Update player.py
parent
77563ec709
commit
00835805f8
114
player.py
114
player.py
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import pygame
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from settings import *
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class Player:
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def __init__(self, x, y):
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# Position & Size
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self.rect = pygame.Rect(x, y, PLAYER_WIDTH, PLAYER_HEIGHT)
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# Movement
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self.velocity = pygame.Vector2(0, 0)
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self.acceleration = pygame.Vector2(0, 0)
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# State
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self.on_ground = False
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self.facing_right = True
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# Stats
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self.health = MAX_HEALTH
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# ==========================================================
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# UPDATE
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# ==========================================================
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def update(self, dt, world):
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self.handle_input()
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self.apply_physics(dt)
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self.handle_collisions(world)
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# ==========================================================
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# INPUT
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# ==========================================================
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def handle_input(self):
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keys = pygame.key.get_pressed()
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self.acceleration.x = 0
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# Horizontal movement
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if keys[pygame.K_a]:
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self.acceleration.x = -PLAYER_ACCELERATION
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self.facing_right = False
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if keys[pygame.K_d]:
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self.acceleration.x = PLAYER_ACCELERATION
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self.facing_right = True
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# Apply friction
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self.acceleration.x += self.velocity.x * PLAYER_FRICTION
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# Jump
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if keys[pygame.K_SPACE] and self.on_ground:
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self.velocity.y = JUMP_FORCE
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self.on_ground = False
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# ==========================================================
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# PHYSICS
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# ==========================================================
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def apply_physics(self, dt):
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# Apply gravity
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self.acceleration.y = GRAVITY
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# Update velocity
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self.velocity += self.acceleration * dt
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# Clamp fall speed
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if self.velocity.y > MAX_FALL_SPEED:
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self.velocity.y = MAX_FALL_SPEED
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# Move horizontally
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self.rect.x += self.velocity.x * dt
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# Move vertically
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self.rect.y += self.velocity.y * dt
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# ==========================================================
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# COLLISIONS
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# ==========================================================
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def handle_collisions(self, world):
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self.on_ground = False
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# Horizontal collisions
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for tile in world.get_nearby_tiles(self.rect):
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if tile["rect"].colliderect(self.rect) and tile["solid"]:
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if self.velocity.x > 0: # Moving right
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self.rect.right = tile["rect"].left
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elif self.velocity.x < 0: # Moving left
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self.rect.left = tile["rect"].right
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self.velocity.x = 0
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# Vertical collisions
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for tile in world.get_nearby_tiles(self.rect):
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if tile["rect"].colliderect(self.rect) and tile["solid"]:
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if self.velocity.y > 0: # Falling
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self.rect.bottom = tile["rect"].top
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self.on_ground = True
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elif self.velocity.y < 0: # Jumping up
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self.rect.top = tile["rect"].bottom
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self.velocity.y = 0
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# ==========================================================
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# DRAW
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# ==========================================================
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def draw(self, screen, camera):
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draw_rect = camera.apply(self.rect)
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pygame.draw.rect(screen, (255, 50, 50), draw_rect)
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if SHOW_COLLIDERS:
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pygame.draw.rect(screen, (0, 255, 0), draw_rect, 2)
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