-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathmain.py
executable file
·204 lines (140 loc) · 5.79 KB
/
main.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
import pygame
from pygame.locals import *
pygame.init()
font = pygame.font.SysFont('Droid Sans Monospace', 30)
vec = pygame.math.Vector2
BG_COLOR = (255, 255, 255)
ACC = 0.5
FRIC = -0.04
FPS = 60
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
FramesPerSecond = pygame.time.Clock()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('Poki')
class SpriteSheet(object):
def __init__(self, file_name):
self.sprite_sheet = pygame.image.load(file_name).convert_alpha()
def get_image(self, x, y, width, height):
image = pygame.Surface((width, height)).convert_alpha()
image.blit(self.sprite_sheet, (0, 0), (x, y, width, height))
return image
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.Surface((180, 120))
#self.surf.fill((0, 204, 0))
self.STATE = 'idle' # idle run jump fall
self.direction = 1 # 1 for right 0 for left
self.animation_delay = 4
self.delay_counter = 0
self.frames = 10 # most common amount of frames for animations, starting with idle
self.animation_frame = 0
self.pos = vec((10, 385))
self.vel = vec(0, 0)
self.acc = vec(0, 0)
self.rect = self.surf.get_rect(center=(10, 485))
self.spritesheets = [[SpriteSheet('asstes/knight/Colour1/NoOutline/120x80_PNGSheets/_Idle.png'), 10],
[SpriteSheet('asstes/knight/Colour1/NoOutline/120x80_PNGSheets/_Run.png'), 10],
[SpriteSheet('asstes/knight/Colour1/NoOutline/120x80_PNGSheets/_Jump.png'), 3],
[SpriteSheet('asstes/knight/Colour1/NoOutline/120x80_PNGSheets/_Fall.png'), 3]]
self.image = self.spritesheets[0][0].get_image(120 * self.animation_frame, 0, 120, 80)
self.surf.blit(self.image, self.image.get_rect())
def move(self):
pressed_keys = pygame.key.get_pressed()
self.acc = vec(0, 0.5)
if self.STATE != 'jump' and self.STATE != 'fall':
self.STATE = 'idle'
if pressed_keys[K_LEFT]:
self.acc.x = -ACC
self.direction = 0
if self.STATE != 'jump' and self.STATE != 'fall':
self.STATE = 'run'
if pressed_keys[K_RIGHT]:
self.acc.x = ACC
self.direction = 1
if self.STATE != 'jump' and self.STATE != 'fall':
self.STATE = 'run'
if pressed_keys[K_SPACE]:
self.jump()
self.STATE = 'jump'
self.acc.x += self.vel.x * FRIC
self.vel += self.acc
self.pos += self.vel + self.acc
if self.pos.x > SCREEN_WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = SCREEN_WIDTH
if self.STATE == 'jump' and self.vel.y > 0:
self.STATE = 'fall'
self.rect.midbottom = self.pos
def update(self):
collide = pygame.sprite.spritecollide(player, platforms, False)
if collide:
self.pos.y = collide[0].rect.top + 1
self.vel.y = 0
if self.STATE == 'jump' or self.STATE == 'fall':
self.STATE = 'idle'
def animate(self):
if self.STATE == 'idle':
self.image = self.spritesheets[0][0].get_image(120 * self.animation_frame, 0, 120, 80)
self.frames = self.spritesheets[0][1]
if self.STATE == 'run':
self.image = self.spritesheets[1][0].get_image(120 * self.animation_frame, 0, 120, 80)
self.frames = self.spritesheets[1][1]
if self.STATE == 'jump':
self.image = self.spritesheets[2][0].get_image(120 * self.animation_frame, 0, 120, 80)
self.frames = self.spritesheets[2][1]
if self.STATE == 'fall':
self.image = self.spritesheets[3][0].get_image(120 * self.animation_frame, 0, 120, 80)
self.frames = self.spritesheets[3][1]
self.delay_counter += 1
if self.delay_counter == self.animation_delay:
self.delay_counter = 0
self.animation_frame = (self.animation_frame + 1) % self.frames
if self.direction == 0:
self.image = pygame.transform.flip(self.image, True, False)
self.image = pygame.transform.scale(self.image, (180, 120))
self.surf.blit(self.image, self.image.get_rect())
self.surf.set_colorkey((0,0,0))
def jump(self):
collide = pygame.sprite.spritecollide(player, platforms, False)
if collide:
self.vel.y -= 15
self.animation_frame = 0
def data(self):
return f"X:{format(self.pos.x, '.2f')} Y:{format(self.pos.y, '.2f')} Xvel:{format(self.vel.x, '.2f')} Yvel:{format(self.vel.y, '.2f')}"
class Platform(pygame.sprite.Sprite):
def __init__(self):
super(Platform, self).__init__()
self.surf = pygame.Surface((SCREEN_WIDTH, 20))
self.rect = self.surf.get_rect(center=(SCREEN_WIDTH / 2, SCREEN_HEIGHT - 10))
def move(self):
pass
player = Player()
ground = Platform()
running = True
sprites = pygame.sprite.Group()
sprites.add(ground)
sprites.add(player)
platforms = pygame.sprite.Group()
platforms.add(ground)
while running:
for event in pygame.event.get():
if event.type == QUIT:
running = False
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
screen.fill(BG_COLOR)
text = font.render(player.data(), False, (0, 178, 0))
player.update()
player.animate()
for entity in sprites:
screen.blit(entity.surf, entity.rect)
entity.move()
screen.blit(text, (0, 0))
print(player.STATE)
pygame.display.update()
FramesPerSecond.tick(FPS)
pygame.quit()