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player.py
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player.py
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import pygame
import config
from math import floor
class Player:
# left, right, up, down
direction = [0, 0, 0, 0]
#width, height
size = (20, 20)
# upleft, upright, downleft, downright
edges = {'ul': [0, 0], 'ur': [0, 0], 'dl': [0, 0], 'dr': [0, 0], 'xline': [], 'yline': []};
xline = []
yline = []
def __init__(self, screen, window_size):
self.cfg = config.Config(file('config.ini'))
self.screen = screen
self.x = screen.get_width() / 2
self.y = screen.get_height() / 4
self.position = (self.x, self.y)
self.speed = self.stop()
self.moving_speed = self.cfg.init_player_speed
self.window_size = window_size
def draw(self):
self.update_position()
rect = (self.x, self.y, self.size[0], self.size[1])
pygame.draw.rect(self.screen, (255, 255, 255), rect, 0)
self.__draw_players_eye()
def __draw_players_eye(self):
eye_size = 6
#left
if self.direction[0]:
rect = [self.x + 2, self.y + self.size[1] / 2 - eye_size / 2]
#right
elif self.direction[1]:
rect = [self.x + self.size[0] - 2 - eye_size, self.y + self.size[1] / 2 - eye_size / 2]
#up
elif self.direction[2]:
rect = [self.x + self.size[0] / 2 - eye_size / 2, self.y + 2]
#down
elif self.direction[3]:
rect = [self.x + self.size[0] / 2 - eye_size / 2, self.y + self.size[1] - 2 - eye_size]
else:
rect = [self.x + self.size[0] / 2 - eye_size / 2, self.y + self.size[1] / 2 - eye_size / 2]
rect.append(eye_size)
rect.append(eye_size)
pygame.draw.rect(self.screen, (255, 0, 0), rect, 0)
def update_position(self):
if self.direction[0]:
self.x -= self.speed
if self.direction[1]:
self.x += self.speed
if self.direction[2]:
self.y -= self.speed
if self.direction[3]:
self.y += self.speed
self.position = (self.x, self.y)
self.__check_borders()
self.__get_edge_points()
def __check_borders(self):
if self.x < 0:
self.x = 0
if self.y < 0:
self.y = 0
if self.x > self.screen.get_width() - self.size[0]:
self.x = self.screen.get_width() - self.size[0]
if self.y > self.screen.get_height() - self.size[1]:
self.y = self.screen.get_height() - self.size[1]
def __get_edge_points(self):
self.edges['ul'] = [self.x, self.y]
self.edges['ur'] = [self.x + self.size[0], self.y]
self.edges['dl'] = [self.x, self.y + self.size[1]]
self.edges['dr'] = [self.x + self.size[0], self.y + self.size[1]]
self.xline = range(self.edges['ul'][0], self.edges['ur'][0] + 1)
self.yline = range(self.edges['ul'][1], self.edges['dl'][1] + 1)
def left(self):
self.direction[0] = 1
def right(self):
self.direction[1] = 1
def up(self):
self.direction[2] = 1
def down(self):
self.direction[3] = 1
def start(self):
self.speed = self.moving_speed
def stop(self):
for i in range(0, 4):
self.direction[i] = 0
self.speed = 0
def hit_obstacle(self, obstacles):
for obstacle in obstacles:
oe = obstacle.edges
xline = range(oe['ul'][0], oe['ur'][0] + 1)
yline = range(oe['ul'][1], oe['dl'][1] + 1)
if bool(set(xline) & set(self.xline)) and bool(set(yline) & set(self.yline)):
return True
return False
def mouse_move(self):
if pygame.mouse.get_focused():
self.x = pygame.mouse.get_pos()[0]
self.y = pygame.mouse.get_pos()[1]
def keyboard_move(self, event):
if event.type == pygame.KEYUP:
if event.key in (pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN):
self.stop()
if event.type == pygame.KEYDOWN:
self.start()
if event.key == pygame.K_LEFT:
self.left()
if event.key == pygame.K_RIGHT:
self.right()
if event.key == pygame.K_UP:
self.up()
if event.key == pygame.K_DOWN:
self.down()