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player.py
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player.py
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import pygame.sprite as PS
import pygame.image as PI
import pygame.mixer as PM
import math
import weapon
import trigger
#Velocities
PLAYER_VELOCITY = 100
JUMP_VEL = -550
GRAVITY = 1700
TERMINAL_VELOCITY = 1000
HIT_VELOCITY = 20000
#Sprite relative collision modifiers
COLLISION_MODIFIER = 10
FEET = 12
#Deadzone boundaries
LEFT_DEADZONE_BOUND = 390
RIGHT_DEADZONE_BOUND = 410
LOWER_DEADZONE_BOUND = 350
UPPER_DEADZONE_BOUND = 200
CENTER_X = (LEFT_DEADZONE_BOUND + RIGHT_DEADZONE_BOUND) / 2
CENTER_Y = (LOWER_DEADZONE_BOUND + UPPER_DEADZONE_BOUND) / 2
#Item indices
INVALID_WEAPON_INDEX = -1
HAMMER_INDEX = 0
LADDER_INDEX = 1
BRIDGE_INDEX = 2
MAKE_WEAPON_INDEX = 3
CANCEL_WEAPON_INDEX = 4
#Item costs
HAMMER_COST = 2
LADDER_COST = 1
BRIDGE_COST = 3
#Hammer attacks
MAX_HAMMER_ATTACKS = 5
#Player health
MAX_HEALTH = 5
MAX_CONTINUES = 3
STARTING_BONES = 0
#Event trigger types
NULL_TRIG = -1
KILL = 0
WIN = 1
CHECKPOINT = 11
PITFALL_TRIG = 12
LOAD_JUNK = 13
#Scroll directions
LEFT = -1
RIGHT = 1
UP = -1
DOWN = 1
NEUTRAL = 0
class Player(PS.Sprite):
#Initialize image once
IMAGES = None
IMAGE = None
WINNER = False
CYCLE = 1.0
DEATHCYCLE = 2.0
ATTCYCLE = .5
CROUCH_CYCLE = .2
CWALK_CYCLE = .5
JUMP_CYCLE = 1.4
IMMUNITY = 1.5
COOLDOWN = 0.0
def __init__(self, surf_width, surf_height, volume, level_file):
PS.Sprite.__init__(self)
self.volume = volume
self.onladder = False
self.weapons = []
self.weaponIndex = -1
self.load_hammer()
if not Player.IMAGES:
self.load_images()
self.load_sounds()
self.time = 0.0
self.frame = 0
self.dtime = 0.0
self.dframe = 0
self.atttime = 0.0
self.attframe = 0
self.attacking = False
self.numAttacks = MAX_HAMMER_ATTACKS
self.crouching = False
self.cframe = 0
self.ctime = 0.0
self.cwalk_frame = 0
self.cwalk_time = 0.0
self.immunity = 1
self.using = False
self.finishedDie = False
self.IMAGE = self.IMAGES[self.frame]
self.image = self.IMAGE
self.temp_image = None
self.rect = self.image.get_rect()
self.sound = None
self.surf_height = surf_height
self.surf_width = surf_width
self.position_tool = False
#Load start location and place player and checkpoint
self.start_pos = (0,0)
self.load_start_location(level_file)
self.last_check = self.start_pos
self.rect.centerx = self.start_pos[0]
self.rect.centery = self.start_pos[1]
self.move_to_check = True
#Declare speed
self.speedx = PLAYER_VELOCITY
self.speedy = PLAYER_VELOCITY
self.grounded = False
self.hor_scroll = 0
self.ver_scroll = 0
#Player's hit points
self.HEALTH = MAX_HEALTH
self.continues = MAX_CONTINUES
self.bones = STARTING_BONES
self.ALIVE = True
self.touch_enemy = False
self.immune = False
self.immunetime = 0.0
self.facingRight = True
self.oldtool = -1
self.level_event_group = []
self.load_progress = 0
self.cooling = False
def load_sounds(self):
self.JUMPSOUND = PM.Sound("Sounds/effects/jump.ogg")
self.JUMPSOUND.set_volume(self.volume)
self.FOOTSTEPS = []
self.FOOTSTEPS.append(PM.Sound("Sounds/effects/Footsteps1.ogg"))
self.FOOTSTEPS.append(PM.Sound("Sounds/effects/Footsteps2.ogg"))
self.FOOTSTEPS.append(PM.Sound("Sounds/effects/Footsteps3.ogg"))
self.HAMMERHIT = PM.Sound("Sounds/effects/hammer_hit.ogg")
self.HAMMERHIT.set_volume(self.volume)
self.TAKEDAMAGE = PM.Sound("Sounds/effects/take_damage.ogg")
self.TAKEDAMAGE.set_volume(self.volume)
self.SOUNDINDEX = 0
self.CHECKSOUND = PM.Sound("Sounds/effects/check_point.ogg")
