moving down.
self.rect.y += 2
platform_hit_list = pygame.sprite.spritecollide(self, self.level.platform_list, False)
self.rect.y -= 2
self.jumping = True
self.onPlatform = False
# If it is ok to jump, set our speed upwards
if len(platform_hit_list) > 0 or self.rect.bottom >= constants.SCREEN_HEIGHT:
self.change_y = -15
def shoot(self): #To be called with the user hits the shoot button, "x"?
self.shooting=True
self.guncount = 0
# Player-controlled movement:
def go_left(self):
""" Called when the user hits the left arrow. """
self.isprone = False
self.change_x = -5
self.direction = "L"
def go_right(self):
""" Called when the user hits the right arrow. """
self.isprone = False
self.change_x = 5
self.direction = "R"
def stop(self):
""" Called when the user lets off the keyboard. """
self.change_x = 00
def prone(self):
self.aiming = "DOWN"
def aimup(self):
self.aiming = "UP"
def resetaim(self):
self.aiming = "MID"
def stopshooting(self):
self.shooting=False
def changebullet1(self):
self.bullet_type = 1
self.firerate = constants.PLAYERFIRERATE
def changebullet2(self):
self.bullet_type = 2
self.firerate = constants.PLAYERFIRERATE
def changebullet3(self):
self.bullet_type = 3
self.firerate = constants.PLAYERFIRERATE/3
def changebullet4(self):
self.bullet_type = 4
self.firerate = constants.PLAYERFIRERATE