Delete Movement.py
parent
31ad65c3d7
commit
bb63943b0a
108
Movement.py
108
Movement.py
|
@ -1,108 +0,0 @@
|
|||
import pygame
|
||||
import sys
|
||||
|
||||
pygame.init()
|
||||
|
||||
WIDTH, HEIGHT = 400, 400
|
||||
|
||||
class Player(pygame.sprite.Sprite):
|
||||
def __init__(self, pos_x, pos_y, x, y):
|
||||
super().__init__()
|
||||
#sprites
|
||||
self.sprites = []
|
||||
self.in_animation = False
|
||||
self.sprites.append(pygame.image.load("Sprites/Idle/Player_right.png"))
|
||||
self.sprites.append(pygame.image.load("Sprites/Running/Player_run_right_1.png"))
|
||||
self.sprites.append(pygame.image.load("Sprites/Running/Player_run_right_2.png"))
|
||||
self.sprites.append(pygame.image.load("Sprites/Running/Player_run_right_3.png"))
|
||||
self.sprites.append(pygame.image.load("Sprites/Running/Player_run_right_4.png"))
|
||||
self.sprites.append(pygame.image.load("Sprites/Running/Player_run_right_5.png"))
|
||||
self.sprites.append(pygame.image.load("Sprites/Running/Player_run_right_6.png"))
|
||||
self.current_sprite = 0
|
||||
self.image = self.sprites[self.current_sprite]
|
||||
|
||||
self.rect = self.image.get_rect()
|
||||
self.rect.topleft = [pos_x,pos_y]
|
||||
|
||||
#movement
|
||||
self.rect = pygame.Rect(x, y, 32, 32)
|
||||
self.x = int(x)
|
||||
self.y = int(y)
|
||||
self.velX = 0
|
||||
self.velY = 0
|
||||
self.left_pressed = False
|
||||
self.right_pressed = False
|
||||
self.down_pressed = False
|
||||
self.up_pressed = False
|
||||
self.speed = 3
|
||||
|
||||
def animate(self):
|
||||
self.in_animation = True
|
||||
|
||||
def update(self):
|
||||
#animation
|
||||
if self.in_animation:
|
||||
self.current_sprite += 0.2
|
||||
|
||||
if self.current_sprite >= len(self.sprites):
|
||||
self.current_sprite = 0
|
||||
self.in_animation = False
|
||||
self.image = self.sprites[int(self.current_sprite)]
|
||||
|
||||
#sprite
|
||||
self.velX = 0
|
||||
self.velY = 0
|
||||
if self.left_pressed and not self.right_pressed:
|
||||
self.velX = -self.speed
|
||||
if self.right_pressed and not self.left_pressed:
|
||||
self.velX = self.speed
|
||||
if self.up_pressed and not self.down_pressed:
|
||||
self.velY = -self.speed
|
||||
if self.down_pressed and not self.up_pressed:
|
||||
self.velY = self.speed
|
||||
|
||||
self.x += self.velX
|
||||
self.y += self.velY
|
||||
self.rect = pygame.Rect(self.x, self.y, 32, 32)
|
||||
|
||||
screen = pygame.display.set_mode((1920, 1015))
|
||||
pygame.display.set_caption("Game_name")
|
||||
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
moving_sprites = pygame.sprite.Group()
|
||||
player = Player(100, 100, WIDTH/2, HEIGHT/2)
|
||||
moving_sprites.add(player)
|
||||
|
||||
while True:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_a:
|
||||
player.left_pressed = True
|
||||
if event.key == pygame.K_d:
|
||||
player.right_pressed = True
|
||||
player.animate()
|
||||
if event.key == pygame.K_w:
|
||||
player.up_pressed = True
|
||||
if event.key == pygame.K_s:
|
||||
player.down_pressed = True
|
||||
|
||||
if event.type == pygame.KEYUP:
|
||||
if event.key == pygame.K_a:
|
||||
player.left_pressed = False
|
||||
if event.key == pygame.K_d:
|
||||
player.right_pressed = False
|
||||
if event.key == pygame.K_w:
|
||||
player.up_pressed = False
|
||||
if event.key == pygame.K_s:
|
||||
player.down_pressed = False
|
||||
|
||||
screen.fill((0, 255, 255))
|
||||
moving_sprites.draw(screen)
|
||||
pygame.display.flip()
|
||||
dt = clock.tick(60)/1000
|
||||
moving_sprites.update()
|
Loading…
Reference in New Issue