self.CHECKSOUND.set_volume(self.volume)
self.GOCHECK = PM.Sound("Sounds/effects/restart_from_check_point_noise.ogg")
self.GOCHECK.set_volume(self.volume)
def load_hammer(self):
self.HAMMER_RIGHT = []
self.HAMMER_LEFT = []
self.HAMMER_JUMP_RIGHT = []
self.HAMMER_JUMP_LEFT = []
self.HAMMER_ATT_RIGHT = []
self.HAMMER_ATT_LEFT = []
for i in range(1, 7):
hammerr1 = "skeleton_animation/walk_hammer/"+str(i)+".png"
hammerl1 = "skeleton_animation/walk_hammer/-"+str(i)+".png"
hammerj1 = "skeleton_animation/skeletal_jump_hammer/"+str(i)+".png"
hammerjl1 = "skeleton_animation/skeletal_jump_hammer/-"+str(i)+".png"
self.HAMMER_RIGHT.append(PI.load(hammerr1).convert_alpha())
self.HAMMER_LEFT.append(PI.load(hammerl1).convert_alpha())
self.HAMMER_JUMP_RIGHT.append(PI.load(hammerj1).convert_alpha())
self.HAMMER_JUMP_LEFT.append(PI.load(hammerjl1).convert_alpha())
for i in range(1, 8):
hammerar = "skeleton_animation/attack/"+str(i)+".png"
hammeral = "skeleton_animation/attack/-"+str(i)+".png"
self.HAMMER_ATT_RIGHT.append(PI.load(hammerar).convert_alpha())
self.HAMMER_ATT_LEFT.append(PI.load(hammeral).convert_alpha())
def load_images(self):
self.IMAGES = []
self.NEG_IMAGES = []
self.JUMP = []
self.DIE = []
self.CROUCH = []
self.CROUCH_RIGHT = []
self.CROUCH_LEFT = []
self.RECOIL = []
self.RECOIL_HAMMER_RIGHT = []
self.RECOIL_HAMMER_LEFT = []
for i in range(1, 6):
crouch = "skeleton_animation/crouch/"+str(i)+".png"
self.CROUCH.append(PI.load(crouch).convert_alpha())
for i in range(1, 5):
crouch_r = "skeleton_animation/crouch/walk/"+str(i)+".png"
crouch_l = "skeleton_animation/crouch/walk/-"+str(i)+".png"
self.CROUCH_RIGHT.append(PI.load(crouch_r).convert_alpha())
self.CROUCH_LEFT.append(PI.load(crouch_l).convert_alpha())
for i in range(1, 7):
walkr = "skeleton_animation/walk/"+str(i)+".png"
self.IMAGES.append(PI.load(walkr).convert_alpha())
walkl = "skeleton_animation/walk/-"+str(i)+".png"
self.NEG_IMAGES.append(PI.load(walkl).convert_alpha())
jump = "skeleton_animation/skeletal_jump/"+str(i)+".png"
self.JUMP.append(PI.load(jump).convert_alpha())
for n in range(1, 12):
die = "skeleton_animation/death/"+str(n)+".png"
self.DIE.append(PI.load(die).convert_alpha())
#normal recoil
normal = "skeleton_animation/recoil/1_normal.png"
inverse = "skeleton_animation/recoil/1_inverse.png"
self.RECOIL.append(PI.load(normal).convert_alpha())
self.RECOIL.append(PI.load(inverse).convert_alpha())
#right_hammer recoil
normal = "skeleton_animation/recoil/r_hammer_normal.png"
inverse = "skeleton_animation/recoil/r_hammer_inverse.png"
self.RECOIL_HAMMER_RIGHT.append(PI.load(normal).convert_alpha())
self.RECOIL_HAMMER_RIGHT.append(PI.load(inverse).convert_alpha())
#left_hammer recoil
normal = "skeleton_animation/recoil/l_hammer_normal.png"
inverse = "skeleton_animation/recoil/l_hammer_inverse.png"
self.RECOIL_HAMMER_LEFT.append(PI.load(normal).convert_alpha())
self.RECOIL_HAMMER_LEFT.append(PI.load(inverse).convert_alpha())
def load_start_location(self, filename):
file = open(filename + ".txt")
self.delimiter = '\n'
while 1:
line = file.readline().rstrip(self.delimiter)
if not line:
break
if line == "Start_Location":
self.start_pos = int(file.readline().rstrip(self.delimiter)), \
int(file.readline().rstrip(self.delimiter))
if self.start_pos[0] > CENTER_X: self.start_pos = CENTER_X, self.start_pos[1]
if self.start_pos[1] > CENTER_Y: self.start_pos = self.start_pos[0], CENTER_Y
break
def update_image(self):
self.image = self.IMAGES[self.frame]
