94 lines
3.7 KiB
Python
94 lines
3.7 KiB
Python
from level.elements.dynamic.PushableBoxLevelElement import PushableBoxLevelElement
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from physics.CollisionDirection import CollisionDirection
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from physics.TickData import TickData
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from sprite.DynamicSprite import DynamicSprite
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from sprite.Spritesheet import Spritesheet
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from ui_elements.KeyManager import KeyManager
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class PlayerSprite(DynamicSprite):
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def __init__(self, spritesheet: Spritesheet):
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super().__init__(spritesheet)
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self.jump_time = -1
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self.allowed_jump_time = 12
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self.acceleration_horizontal = 2
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self.deceleration_horizontal_air = 0.2
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self.deceleration_horizontal_ground = 0.4
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self.gravity = 9.81 / 11
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self.max_motion_horizontal_via_input = 5
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self.id = 'player'
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# animation properties
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self.no_motion_since = 100
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self.last_directional_input = KeyManager.KEY_RIGHT
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self.is_potentially_stuck = 0
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def tick(self, tick_data: TickData):
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super().tick(tick_data)
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left = self.get_collides_with_direction(CollisionDirection.LEFT)
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right = self.get_collides_with_direction(CollisionDirection.RIGHT)
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bottom = self.get_collides_with_direction(CollisionDirection.BOTTOM)
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if self.is_potentially_stuck == 0 and left and bottom:
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if left.secondary_sprite == bottom.secondary_sprite:
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if isinstance(left.secondary_sprite, PushableBoxLevelElement):
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self.is_potentially_stuck = 1
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else:
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self.is_potentially_stuck = 0
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else:
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self.is_potentially_stuck = 0
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elif self.is_potentially_stuck == 1 and right and bottom:
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if right.secondary_sprite == bottom.secondary_sprite:
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if isinstance(right.secondary_sprite, PushableBoxLevelElement):
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self.is_potentially_stuck = 2
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else:
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self.is_potentially_stuck = 0
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else:
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self.is_potentially_stuck = 0
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if self.is_potentially_stuck == 2:
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self.position_scale.position = (self.position_scale.position[0] - 2, self.position_scale.position[1] - 5)
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self.is_potentially_stuck = 0
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if tick_data.key_manager.is_keymap_down(KeyManager.KEY_RIGHT):
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self.last_directional_input = KeyManager.KEY_RIGHT
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if self.motion[0] < self.max_motion_horizontal_via_input:
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self.motion = (self.motion[0] + self.acceleration_horizontal, self.motion[1])
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if tick_data.key_manager.is_keymap_down(KeyManager.KEY_LEFT):
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self.last_directional_input = KeyManager.KEY_LEFT
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if self.motion[0] > -self.max_motion_horizontal_via_input:
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self.motion = (self.motion[0] - self.acceleration_horizontal, self.motion[1])
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if tick_data.key_manager.is_keymap_down(KeyManager.KEY_UP):
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if self.jump_time < 0 and self.get_collides_with_direction(CollisionDirection.BOTTOM):
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self.jump_time = self.allowed_jump_time
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self.motion = (self.motion[0], self.motion[1] - 7)
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if self.jump_time >= 0:
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self.motion = (self.motion[0], self.motion[1] - 0.65)
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if self.jump_time >= 0:
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self.jump_time -= 1
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# update animation state
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if self.last_directional_input == KeyManager.KEY_RIGHT:
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animation_dir = 'r'
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else:
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animation_dir = 'l'
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if abs(self.motion[0]) < 0.1:
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self.no_motion_since += tick_data.dt
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else:
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self.no_motion_since = 0
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if self.no_motion_since > 20:
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self.set_animation_state('idle_' + animation_dir)
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else:
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self.set_animation_state('walk_' + animation_dir)
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