cave-survival/cave_survival/player.py
2023-03-19 13:00:17 -05:00

83 lines
2.8 KiB
Python

import pygame
from cave_survival.config import config
from cave_survival.console import console
class Player:
def __init__(self, game):
self.game = game
self.width = 16
self.height = 16
self.x = config.screen_width / 2
self.y = config.screen_height / 2
self.speed = 5
self.image = pygame.image.load("player.png").convert_alpha()
self.x_last = self.x
self.y_last = self.y
self.hitbox_surface = pygame.Surface((self.width, self.height))
self.hitbox_surface.fill(config.WHITE)
pygame.draw.rect(
self.hitbox_surface, (255, 0, 0), (0, 0, self.width, self.height), 1
)
self.hitbox_surface.set_alpha(0)
def move(self):
# Update the self
if self.game.keys[pygame.K_w]:
self.y -= self.speed
if self.game.keys[pygame.K_s]:
self.y += self.speed
if self.game.keys[pygame.K_a]:
self.x -= self.speed
if self.game.keys[pygame.K_d]:
self.x += self.speed
# Check for self collisions with the walls and the black tiles on the map
if self.x < 0:
self.x = 0
if self.x > config.screen_width - self.width:
self.x = config.screen_width - self.width
if self.y < 0:
self.y = 0
if self.y > config.screen_height - self.height:
self.y = config.screen_height - self.height
self.pos = pygame.math.Vector2(self.x, self.y)
if self.game.map.point_check_collision(self.pos.x, self.pos.y):
start_pos = pygame.math.Vector2(self.x_last, self.y_last)
end_pos = pygame.math.Vector2(self.x, self.y)
movement_vector = end_pos - start_pos
try:
movement_direction = movement_vector.normalize()
except:
end_pos = pygame.math.Vector2(self.x + 128, self.y + 128)
movement_vector = end_pos - start_pos
movement_direction = movement_vector.normalize()
movement_speed = 0.05
self.x = self.x_last
self.y = self.y_last
self.pos = pygame.math.Vector2(start_pos)
while self.game.map.point_check_collision(self.pos.x, self.pos.y):
self.pos += movement_speed * movement_direction
self.x = self.pos.x
self.y = self.pos.y
self.pos -= movement_speed * movement_direction
self.x = self.pos.x
self.y = self.pos.y
self.x_last = self.x
self.y_last = self.y
def draw(self):
self.move()
self.game.screen.blit(
pygame.transform.scale(self.image, (16, 16)),
(self.x - 8 - self.game.map.offset.x, self.y - 8 - self.game.map.offset.y),
)