def update_image_neg(self):
self.image = self.NEG_IMAGES[self.frame]
def update_image_jump(self):
self.image = self.JUMP[self.frame]
def update_hammer_left(self):
self.image = self.HAMMER_LEFT[self.frame]
def update_hammer_right(self):
self.image = self.HAMMER_RIGHT[self.frame]
def update_hammer_jump_right(self):
self.image = self.HAMMER_JUMP_RIGHT[self.frame]
def update_hammer_jump_left(self):
self.image = self.HAMMER_JUMP_LEFT[self.frame]
def update_image_die(self):
self.image = self.DIE[self.dframe]
def update_hammer_att_left(self):
self.image = self.HAMMER_ATT_LEFT[self.attframe]
def update_hammer_att_right(self):
self.image = self.HAMMER_ATT_RIGHT[self.attframe]
def update_crouch(self):
self.image = self.CROUCH[self.cframe]
def update_crouch_right(self):
self.image = self.CROUCH_RIGHT[self.cwalk_frame]
def update_crouch_left(self):
self.image = self.CROUCH_LEFT[self.cwalk_frame]
def update_recoil(self):
self.image = self.RECOIL[self.immunity]
def update_recoil_hammer_right(self):
self.image = self.RECOIL_HAMMER_RIGHT[self.immunity]
def update_recoil_hammer_left(self):
self.image = self.RECOIL_HAMMER_LEFT[self.immunity]
def get_head(self):
return self.rect.centery - self.rect.height / 2
def get_foot(self):
return self.rect.centery + self.rect.height / 2
def get_rit(self):
return self.rect.centerx + self.rect.width / 2
def get_lef(self):
return self.rect.centerx - self.rect.width / 2
def lef_foot(self):
return self.rect.centerx - self.rect.width / 2 + FEET
def rit_foot(self):
return self.rect.centerx + self.rect.width / 2 - FEET
def get_center(self):
return self.rect.centerx
def get_centery(self):
return self.rect.centery
def get_speedx(self):
return self.speedx
def get_speedy(self):
return self.speedy
def get_health(self):
return self.HEALTH
def get_continues(self):
return self.continues
def get_hor_scroll(self):
return self.hor_scroll
def get_ver_scroll(self):
return self.ver_scroll
def get_bones(self):
return self.bones
def get_using(self):
return self.using
def get_move_to_check(self):
return self.move_to_check
def get_last_check(self):
return self.last_check
def get_win(self):
return self.WINNER
def get_level_event_group(self):
return self.level_event_group
def get_direction(self):
return self.facingRight
def get_num_attacks(self):
return self.numAttacks
def get_weapon_index(self):
return self.weaponIndex
def get_load_progress(self):
return self.load_progress
def set_hor_scroll(self, hor_dir):
if self.hor_scroll > 0:
self.rect.centerx -= 1
elif self.hor_scroll < 0:
self.rect.centerx += 1
self.hor_scroll = hor_dir
def set_ver_scroll(self, ver_dir, elapsed, scrolling):
if scrolling < 0 and self.speedy >= 0:
self.rect.centery += 1
elif scrolling < 0 and self.speedy < 0:
self.rect.centery += 1
elif scrolling > 0 and self.speedy > 0:
self.rect.centery -= self.speedy * elapsed
elif scrolling > 0 and self.speedy < 0:
pass
self.ver_scroll = ver_dir
def set_move_to_check(self, setting):
self.move_to_check = setting
def setAlive(self):
self.finishedDie = False
def reset_continues(self):
self.continues = MAX_CONTINUES
def is_alive(self):
return self.ALIVE
def check_alive(self):
if self.HEALTH <= 0:
self.ALIVE = False
def resurrect(self):
self.ALIVE = True
self.HEALTH = MAX_HEALTH
self.finishedDie = False
self.bones = STARTING_BONES
self.touch_enemy = False
self.immune = False
self.immunetime = 0.0
self.facingRight = True
self.oldtool = -1
self.numAttacks = 0
self.weaponIndex = INVALID_WEAPON_INDEX
self.attacking = False
