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# Sprite classes
from settings import *
import pygame
vec = pygame.math.Vector2
class SpriteSheet:
# utility class for loading and parsing spritesheets
def __init__(self, filename):
self.spritesheet1 = pygame.image.load(filename).convert()
self.spritesheet1 = pygame.image.load(filename).convert()
def get_image(self, x, y, width, height):
# grab single image out of a spritesheet
image = pygame.Surface((width, height))
image.blit(self.spritesheet1, (0, 0), (x, y, width, height))
image = pygame.transform.scale(image, (width // 2, height // 2))
return image
class Player(pygame.sprite.Sprite):
def __init__(self, game, x, y):
pygame.sprite.Sprite.__init__(self)
self.game = game
self.load_images()
self.image = self.standing_frames[0]
self.image.set_colorkey((0, 0, 0))
self.walking = False
self.jumping = False
self.current_frame = 0
self.last_update = 0
self.rect = self.image.get_rect()
self.x = x
self.y = y
self.pos = vec(x * tilesize, y * tilesize)
self.vel = vec(0, 0)
self.acc = vec(0, 0)
def load_images(self):
self.standing_frames = [self.game.spritesheet1.get_image(67, 190, 66, 92),
self.game.spritesheet1.get_image(0, 190, 66, 92)]
for frame in self.standing_frames:
frame.set_colorkey((0, 0, 0))
self.walk_frames_r = [self.game.spritesheet1.get_image(0, 0, 70, 94),
self.game.spritesheet1.get_image(71, 0, 70, 94),
self.game.spritesheet1.get_image(142, 0, 70, 94),
self.game.spritesheet1.get_image(0, 95, 70, 94),
self.game.spritesheet1.get_image(71, 95, 70, 94),
self.game.spritesheet1.get_image(142, 95, 70, 94),
self.game.spritesheet1.get_image(213, 0, 70, 94),
self.game.spritesheet1.get_image(284, 0, 70, 94),
self.game.spritesheet1.get_image(213, 95, 70, 94),
self.game.spritesheet1.get_image(355, 0, 70, 94),
self.game.spritesheet1.get_image(284, 95, 70, 94)]
self.walk_frames_l = []
for frame in self.walk_frames_r:
self.walk_frames_l.append(pygame.transform.flip(frame, True, False))
frame.set_colorkey((0, 0, 0))
for frame in self.walk_frames_l:
frame.set_colorkey((0, 0, 0))
self.jump_frame_r = self.game.spritesheet1.get_image(423, 95, 66, 94)
self.jump_frame_r.set_colorkey((0, 0, 0))
self.jump_frame_l = pygame.transform.flip(self.jump_frame_r, True, False)
self.jump_frame_l.set_colorkey((0, 0, 0))
def jump_cut(self):
if self.jumping:
if self.vel.y < -3:
self.vel.y = -3
def jump(self):
# jump only if standing on a platform
self.y += 1
hits = pygame.sprite.spritecollide(self, self.game.tile, False)
self.y -= 1
if hits and not self.jumping:
self.game.jump_sound.play()
self.jumping = True
self.vel.y = -player_jump
def update(self):
self.animate()
self.acc = vec(0, player_gravity)
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.acc.x = -player_acc
if keys[pygame.K_RIGHT]:
self.acc.x = player_acc
# applies friction
self.acc.x += self.vel.x * player_friction
# equations of motion
self.vel += self.acc
if abs(self.vel.x) < 0.1:
self.vel.x = 0
self.x += (self.vel.x + 0.5 * self.acc.x) / 32
self.y += (self.vel.y + 0.5 * self.acc.y) / 32
self.rect.x = self.x * tilesize
self.rect.y = self.y * tilesize
def animate(self):
now = pygame.time.get_ticks()
if self.vel.x != 0:
self.walking = True
else:
self.walking = False
# show walking animation
if self.walking:
if (now - self.last_update) > 100:
self.last_update = now
self.current_frame = (self.current_frame + 1) % len(self.walk_frames_l)
if self.vel.x > 0:
self.image = self.walk_frames_r[self.current_frame]
else:
self.image = self.walk_frames_l[self.current_frame]
self.rect = self.image.get_rect()
# show idle animation
if not self.jumping and not self.walking:
if (now - self.last_update) > 400:
self.last_update = now
self.current_frame = (self.current_frame + 1) % len(self.standing_frames)
self.image = self.standing_frames[self.current_frame]
self.rect = self.image.get_rect()
class Tile(pygame.sprite.Sprite): # tile based
def __init__(self, game, x, y):
self.groups = game.all_sprites, game.tile
pygame.sprite.Sprite.__init__(self, self.groups)
self.game = game
self.image = pygame.Surface((tilesize, tilesize))
self.image.fill((0, 128, 0))
self.rect = self.image.get_rect()
self.x = x
self.y = y
self.rect.x = x * tilesize
self.rect.y = y * tilesize
class Powerup(pygame.sprite.Sprite):
pass