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player.py
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from settings import *
import pygame as pg
import math
class Player:
def __init__(self, game):
self.game = game
self.x, self.y = PLAYER_POS
self.angel = PLAYER_ANGLE
def movement(self):
sin_a = math.sin(self.angel)
cos_a = math.cos(self.angel)
dx, dy = 0, 0
speed = 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 = dx + speed_cos
dy = dy + speed_sin
if keys[pg.K_s]:
dx = dx - speed_cos
dy = dy - speed_sin
if keys[pg.K_a]:
dx = dx + speed_sin
dy = dy - speed_cos
if keys[pg.K_d]:
dx = dx - speed_sin
dy = dy + speed_cos
self.check_wall_collision(dx, dy)
if keys[pg.K_LEFT]:
self.angel -= PLAYER_ROT_SPEED * self.game.delta_time
if keys[pg.K_RIGHT]:
self.angel += PLAYER_ROT_SPEED * self.game.delta_time
self.angel %= math.tau
def check_wall(self, x, y):
return (x, y) not in self.game.map.world_map
def check_wall_collision(self, dx, dy):
if self.check_wall(int(self.x + dx), int(self.y + dy)):
self.x += dx
if self.check_wall(int(self.x), int(self.y + dy)):
self.y += dy
def draw(self):
pg.draw.line(self.game.screen, "yellow", (self.x * 100, self.y * 100),
(self.x * 100 + WIDTH * math.cos(self.angel),
self.y * 100 + WIDTH * math.sin(self.angel)), 2)
pg.draw.circle(self.game.screen, "green", (self.x *100, self.y * 100), 15)
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)