self.level_event_group = []
if self.continues < 2:
pass
#self.load_progress -= 1#(self.continues - 2)
def finishedDying(self):
return self.finishedDie
def die(self, time):
self.dtime += time
if self.dtime <= self.DEATHCYCLE:
dframe = int(self.dtime / (self.DEATHCYCLE / len(self.DIE)))
if dframe != self.dframe:
self.dframe = dframe
self.update_image_die()
else:
self.finishedDie = True
def subtract_continue(self):
self.continues -= 1
def set_using(self, set_val):
self.using = set_val
def go_to_check(self):
self.rect.centerx = self.last_check[0]
self.rect.centery = self.last_check[1] - self.rect.height
def land(self, set_grounded, set_y_position = 0):
self.grounded = set_grounded
if set_grounded:
self.rect.centery = set_y_position - self.rect.height / 2 + 1
def stop(self, set_x_position):
self.rect.centerx = set_x_position - self.rect.width / 2
def animation_recoil(self):
if(self.facingRight and self.weaponIndex == 0):
self.update_recoil_hammer_right()
elif(not self.facingRight and self.weaponIndex == 0):
self.update_recoil_hammer_left()
elif(not self.attacking):
self.update_recoil()
def enemy_collide(self, targ_enemies, x_plus, x_minus):
if self.attacking and targ_enemies:
for this_enemy in targ_enemies:
if this_enemy.get_centerx() > self.rect.centerx:
if self.facingRight:
this_enemy.hurt()
self.cooling = True
self.attacking = False
self.numAttacks = self.numAttacks - 1
else:
if not self.immune:
self.animation_recoil()
self.HEALTH -= 1
self.TAKEDAMAGE.play()
self.immune = True
self.touch_enemy = True
elif this_enemy.get_centerx() < self.rect.centerx:
if not self.facingRight:
this_enemy.hurt()
self.cooling = True
self.attacking = False
self.numAttacks = self.numAttacks - 1
else:
if not self.immune:
self.animation_recoil()
self.HEALTH -= 1
self.TAKEDAMAGE.play()
self.immune = True
self.touch_enemy = True
elif targ_enemies and not self.touch_enemy:
if not self.immune:
self.animation_recoil()
self.HEALTH -= 1
self.TAKEDAMAGE.play()
self.immune = True
self.touch_enemy = True
elif targ_enemies and self.touch_enemy:
for this_enemy in targ_enemies:
if self.get_rit() > this_enemy.get_rit():
x_plus = True
x_minus = False
else:
x_plus = False
x_minus = True
elif not targ_enemies:
self.touch_enemy = False
return x_plus, x_minus
def rocket_collide(self, targ_rockets):
if self.attacking and targ_rockets:
for this_rocket in targ_rockets:
if this_rocket.get_centerx() > self.rect.centerx:
if self.facingRight:
this_rocket.kill()
else:
if not self.immune:
self.animation_recoil()
self.HEALTH -= 1
self.TAKEDAMAGE.play()
self.immune = True
elif this_rocket.get_centerx() < self.rect.centerx:
if not self.facingRight:
this_rocket.kill()
else:
if not self.immune:
self.animation_recoil()
self.HEALTH -= 1
self.TAKEDAMAGE.play()
self.immune = True
elif targ_rockets:
for this_rocket in targ_rockets:
if not self.immune:
self.animation_recoil()
self.HEALTH -= 1
self.TAKEDAMAGE.play()
self.immune = True
def bone_collide(self, targ_bones):
if targ_bones:
for this_bone in targ_bones:
if this_bone.is_bone():
self.bones += 1
else:
if self.HEALTH < MAX_HEALTH:
self.HEALTH += 1
def collide_right(self, targ_platforms):
collide = False
if targ_platforms:
for this_platform in targ_platforms:
if self.speedy == 0 and self.get_foot() - COLLISION_MODIFIER > this_platform.get_top():
if self.get_lef() <= this_platform.get_rit():
collide = True
return collide
def collide_left(self, targ_platforms):
collide = False
if targ_platforms:
for this_platform in targ_platforms:
