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player.py
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import pygame as pg
import math
from settings import *
class Player:
def __init__(self, game):
self.game = game
self.x, self.y = PLAYER_POS
self.angle = PLAYER_ANGLE
def movement(self):
sin_a = math.sin(self.angle)
cos_a = math.cos(self.angle)
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 += 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.check_wall_collision(dx,dy)
if keys[pg.K_LEFT]:
self.angle -= PLAYER_ROT_SPEED * self.game.delta_time
if keys[pg.K_RIGHT]:
self.angle += PLAYER_ROT_SPEED * self.game.delta_time
self.angle %= 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)):
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 * MAP_SIZE, self.y * MAP_SIZE),
# (self.x * MAP_SIZE + WIDTH * math.cos(self.angle),
# self.y * MAP_SIZE + WIDTH * math.sin(self.angle)), 2)
pg.draw.circle(self.game.screen, 'green', (self.x * MAP_SIZE, self.y * MAP_SIZE), 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)