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sprites.py
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sprites.py
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import pygame as pg
from settings import *
from random import choice
from random import randrange
vec = pg.math.Vector2
class Spritesheet:
def __init__(self, filename):
self.spritesheet = pg.image.load(filename).convert_alpha()
def get_image(self, x, y, width, height):
image = pg.Surface((width, height))
image.blit(self.spritesheet, (0, 0), (x, y, width, height))
image = pg.transform.scale(image, (width // 3, height // 3))
return image
class Player(pg.sprite.Sprite):
def __init__(self, game):
self._layer = PLAYER_LAYER
self.groups = game.all_sprites
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.walking = False
self.jumping = False
self.current_frame = 0
self.last_update = 0
self.load_images()
# self.image.fill(YELLOW)
self.image = self.standing_flames[0]
self.rect = self.image.get_rect()
self.rect.center = (largura / 2, altura / 2)
self.pos = vec(largura / 2, altura / 2)
self.vel = vec(0, 0)
self.acc = vec(0, 0)
def load_images(self):
self.standing_flames = [self.game.spritesheet.get_image(614, 1063, 120, 191),
self.game.spritesheet.get_image(690, 406, 120, 201)]
for frame in self.standing_flames:
frame.set_colorkey(black)
self.walking_frames_r = [self.game.spritesheet.get_image(678, 860, 120, 201),
self.game.spritesheet.get_image(692, 1458, 120, 207)]
self.walking_frames_l = []
for frame in self.walking_frames_r:
frame.set_colorkey(black)
self.walking_frames_l.append(pg.transform.flip(frame, True, False))
self.jump_frame = self.game.spritesheet.get_image(382, 763, 150, 181)
self.jump_frame.set_colorkey(black)
def jump_cut(self):
if self.jumping:
if self.vel.y < -5:
self.vel.y = -5
def jump(self):
# so pula se estiver em uma plataforma
self.rect.x += 1
hits = pg.sprite.spritecollide(self, self.game.platforms, False)
self.rect.x -= 1
if hits and not self.jumping:
self.game.jump_sound.play()
self.jumping = True
self.vel.y = -PLAYER_JUMP
def update(self):
self.animate()
self.acc = vec(0, GRAVIDADE)
keys = pg.key.get_pressed()
if keys[pg.K_LEFT]:
self.acc.x = -PLAYER_ACC
elif keys[pg.K_RIGHT]:
self.acc.x = PLAYER_ACC
# aplica fricçao
self.acc.x += self.vel.x * PLAYER_FRICTION
# equaçao de movimento
self.vel += self.acc
if abs(self.vel.x) < 0.1:
self.vel.x = 0
self.pos += self.vel + 0.5 * self.acc
# nao sair fora da tela
if self.pos.x > largura + 15:
self.pos.x = -15
if self.pos.x < -15:
self.pos.x = largura + 15
self.rect.midbottom = self.pos
def animate(self):
now = pg.time.get_ticks()
if self.vel.x != 0:
self.walking = True
else:
self.walking = False
# Mostrar animação andar
if self.walking:
if now - self.last_update > 200:
self.last_update = now
self.current_frame = (self.current_frame + 1) % len(self.walking_frames_l)
bottom = self.rect.bottom
if self.vel.x > 0:
self.image = self.walking_frames_r[self.current_frame]
else:
self.image = self.walking_frames_l[self.current_frame]
self.rect = self.image.get_rect()
self.rect.bottom = bottom
if not self.jumping and not self.walking:
if now - self.last_update > 300:
self.last_update = now
self.current_frame = (self.current_frame + 1) % len(self.standing_flames)
bottom = self.rect.bottom
self.image = self.standing_flames[self.current_frame]
self.rect = self.image.get_rect()
self.rect.bottom = bottom
self.mask = pg.mask.from_surface(self.image)
class Cloud(pg.sprite.Sprite):
def __init__(self, game):
self._layer = CLOUD_LAYER
self.groups = game.all_sprites, game.clouds
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = choice(self.game.cloud_images)
self.image.set_colorkey(black)
self.rect = self.image.get_rect()
scale = randrange(50, 101) / 200
self.image = pg.transform.scale(self.image, (int(self.rect.width * scale),
int(self.rect.height * scale)))
self.rect.x = randrange(-100, 580)
self.rect.y = randrange(-600, -75)
def update(self):
if self.rect.top > altura + 2:
self.kill()
class Platform(pg.sprite.Sprite):
def __init__(self, game, x, y):
self._layer = PLATFORM_LAYER
self.groups = game.all_sprites, game.platforms
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
images = [self.game.spritesheet.get_image(0, 288, 380, 94),
self.game.spritesheet.get_image(213, 1662, 201, 100)]
self.image = choice(images)
self.image.set_colorkey(black)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
if randrange(100) < POW_FREQ:
Pow(self.game, self)
class Pow(pg.sprite.Sprite):
def __init__(self, game, plat):
self._layer = POW_LAYER
self.groups = game.all_sprites, game.powerups
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.plat = plat
self.type = choice(["boost"])
self.image = self.game.spritesheet.get_image(820, 1805, 71, 70)
self.image.set_colorkey(black)
self.rect = self.image.get_rect()
self.rect.centerx = self.plat.rect.centerx
self.rect.bottom = self.plat.rect.top - 5
def update(self):
self.rect.bottom = self.plat.rect.top - 5
if not self.game.platforms.has(self.plat):
self.kill()
class Mob(pg.sprite.Sprite):
def __init__(self, game):
self._layer = MOB_LAYER
self.groups = game.all_sprites, game.mobs
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image_up = self.game.spritesheet.get_image(566, 510, 122, 139)
self.image_up.set_colorkey(black)
self.image_down = self.game.spritesheet.get_image(568, 1534, 122, 135)
self.image_down.set_colorkey(black)
self.image = self.image_up
self.rect = self.image.get_rect()
self.rect.centerx = choice([-100, largura + 100])
self.vx = randrange(1, 3)
if self.rect.centerx > largura:
self.vx *= -1
self.rect.y = randrange(-300, altura - 300)
self.vy = 0
self.dy = 0.5
def update(self):
self.rect.x += self.vx
self.vy += self.dy
if self.vy > 3 or self.vy < -3:
self.dy *= -1
center = self.rect.center
if self.dy < 0:
self.image = self.image_up
else:
self.image = self.image_down
self.rect = self.image.get_rect()
self.mask = pg.mask.from_surface(self.image)
self.rect.center = center
self.rect.y += self.vy
if self.rect.left > largura + 100 or self.rect.right < -100:
self.kill()