if self.speedy == 0 and self.get_foot() - COLLISION_MODIFIER > this_platform.get_top():
if self.get_rit() >= this_platform.get_lef():
collide = True
return collide
def does_land(self, targ_platforms, collide_rit, collide_lef):
lands = False
if targ_platforms:
for this_platform in targ_platforms:
if self.weaponIndex == HAMMER_INDEX and not self.facingRight:
if not (self.get_foot() - COLLISION_MODIFIER > this_platform.get_top() or self.speedy < 0 or this_platform.get_lef() - (COLLISION_MODIFIER * 3) > self.rit_foot() or this_platform.get_rit() - (COLLISION_MODIFIER * 3) < self.lef_foot()):
lands = True
current = this_platform
else:
if not (self.get_foot() - COLLISION_MODIFIER > this_platform.get_top() or self.speedy < 0 or this_platform.get_lef() > self.rit_foot() or this_platform.get_rit() < self.lef_foot()):
lands = True
current = this_platform
if lands:
self.land(lands, current.get_top())
if current.is_moving_x():
if current.get_move_right() and not collide_rit:
if current.get_counter():
self.rect.centerx += math.ceil(current.speedx() * current.get_time())
elif not current.get_move_right() and not collide_lef:
if current.get_counter():
self.rect.centerx -= math.ceil(current.speedx() * current.get_time())
if current.is_moving_y():
if current.get_move_down():
if current.get_counter():
self.rect.centery += math.ceil(current.speedy() * current.get_time())
else:
self.land(lands)
def platform_collide(self, targ_platforms):
if targ_platforms:
collide_rit = self.collide_right (targ_platforms)
collide_lef = self.collide_left (targ_platforms)
for this_platform in targ_platforms:
if (self.speedy == 0 or this_platform.is_wall() or (self.speedy > 0 and self.rect.centery + self.rect.height/2 < this_platform.get_centery())) and self.get_foot() - COLLISION_MODIFIER > this_platform.get_top():
if self.rect.centerx >= this_platform.get_center():
if self.rect.centerx - COLLISION_MODIFIER == this_platform.get_rit() and self.weaponIndex != HAMMER_INDEX:
self.rect.centerx = this_platform.get_rit() + self.rect.width/2 + 1
elif self.weaponIndex == HAMMER_INDEX and self.rect.centerx + COLLISION_MODIFIER == this_platform.get_rit():
self.rect.centerx = this_platform.get_rit() + self.rect.width/2 + 1
elif self.rect.centerx <= this_platform.get_center():
if self.rect.centerx + COLLISION_MODIFIER == this_platform.get_lef():# and self.weaponIndex != HAMMER_INDEX:
self.rect.centerx = this_platform.get_lef() - self.rect.width/2 - 1
## elif self.weaponIndex == HAMMER_INDEX and self.rect.centerx - COLLISION_MODIFIER == this_platform.get_lef():
## self.rect.centerx = this_platform.get_lef() - self.rect.width/2 - 1
self.does_land(targ_platforms, collide_rit, collide_lef)
else:
self.land(False)
def trigger_collide(self, targ_triggers, x_offset, y_offset):
del(self.level_event_group[:])
for this_trigger in targ_triggers:
event = this_trigger.get_event_type()
if event == KILL:
self.HEALTH = 0
elif event == WIN:
self.WINNER = True
elif event == CHECKPOINT:
self.CHECKSOUND.play()
self.last_check = this_trigger.get_x(), this_trigger.get_y()
self.level_event_group.append(this_trigger)
elif event == PITFALL_TRIG:
self.HEALTH -= 1
if self.HEALTH > 0:
#Create Player at last checkpoint
self.GOCHECK.play()
self.set_move_to_check(True)
self.go_to_check()
elif event == LOAD_JUNK and this_trigger.get_targ_id() > self.load_progress:
print "loading" + str(this_trigger.get_targ_id())
self.load_progress += 1
self.level_event_group.append(this_trigger)
elif self.using and not event == NULL_TRIG:
