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