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| import pygame as pg
import random
from pygame.math import Vector2
import time
import math
class Player(pg.sprite.Sprite):
def __init__(self, pos, *groups):
super().__init__(*groups)
pg.sprite.Sprite.__init__(self)
self.sheet = pg.image.load('textures/floppamovement.png')
self.sheet.set_clip(pg.Rect(0, 0, 64, 64))
self.image = self.sheet.subsurface(self.sheet.get_clip())
self.rect = self.image.get_rect(center=pos)
self.pos = Vector2(pos)
self.vel = Vector2(0, 0)
self.frame = 0
self.left_states = {0: (0, 192, 64, 64), 1: (64, 192, 64, 64), 2: (128, 192, 64, 64), 3: (192, 192, 64, 64)}
self.right_states = {0: (0, 128, 64, 64), 1: (64, 128, 64, 64), 2: (128, 128, 64, 64), 3: (192, 128, 64, 64)}
self.up_states = {0: (0, 64, 64, 64), 1: (64, 64, 64, 64), 2: (128, 64, 64, 64), 3: (192, 64, 64, 64)}
self.down_states = {0: (0, 0, 64, 64), 1: (64, 0, 64, 64), 2: (128, 0, 64, 64), 3: (192, 0, 64, 64)}
self.block_states = {0: (128, 192, 64, 64), 1: (192, 192, 64, 64), 3: (128, 192, 64, 64), 4: (192, 192, 64, 64)}
def get_frame(self, frame_set):
self.frame += 1
if self.frame > (len(frame_set) - 1):
self.frame = 0
return frame_set[self.frame]
def clip(self, clipped_rect):
if type(clipped_rect) is dict:
self.sheet.set_clip(pg.Rect(self.get_frame(clipped_rect)))
else:
self.sheet.set_clip(pg.Rect(clipped_rect))
return clipped_rect
def move(self, event, wall):
if event.type == pg.KEYDOWN:
if event.key == pg.K_d:
self.vel.x = 10
elif event.key == pg.K_a:
self.vel.x = -10
elif event.key == pg.K_w:
self.vel.y = -10
elif event.key == pg.K_s:
self.vel.y = 10
elif event.type == pg.KEYUP:
if event.key == pg.K_d and self.vel.x > 0:
self.vel.x = 0
elif event.key == pg.K_a and self.vel.x < 0:
self.vel.x = 0
elif event.key == pg.K_w and self.vel.y < 0:
self.vel.y = 0
elif event.key == pg.K_s and self.vel.y > 0:
self.vel.y = 0
# block_hit_list = pg.sprite.spritecollide(self, wall, True)
# for block in block_hit_list:
# if self.change_y > 0:
# self.rect.bottom = block.rect.top
# else:
# self.rect.top = block.rect.bottom
def animation_event(self, event):
if self.vel.x > 0:
self.clip(self.right_states)
elif self.vel.x < 0:
self.clip(self.left_states)
elif self.vel.y < 0:
self.clip(self.up_states)
elif self.vel.y > 0:
self.clip(self.down_states)
elif event.type == pg.KEYUP:
if event.key == pg.K_d:
self.clip(self.right_states[0])
elif event.key == pg.K_a:
self.clip(self.left_states[0])
elif event.key == pg.K_w:
self.clip(self.up_states[0])
elif event.key == pg.K_s:
self.clip(self.down_states[0])
elif event.key == pg.K_SPACE:
self.clip(self.block_states[1])
self.image = self.sheet.subsurface(self.sheet.get_clip())
def update(self):
self.pos += self.vel
self.rect.center = self.pos
class Enemy(pg.sprite.Sprite):
def __init__(self, pos, *groups):
super().__init__(*groups)
pg.sprite.Sprite.__init__(self)
self.sheet = pg.image.load('textures/skeletonmovement.png')
self.sheet.set_clip(pg.Rect(0, 0, 64, 64))
self.image = self.sheet.subsurface(self.sheet.get_clip())
self.rect = self.image.get_rect()