self.level_event_group.append(this_trigger)
self.using = False
def check_scroll(self):
if self.rect.centerx >= RIGHT_DEADZONE_BOUND:
self.hor_scroll = RIGHT
elif self.rect.centerx <= LEFT_DEADZONE_BOUND:
self.hor_scroll = LEFT
else:
self.hor_scroll = NEUTRAL
if self.rect.centery >= LOWER_DEADZONE_BOUND:
self.ver_scroll = DOWN
elif self.rect.centery <= UPPER_DEADZONE_BOUND:
self.ver_scroll = UP
else:
self.ver_scroll = NEUTRAL
def handle_right(self, time, x_plus, targ_platforms):
#The player is moving right
if x_plus and self.rect.centerx < self.surf_width - self.rect.width/2:
self.rect.centerx += math.ceil(self.speedx * time)
if self.SOUNDINDEX == 3:
self.SOUNDINDEX = 0
#self.FOOTSTEPS[self.SOUNDINDEX].play()
self.SOUNDINDEX += 1
if targ_platforms:
for this_platform in targ_platforms:
if (self.get_rit() == this_platform.get_lef()) and self.get_foot() - COLLISION_MODIFIER >= this_platform.get_top() and self.grounded:
self.stop(this_platform.get_lef())
#Animate player
if self.grounded:
if self.crouching:
self.cwalk_time += time
if self.cwalk_time > self.CWALK_CYCLE:
self.cwalk_time = 0.0
cwalk_frame = int(self.cwalk_time / (self.CWALK_CYCLE / len(self.CROUCH_RIGHT)))
if cwalk_frame != self.cwalk_frame:
self.cwalk_frame = cwalk_frame
self.update_crouch_right()
else:
self.time = self.time + time
if self.time > self.CYCLE:
self.time = 0.0
frame = int(self.time / (self.CYCLE / len(self.IMAGES)))
if frame != self.frame:
self.frame = frame
if self.weaponIndex == 0:
if self.attacking:
self.update_hammer_att_right()
else:
self.update_hammer_right()
else:
self.update_image()
self.facingRight = True
#The player is moving left but has hit the edge of the screen
elif x_plus:
self.facingRight = True
def handle_left(self, time, x_minus, targ_platforms):
if x_minus and self.rect.centerx > self.rect.width/2:
self.rect.centerx -= math.ceil(self.speedx * time)
if self.SOUNDINDEX == 3:
self.SOUNDINDEX = 0
#self.FOOTSTEPS[self.SOUNDINDEX].play()
self.SOUNDINDEX += 1
if targ_platforms:
for this_platform in targ_platforms:
if (self.get_lef() == this_platform.get_rit()) and self.get_foot() - COLLISION_MODIFIER >= this_platform.get_top() and self.grounded:
self.stop(this_platform.get_rit())
#Animate player
if self.grounded:
if self.crouching:
self.cwalk_time += time
if self.cwalk_time > self.CWALK_CYCLE:
self.cwalk_time = 0.0
cwalk_frame = int(self.cwalk_time / (self.CWALK_CYCLE / len(self.CROUCH_LEFT)))
if cwalk_frame != self.cwalk_frame:
self.cwalk_frame = cwalk_frame
self.update_crouch_left()
else:
self.time = self.time + time
if self.time > self.CYCLE:
self.time = 0.0
frame = int(self.time / (self.CYCLE / len(self.NEG_IMAGES)))
if frame != self.frame:
self.frame = frame
if self.weaponIndex == 0:
if self.attacking:
self.update_hammer_att_left()
else:
self.update_hammer_left()
else:
self.update_image_neg()
self.facingRight = False
#The player is moving left but has hit the edge of the screen
elif x_minus:
self.facingRight = False
def handle_airborne(self, time, y_plus):
if self.grounded:
self.speedy = 0
elif not self.crouching or (self.crouching and not self.grounded):
self.time = self.time + time
if self.time > self.CYCLE:
self.time = 0.0
frame = int(self.time / (self.JUMP_CYCLE/ len(self.JUMP)))
if frame != self.frame:
self.frame = frame
if self.weaponIndex == 0:
if self.facingRight:
if self.attacking and self.COOLDOWN <= self.ATTCYCLE:
self.update_hammer_att_right()
elif self.attacking and self.COOLDOWN > self.ATTCYCLE:
self.cooldown(time)
