Update player.py
parent
ee37f5688a
commit
9a40840b8e
227
player.py
227
player.py
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@ -4,108 +4,221 @@ 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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# =========================
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# POSITION
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# =========================
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self.pos = pygame.Vector2(x, y)
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self.rect = pygame.Rect(x, y, PLAYER_WIDTH, PLAYER_HEIGHT)
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# Movement
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# =========================
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# MOVEMENT
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# =========================
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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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# Movement tuning
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self.move_accel = 2800
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self.air_accel = 2200
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self.max_run_speed = 320
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self.ground_friction = -12
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self.air_control = 0.65
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self.gravity = 2200
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self.max_fall_speed = 1000
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self.fast_fall_speed = 1400
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self.jump_force = -700
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self.jump_cut_multiplier = 0.5
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# =========================
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# JUMP TECH
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# =========================
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self.coyote_time_max = 0.1
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self.jump_buffer_max = 0.12
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self.coyote_timer = 0
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self.jump_buffer_timer = 0
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# =========================
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# COMBAT
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# =========================
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self.health = MAX_HEALTH
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self.max_health = MAX_HEALTH
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self.knockback_timer = 0
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self.invulnerable_timer = 0
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# =========================
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# STATE
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# =========================
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self.state = "idle"
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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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dt = min(dt, 0.05)
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self.handle_timers(dt)
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self.handle_input(dt)
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self.apply_gravity(dt)
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# ---- Horizontal ----
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self.pos.x += self.velocity.x * dt
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self.rect.x = round(self.pos.x)
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self.handle_horizontal_collisions(world)
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# ---- Vertical ----
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self.pos.y += self.velocity.y * dt
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self.rect.y = round(self.pos.y)
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self.handle_vertical_collisions(world)
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self.update_state()
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# ==========================================================
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# TIMERS
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# ==========================================================
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def handle_timers(self, dt):
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if self.coyote_timer > 0:
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self.coyote_timer -= dt
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if self.jump_buffer_timer > 0:
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self.jump_buffer_timer -= dt
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if self.knockback_timer > 0:
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self.knockback_timer -= dt
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if self.invulnerable_timer > 0:
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self.invulnerable_timer -= dt
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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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def handle_input(self, dt):
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keys = pygame.key.get_pressed()
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self.acceleration.x = 0
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if self.knockback_timer > 0:
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return
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# Horizontal movement
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move = 0
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if keys[pygame.K_a]:
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self.acceleration.x = -PLAYER_ACCELERATION
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move -= 1
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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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move += 1
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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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accel = self.move_accel if self.on_ground else self.air_accel * self.air_control
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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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if move != 0:
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self.velocity.x += move * accel * dt
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else:
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if self.on_ground:
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self.velocity.x += self.velocity.x * self.ground_friction * dt
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# Clamp horizontal speed
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self.velocity.x = max(-self.max_run_speed,
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min(self.max_run_speed, self.velocity.x))
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# Jump buffering
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if keys[pygame.K_SPACE]:
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self.jump_buffer_timer = self.jump_buffer_max
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# Variable jump height (jump cut)
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if not keys[pygame.K_SPACE] and self.velocity.y < 0:
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self.velocity.y *= self.jump_cut_multiplier
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# Fast fall
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if keys[pygame.K_s] and not self.on_ground:
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self.velocity.y = min(self.velocity.y + 3000 * dt,
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self.fast_fall_speed)
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# ==========================================================
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# GRAVITY
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# ==========================================================
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def apply_gravity(self, dt):
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self.velocity.y += self.gravity * dt
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if self.velocity.y > self.max_fall_speed:
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self.velocity.y = self.max_fall_speed
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if self.on_ground:
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self.coyote_timer = self.coyote_time_max
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# Perform jump if allowed
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if self.jump_buffer_timer > 0 and self.coyote_timer > 0:
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self.velocity.y = self.jump_force
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self.jump_buffer_timer = 0
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self.coyote_timer = 0
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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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# Get nearby tiles once
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nearby_tiles = world.get_nearby_tiles(self.rect)
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# Horizontal collisions
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for tile in nearby_tiles:
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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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def handle_horizontal_collisions(self, world):
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for tile in world.get_nearby_tiles(self.rect):
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if tile["solid"] and self.rect.colliderect(tile["rect"]):
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if self.velocity.x > 0:
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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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elif self.velocity.x < 0:
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self.rect.left = tile["rect"].right
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self.pos.x = self.rect.x
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self.velocity.x = 0
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# Vertical collisions
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for tile in nearby_tiles:
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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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def handle_vertical_collisions(self, world):
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self.on_ground = False
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for tile in world.get_nearby_tiles(self.rect):
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if tile["solid"] and self.rect.colliderect(tile["rect"]):
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if self.velocity.y > 0:
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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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elif self.velocity.y < 0:
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self.rect.top = tile["rect"].bottom
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self.pos.y = self.rect.y
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self.velocity.y = 0
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# ==========================================================
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# STATE MACHINE
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# ==========================================================
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def update_state(self):
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if not self.on_ground:
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self.state = "jump" if self.velocity.y < 0 else "fall"
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elif abs(self.velocity.x) > 10:
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self.state = "run"
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else:
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self.state = "idle"
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# ==========================================================
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# DAMAGE / KNOCKBACK
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# ==========================================================
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def take_damage(self, amount, direction):
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if self.invulnerable_timer > 0:
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return
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self.health -= amount
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self.invulnerable_timer = 0.5
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self.velocity.x = direction * 500
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self.velocity.y = -400
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self.knockback_timer = 0.2
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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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# Flash when invulnerable
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if self.invulnerable_timer > 0:
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color = (255, 255, 255)
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else:
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color = (255, 50, 50)
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pygame.draw.rect(screen, color, 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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