sep-pm-platformer/project/level/elements/ButtonInputLevelElement.py

46 lines
1.8 KiB
Python

from level.Level import Level
from level.elements.InputLevelElement import InputLevelElement
from physics.CollisionDirection import CollisionDirection
from physics.SpriteManager import SpriteManager
from physics.TickData import TickData
from sprite.SpritesheetManager import SpritesheetManager
class ButtonInputLevelElement(InputLevelElement):
def __init__(self, tile: dict, level: Level):
super().__init__(tile, level)
self.is_currently_stood_on = False
def load(self, sprite_manager: SpriteManager, spritesheet_manager: SpritesheetManager, level: Level):
self.spritesheet = spritesheet_manager.get_sheet('pressureplate')
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.TOP)
# debug 1: only activate when player is standing on it
if self.tile['debug'] == '1':
if collisions and not self.is_currently_stood_on:
self.is_currently_stood_on = True
self.set_active(True)
elif not collisions and self.is_currently_stood_on:
self.is_currently_stood_on = False
self.set_active(False)
# debug 2: toggle active state when player is standing on it
elif self.tile['debug'] == '2':
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')