sep-pm-platformer/project/level/elements/static/VacuumCleanerElement.py

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from level.Level import Level
from level.elements.static.StaticLevelElement import StaticLevelElement
from physics.SpriteManager import SpriteManager
from sprite.SpritesheetManager import SpritesheetManager
from physics.TickData import TickData
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BLOCK_TYPES = {
'A': 'staubsauger'
}
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class VacuumCleanerElement(StaticLevelElement):
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def __init__(self, tile: dict, loaded_level, level_screen_manager: 'LevelScreenManager'):
super().__init__(tile, loaded_level, level_screen_manager)
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self.animation_state_counter = 0
self.danger = True
self.danger_time = 30
self.off_time = 50
self.is_collider = False
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def tick(self, tick_data: TickData):
super().tick(tick_data)
self.animation_state_counter += tick_data.dt
if self.danger:
for collision in self.get_collides_with():
if collision.secondary_sprite.id == 'player':
self.level_screen_manager.player_death()
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if self.animation_state_counter >= self.danger_time:
self.set_animation_state('off')
self.animation_state_counter = 0
self.danger = not self.danger
else:
if self.animation_state_counter >= self.off_time:
self.set_animation_state('on')
self.animation_state_counter = 0
self.danger = not self.danger
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def load(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager, level: Level):
block_type = BLOCK_TYPES[self.tile['name']]
self.spritesheet = spritesheet_manager.get_sheet(block_type)
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self.set_animation_state('on')
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self.position_scale.position = self.tile['position']