from level.Level import Level from level.elements.static.InputLevelElement import InputLevelElement from physics.CollisionDirection import CollisionDirection from physics.SpriteManager import SpriteManager from physics.TickData import TickData from sprite.SpritesheetManager import SpritesheetManager class LeverInputLevelElement(InputLevelElement): def __init__(self, tile: dict, level: Level, level_screen_manager: 'LevelScreenManager'): super().__init__(tile, level, level_screen_manager) self.is_currently_stood_on = False self.is_collider = False self.register_collisions = True def load(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager, level: Level): self.spritesheet = spritesheet_manager.get_sheet('lever') self.set_animation_state('on' if self.emitter_state else 'off') self.position_scale.position = self.tile['position'] def tick(self, tick_data: TickData): super().tick(tick_data) collisions = self.get_collides_with_direction(CollisionDirection.INSIDE) # toggle active state when player/object is standing on it if collisions and not self.is_currently_stood_on: self.is_currently_stood_on = True self.set_active(not self.emitter_state) elif not collisions and self.is_currently_stood_on: self.is_currently_stood_on = False def set_active(self, active: bool): self.emitter_state = active self.set_animation_state('on' if self.emitter_state else 'off')