diff --git a/Movement.py b/Movement.py new file mode 100644 index 0000000..0e6963b --- /dev/null +++ b/Movement.py @@ -0,0 +1,151 @@ +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.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 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]): + self.image = self.sprites_right[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) + if event.key == pygame.K_d: + player.right_pressed = True + player.animate_right(True) # Start animation when right key pressed + if event.key == pygame.K_w: + player.up_pressed = True + if event.key == pygame.K_s: + player.down_pressed = 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) # Stop animation when right key released + 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()