self.pos = Vector2(pos)
self.vel = Vector2(0, 0)
self.frame = 0
self.left_states = {0: (0, 192, 64, 64), 1: (64, 192, 64, 64), 2: (128, 192, 64, 64), 3: (192, 192, 64, 64)}
self.right_states = {0: (0, 128, 64, 64), 1: (64, 128, 64, 64), 2: (128, 128, 64, 64), 3: (192, 128, 64, 64)}
self.up_states = {0: (0, 64, 64, 64), 1: (64, 64, 64, 64), 2: (128, 64, 64, 64), 3: (192, 64, 64, 64)}
self.down_states = {0: (0, 0, 64, 64), 1: (64, 0, 64, 64), 2: (128, 0, 64, 64), 3: (192, 0, 64, 64)}
def clip(self, clipped_rect):
if type(clipped_rect) is dict:
self.sheet.set_clip(pg.Rect(self.get_frame(clipped_rect)))
else:
self.sheet.set_clip(pg.Rect(clipped_rect))
return clipped_rect
def patrolling(self, event):
time_sec = 0
if time_sec != 6:
if time_sec <= 5:
randx = random.randint(-4, 4)
randy = random.randint(-4, 4)
self.vel.x = randx
self.vel.y = randy
if time_sec == 5:
self.vel.x = 0
self.vel.y = 0
def move_to_victim(self, player):
a = player.rect.x
b = player.rect.y
dx, dy = self.rect.x - a, self.rect.y - b
dist = math.hypot(dx, dy)
dx, dy = dx / dist, dy / dist
self.rect.x += dx * 4
self.rect.y += dy * 4
def get_frame(self, frame_set):
self.frame += 1
if self.frame > (len(frame_set) - 1):
self.frame = 0
return frame_set[self.frame]
def animation_event(self, event):
if self.vel.x > 0:
self.clip(self.right_states)
elif self.vel.x < 0:
self.clip(self.left_states)
elif self.vel.y < 0:
self.clip(self.up_states)
elif self.vel.y > 0:
self.clip(self.down_states)
elif event.type == pg.KEYUP:
if event.key == pg.K_d:
self.clip(self.right_states[0])
elif event.key == pg.K_a:
self.clip(self.left_states[0])
elif event.key == pg.K_w:
self.clip(self.up_states[0])
elif event.key == pg.K_s:
self.clip(self.down_states[0])
self.image = self.sheet.subsurface(self.sheet.get_clip())
def update(self):
self.pos += self.vel
self.rect.center = self.pos
class Floor(pg.sprite.Sprite):
def __init__(self, pos, *groups):
super().__init__(*groups)
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((60, 60))
self.image = pg.image.load('textures/floor.png')
self.rect = self.image.get_rect(center=pos)
self.pos = Vector2(pos)
def set_image(self):
self.sheet.set_clip(pg.Rect(self.get_frame(clipped_rect)))
def main():
pg.init()
screen = pg.display.set_mode((800, 600))
bg = pg.image.load("textures/floor.png")
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
camera = Vector2(400, 300)
player = Player((415, 315), all_sprites)
floor = Floor((64, 64), all_sprites)
enemy = Enemy((200, 200), all_sprites)
while True:
for event in pg.event.get():
if event.type == pg.QUIT:
return
player.move(event, floor)
enemy.move_to_victim(player)
player.animation_event(event)
all_sprites.update()
offset = camera - player.pos
screen.fill("grey")
floor = Floor((0, 0), all_sprites)
screen.blit(floor.image, floor.rect.topleft + offset)
screen.blit(floor.image, floor.rect.topleft + offset)
screen.blit(player.image, player.rect.topleft + offset)
screen.blit(enemy.image, enemy.rect.topleft + offset)
pg.display.flip()
clock.tick(24)
if __name__ == '__main__':
main()
pg.quit() |