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player.py
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import settings as settings
import pygame as pg
import math
class Player:
def __init__(self, game):
self.game = game
self.x, self.y = settings.PLAYER_POS
self.angle = settings.PLAYER_ANGLE
def movement(self):
sin_a = math.sin(self.angle)
cos_a = math.cos(self.angle)
dx, dy = 0, 0
speed = settings.PLAYER_SPEED * self.game.delta_time
speed_sin = speed * sin_a
speed_cos = speed * cos_a
keys = pg.key.get_pressed()
if keys[pg.K_w]:
dx += speed_cos
dy += speed_sin
if keys[pg.K_s]:
dx += -speed_cos
dy += -speed_sin
if keys[pg.K_a]:
dx += speed_sin
dy += -speed_cos
if keys[pg.K_d]:
dx += -speed_sin
dy += +speed_cos
# self.x += dx
# self.y += dy
self.update_pos_with_collision_check(dx, dy)
if keys[pg.K_LEFT]:
self.angle -= settings.PLAYER_ROT_SPEED*self.game.delta_time
if keys[pg.K_RIGHT]:
self.angle += settings.PLAYER_ROT_SPEED*self.game.delta_time
self.angle %= math.tau #math.tau = 2*math.pi
def check_collision(self, x, y):
return (x, y) in self.game.map.world_map
def update_pos_with_collision_check(self, dx, dy):
if not self.check_collision(int(self.x+dx), int(self.y)):
self.x += dx
if not self.check_collision(int(self.x), int(self.y+dy)):
self.y += dy
def draw(self):
pg.draw.circle(
surface=self.game.screen,
color='yellow',
center=(self.x*100, self.y*100),
radius = 10,
width = 10
)
def update(self):
self.movement()
@property
def pos(self):
return self.x, self.y
@property
def map_pos(self):
return int(self.x), int(self.y)
def Main():
pass
if __name__=="__main__":
Main()