Moss/sprite_stacking_engine/player.py

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#!/usr/bin/python3
from sprite_stacking_engine.settings import *
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import math
class Player(pygame.sprite.Sprite):
def __init__(self, engine):
self.engine = engine
self.app = engine.app
self.group = self.engine.main_group
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super().__init__(self.group)
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self.group.change_layer(self, CENTER.y) # simpy set the layer to the y center of the screen because that is -
# the position of the player on the screen
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size = vec2([50, 50]) # create a surface with a red dot on it
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self.image = pygame.Surface(size, pygame.SRCALPHA)
pygame.draw.circle(self.image, "red", size / 2, size[0] / 2)
self.rect = self.image.get_rect(center=CENTER)
self.offset = vec2(0)
self.inc = vec2(0)
self.angle = 0
self.diag_move_corr = 1 / math.sqrt(2)
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def control(self): # move the player and rotate the view according to the key presses
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self.inc = vec2(0)
speed = PLAYER_SPEED * self.app.delta_time
rot_speed = PLAYER_ROT_SPEED * self.app.delta_time
key_state = pygame.key.get_pressed()
if key_state[pygame.K_LEFT]:
self.angle -= rot_speed
if key_state[pygame.K_RIGHT]:
self.angle += rot_speed
if key_state[pygame.K_w]:
self.inc += vec2(0, -speed).rotate_rad(-self.angle)
if key_state[pygame.K_s]:
self.inc += vec2(0, speed).rotate_rad(-self.angle)
if key_state[pygame.K_a]:
self.inc += vec2(-speed, 0).rotate_rad(-self.angle)
if key_state[pygame.K_d]:
self.inc += vec2(speed, 0).rotate_rad(-self.angle)
if self.inc.x and self.inc.y:
self.inc *= self.diag_move_corr
def update(self):
self.control()
self.move()
def move(self):
self.offset += self.inc