pixel_gamble/code/player.py
Egor Deev 9c085291f0
v. 1
2022-03-02 17:11:20 +07:00

128 lines
4.9 KiB
Python

from data import *
from entity import Entity
class Player(Entity):
def __init__(self, pos, groups, obstacle_sprites, destroy_attack, create_attack):
super().__init__(groups)
self.image = pygame.image.load('../data/textures/player/player.png').convert_alpha()
self.rect = self.image.get_rect(topleft=pos)
self.hitbox = self.rect.inflate(-6, HITBOX['player'])
# стартовое положение спрайта
self.import_player_assets()
self.status = 'down'
# параметры героя
self.attacking = False
self.attack_cooldown = 400
self.attack_time = None
self.obstacle_sprites = obstacle_sprites
# оружик героя
self.destroy_attack = destroy_attack
self.weapon_index = 0
self.create_attack = create_attack
self.weapon = list(weapon_data.keys())[self.weapon_index]
self.can_switch_weapon = True
self.weapon_switch_time = None
self.switch_duration_cooldown = 200
# характеристики героя
self.stats = {'health': 300, 'attack': 10, 'speed': 5}
self.max_stats = {'health': 300, 'attack': 20, 'speed': 10}
self.health = self.stats['health']
self.speed = self.stats['speed']
self.exp = 0
# import a sound
self.weapon_attack_sound = pygame.mixer.Sound('../data/audio/sword.wav')
self.weapon_attack_sound.set_volume(0.4)
def import_player_assets(self): # получение всех картинок героя
self.animations = {'up': [], 'down': [], 'left': [], 'right': [],
'right_stand': [], 'left_stand': [], 'up_stand': [], 'down_stand': [],
'right_attack': [], 'left_attack': [], 'up_attack': [], 'down_attack': []}
for animation in self.animations.keys():
full_path = '../data/textures/player/' + animation
self.animations[animation] = import_folder(full_path)
def input(self): # кнопки
if not self.attacking:
keys = pygame.key.get_pressed()
mouse = pygame.mouse.get_pressed()
if keys[pygame.K_w]:
self.direction.y = -1
self.status = 'up'
elif keys[pygame.K_s]:
self.direction.y = 1
self.status = 'down'
else:
self.direction.y = 0
if keys[pygame.K_d]:
self.direction.x = 1
self.status = 'right'
elif keys[pygame.K_a]:
self.direction.x = -1
self.status = 'left'
else:
self.direction.x = 0
if mouse[0]:
self.attacking = True
self.attack_time = pygame.time.get_ticks()
self.create_attack()
self.weapon_attack_sound.play()
def get_status(self): # положение героя на поле
if self.direction.x == 0 and self.direction.y == 0:
if not 'stand' in self.status and not 'attack' in self.status:
self.status = self.status + '_stand'
if self.attacking:
self.direction.x = 0
self.direction.y = 0
if not 'attack' in self.status:
if 'stand' in self.status:
self.status = self.status.replace('_stand', '_attack')
else:
self.status = self.status + '_attack'
else:
if 'attack' in self.status:
self.status = self.status.replace('_attack', '')
def cooldowns(self): # таймер востановления удара
current_time = pygame.time.get_ticks()
if self.attacking:
if current_time - self.attack_time >= self.attack_cooldown + weapon_data[self.weapon]['cooldown']:
self.attacking = False
self.destroy_attack()
if not self.can_switch_weapon:
if current_time - self.weapon_switch_time >= self.switch_duration_cooldown:
self.can_switch_weapon = True
def animate(self): # анимирование героя
animation = self.animations[self.status]
self.frame_index += self.animation_speed
if self.frame_index >= len(animation):
self.frame_index = 0
self.image = animation[int(self.frame_index)]
self.rect = self.image.get_rect(center=self.hitbox.center)
def get_full_weapon_damage(self): # нанесение врагу урона
base_damage = self.stats['attack']
weapon_damage = weapon_data[self.weapon]['damage']
return base_damage + weapon_damage
def update(self):
self.input()
self.cooldowns()
self.get_status()
self.animate()
self.move(self.stats['speed'])