diff --git a/Movement.py b/Movement.py deleted file mode 100644 index a2c85d3..0000000 --- a/Movement.py +++ /dev/null @@ -1,205 +0,0 @@ -import pygame -import sys - -pygame.init() - -WIDTH, HEIGHT = 400, 400 -DISPLAY_X, DISPLAY_Y = 1920, 1015 - -class Player(pygame.sprite.Sprite): - def __init__(self, pos_x, pos_y, x, y): - super().__init__() - #sprites right - self.sprites_right = [] - self.in_animation = False - self.side = True - self.sprites_right.append(pygame.image.load("Sprites/Idle/Player_right.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_1.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_2.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_3.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_4.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_5.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_6.png")) - self.current_sprite_right = 0 - self.image = self.sprites_right[self.current_sprite_right] - - self.rect = self.image.get_rect() - self.rect.topleft = [pos_x,pos_y] - - - #sprites left - self.sprites_left = [] - self.in_animation_2 = False - self.sprites_left.append(pygame.image.load("Sprites/Idle/Player_left.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_1.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_2.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_3.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_4.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_5.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_6.png")) - self.current_sprite_left = 0 - self.image = self.sprites_left[self.current_sprite_left] - - 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_right(self, start): - self.in_animation = start - - def animate_left(self, start): - self.in_animation_2 = start - - def sides(self, start): - self.side = start - - - def update(self): - #animation right - if self.in_animation: - self.current_sprite_right += 0.2 - - if self.current_sprite_right >= len(self.sprites_right): - self.current_sprite_right = 0 - self.image = self.sprites_right[int(self.current_sprite_right)] - - if not any([self.right_pressed, self.left_pressed, self.up_pressed, self.down_pressed]) and self.side: - self.image = self.sprites_right[0] - - if not any([self.right_pressed, self.left_pressed, self.up_pressed, self.down_pressed]) and not self.side: - self.image = self.sprites_left[0] - - #animation left - if self.in_animation_2: - self.current_sprite_left += 0.2 - - if self.current_sprite_left >= len(self.sprites_left): - self.current_sprite_left = 0 - self.image = self.sprites_left[int(self.current_sprite_left)] - - - - - - #movement - 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((DISPLAY_X, DISPLAY_Y)) -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() - - # Key press events - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_a: - player.left_pressed = True - player.animate_left(True) - player.sides(False) - if event.key == pygame.K_d: - player.right_pressed = True - player.animate_right(True) - player.sides(True) - if event.key == pygame.K_w: - player.up_pressed = True - if event.key == pygame.K_s: - player.down_pressed = True - if event.key == pygame.K_a and event.key == pygame.K_w: - player.animate_left(True) - if event.key == pygame.K_w and event.key == pygame.K_d: - player.animate_right(True) - if event.key == pygame.K_d and event.key == pygame.K_s: - player.animate_right(True) - if event.key == pygame.K_s and event.key == pygame.K_a: - player.animate_left(True) - if event.key == pygame.K_w and player.side == False: - player.animate_left(True) - if event.key == pygame.K_w and player.side == True: - player.animate_right(True) - if event.key == pygame.K_s and player.side == False: - player.animate_left(True) - if event.key == pygame.K_s and player.side == True: - player.animate_right(True) - - - - - # Key release events - if event.type == pygame.KEYUP: - if event.key == pygame.K_a: - player.left_pressed = False - player.animate_left(False) - if event.key == pygame.K_d: - player.right_pressed = False - player.animate_right(False) - if event.key == pygame.K_w: - player.up_pressed = False - player.animate_left(False) - player.animate_right(False) - if event.key == pygame.K_s: - player.down_pressed = False - player.animate_left(False) - player.animate_right(False) - - - - - - screen.fill((0, 255, 255)) - moving_sprites.draw(screen) - pygame.display.flip() - dt = clock.tick(60)/1000 - moving_sprites.update() \ No newline at end of file