else:
self.update_hammer_jump_right()
else:
if self.attacking and self.COOLDOWN <= self.ATTCYCLE:
self.update_hammer_att_left()
elif self.attacking and self.COOLDOWN > self.ATTCYCLE:
self.cooldown(time)
else:
self.update_hammer_jump_left()
elif self.crouching:
self.image = self.CROUCH[4]
else:
self.update_image_jump()
if self.speedy < TERMINAL_VELOCITY:
self.speedy += GRAVITY * time
else:
self.speedy = TERMINAL_VELOCITY
if y_plus and self.grounded and not self.crouching and not self.onladder:
self.JUMPSOUND.play()
self.speedy += JUMP_VEL
self.grounded = False
self.rect.centery += self.speedy * time
def attack_left(self, time):
if self.atttime <= self.ATTCYCLE:
attframe = int(self.atttime / (self.ATTCYCLE / len(self.HAMMER_ATT_LEFT)))
if attframe != self.attframe:
self.attframe += 1
self.update_hammer_att_left()
else:
self.attacking = False
self.update_hammer_left()
self.atttime += time
def attack_right(self, time):
if self.atttime <= self.ATTCYCLE:
attframe = int(self.atttime / (self.ATTCYCLE / len(self.HAMMER_ATT_RIGHT)))
if attframe != self.attframe:
self.attframe += 1
self.update_hammer_att_right()
else:
self.attacking = False
self.update_hammer_right()
self.atttime += time
def cooldown(self, time):
self.COOLDOWN += time
if self.COOLDOWN >= .8:
self.COOLDOWN = 0.0
def crouch(self, time, crouch, x_pos, x_neg, y_pos):
if self.grounded and crouch and not self.crouching:
self.cframe = 0
self.ctime = 0.0
self.crouching = True
if not self.temp_image:
self.temp_image = self.image
if self.crouching and not crouch:
self.image = self.temp_image
self.temp_image = None
self.rect.centery -= (100 - self.rect.height)
self.rect.height = 100
self.crouching = False
if self.crouching and self.grounded:
self.ctime += time
if self.ctime <= self.CROUCH_CYCLE:
cframe = int(self.ctime / (self.CROUCH_CYCLE / len(self.CROUCH)))
if x_pos or x_neg:# or y_pos:
self.image = self.CROUCH[4]
self.ctime = 10.0
self.rect.centery += (self.rect.height - 60)
self.rect.height = 60
if cframe != self.cframe:
self.cframe = cframe
self.update_crouch()
self.rect.height -= 10
self.rect.centery += 10
def handle_ladders(self, time, y_pos, y_neg, hit_ladders, x_pos, x_neg):
if hit_ladders:
if y_pos or y_neg:
self.onladder = True
elif self.onladder and (x_pos or x_neg):
self.onladder = False
self.land(False)
for this_ladder in hit_ladders:
if self.onladder:
if y_pos and self.rect.centery <= this_ladder.get_top():
self.onladder = False
self.rect.centery += JUMP_VEL*time
if self.get_foot() - COLLISION_MODIFIER <= this_ladder.get_top() and not y_neg and not self.weaponIndex == HAMMER_INDEX:
self.land(True, this_ladder.get_top())
self.onladder = True
elif self.get_foot() - COLLISION_MODIFIER <= this_ladder.get_top() and not y_neg and self.weaponIndex == HAMMER_INDEX:
if self.facingRight and self.get_rit() - (COLLISION_MODIFIER * 3) > this_ladder.get_lef():
self.land(True, this_ladder.get_top())
self.onladder = True
elif not self.facingRight and self.get_lef() + (COLLISION_MODIFIER * 3) < this_ladder.get_rit():
self.land(True, this_ladder.get_top())
self.onladder = True
elif self.get_rit() >= this_ladder.get_lef():
self.rect.centerx = this_ladder.get_center()
if y_pos:
self.rect.centery -= math.ceil(self.speedx * time)
self.onladder = True
if y_neg:
self.rect.centery += math.ceil(self.speedx * time)
elif self.onladder:
self.onladder = False
self.land(False)
def on_ladder(self):
return self.onladder
def kill_fake(self):
return self.toolnum
def make_tool(self):
if not self.position_tool:
self.position_tool = True
if self.toolnum == LADDER_INDEX and self.bones >= LADDER_COST and self.grounded:
self.oldtool = LADDER_INDEX
return 3
elif self.toolnum == BRIDGE_INDEX and self.bones >= BRIDGE_COST and self.grounded:
self.oldtool = BRIDGE_INDEX
return 4
else:
self.position_tool = False
if self.toolnum == MAKE_WEAPON_INDEX and self.oldtool == LADDER_INDEX and \
self.bones >= LADDER_COST and self.grounded:
self.bones -= LADDER_COST
return_val = self.oldtool
self.oldtool = INVALID_WEAPON_INDEX
return return_val
if self.toolnum == MAKE_WEAPON_INDEX and self.oldtool == BRIDGE_INDEX and \
self.bones >= BRIDGE_COST and self.grounded:
self.bones -= BRIDGE_COST
return_val = self.oldtool
self.oldtool = INVALID_WEAPON_INDEX
return return_val
if self.toolnum == CANCEL_WEAPON_INDEX:
self.position_tool = False
self.oldtool = INVALID_WEAPON_INDEX
return INVALID_WEAPON_INDEX
def update(self, time, x_pos, x_neg, y_pos, up, selectedWeapon, attack, crouch, using, tools, current_level):
enemy_group = current_level.get_enemies()
rocket_group = current_level.get_rockets()
bone_group = current_level.get_bones()
platform_group = current_level.get_platforms()
ladder_group = current_level.get_ladders()
trigger_group = current_level.get_triggers()
#Check for collisions
hit_enemies = PS.spritecollide(self, enemy_group, False)
hit_rockets = PS.spritecollide(self, rocket_group, False)
hit_bones = PS.spritecollide(self, bone_group, False)
hit_platforms = PS.spritecollide(self, platform_group, False)
hit_ladders = PS.spritecollide(self, ladder_group, False)
hit_triggers = PS.spritecollide(self, trigger_group, False)
self.using = using
#With this, cannot attack while touching a switch or checkpoint.
#This may be unwanted.
#if hit_triggers:
# attack = False
if not self.onladder:
self.crouch(time, crouch, x_pos, x_neg, y_pos)
if attack and not self.attacking:# and self.COOLDOWN == 0.0:
if self.cooling:
if self.weaponIndex == HAMMER_INDEX and self.COOLDOWN == 0.0:
self.atttime = 0.0
self.attframe = 0
self.attacking = True
self.cooling = False
self.HAMMERHIT.play()
else:
if self.weaponIndex == HAMMER_INDEX:
self.atttime = 0.0
self.attframe = 0
self.attacking = True
self.cooling = False
self.HAMMERHIT.play()
if self.attacking and not crouch and self.COOLDOWN <= self.ATTCYCLE:
if self.facingRight:
self.attack_right(time)
else:
self.attack_left(time)
self.COOLDOWN += time
else:
self.cooldown(time)
#print self.attacking
if self.numAttacks == 0:
self.numAttacks = MAX_HAMMER_ATTACKS
self.weaponIndex = INVALID_WEAPON_INDEX
self.attacking = False
if self.facingRight:
self.update_image()
else:
self.update_image_neg()
if selectedWeapon == HAMMER_INDEX and self.weaponIndex != HAMMER_INDEX and self.bones >= HAMMER_COST:
self.weapons.append(weapon.Hammer())
if self.facingRight:
self.image = self.HAMMER_RIGHT[self.frame]
else:
self.image = self.HAMMER_LEFT[self.frame]
self.weaponIndex = HAMMER_INDEX
self.bones -= HAMMER_COST
self.toolnum = tools
#Set immune time
self.immunetime = self.immunetime + time
if self.immunetime > self.IMMUNITY:
self.immune = False
self.immunetime = 0.0
#React to enemy collisions and update player health
x_pos, x_neg = self.enemy_collide(hit_enemies, x_pos, x_neg)
#React to trigger collisions
self.trigger_collide(hit_triggers, current_level.get_hor_offset(), current_level.get_ver_offset())
#React to rocket collisions
self.rocket_collide(hit_rockets)
#React to bone collisions
self.bone_collide(hit_bones)
#React to ladder collisions