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hero.py
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# coding: utf-8
import pygame
from objects import ripSpriteSheet
class Hero(pygame.sprite.Sprite):
def __init__(self):
self.images = [ [], [] ]
self.spritesheet = pygame.image.load("sprites/001.png")
self.images[0] = ripSpriteSheet(self.spritesheet)
self.images[1] = ripSpriteSheet(pygame.image.load("sprites/002.png"))
self.image = self.images[0][0][0]
self.facing = 1
self.tilePos = [9,12]
self.nextTile = [9,12]
self.walkDelay = 0
self.onDelay = False
self.canMove = True
self.moving = False
self.running = False
self.step = False
self.hitBlock = False
self.cycling = False
self.spriteIndex = 0
self.imageIndex = 0
self.moveSpeed = 2
self.speed = 0
self.onGrass = False
self.slow = False
self.rect = pygame.Rect(self.tilePos[0]*16,self.tilePos[1]*16,16,16)
# Posición del rectángulo 16x16 en cada cuadrícula de sprites de 32x32
self.spritesheetPos = [7,14]
def update(self, keyboard, room):
self.updateMovement(keyboard)
# North
if self.nextTile[1] < 0:
self.hitBlock = False
print "YO"
"""
#PREVIOUSLY ON PYKEMON
if room.nextRoom[0] != None and room.nextRoom[0].content.permissionMap[room.nextRoom[0].height-1][self.nextTile[0]] == 0:
print "HEY!"
self.hitBlock = True
self.running = False
self.speed = 0
else:
self.moving = True
return "cr"
"""
elif self.nextTile[1] >= room.height:
self.hitBlock = False
pass
elif self.nextTile[0] < 0:
self.hitBlock = False
pass
elif self.nextTile[0] >= room.width:
self.hitBlock = False
pass
else:
#print "ELSE"
if room.content.permissionMap[self.nextTile[1]][self.nextTile[0]] == 0 or room.permissionMap[self.nextTile[1]][self.nextTile[0]] == 1:
#print "cASnFOÑAS"
self.hitBlock = True
self.running = False
self.speed = 0
#self.imageSpeed = 32
else:
self.hitBlock = False
if room.content.permissionMap[self.nextTile[1]][self.nextTile[0]] == 2:
self.onGrass = True
if self.nextTile[1] < self.tilePos[1] and room.content.permissionMap[self.tilePos[0]][self.tilePos[1]] != 2:
self.onGrass = False
elif room.content.permissionMap[self.tilePos[1]][self.tilePos[0]] == 2 and self.nextTile[1] < self.tilePos[1] and self.facing == 1:
self.onGrass = True
else:
self.onGrass = False
if room.content.permissionMap[self.nextTile[1]][self.nextTile[0]] == 3 or room.content.permissionMap[self.tilePos[1]][self.tilePos[0]] == 3:
self.slow = True
#print self.moving
#print self.hitBlock
if self.nextTile == self.tilePos and (self.nextTile[0] < 0 or self.nextTile[1] < 0):
# CAMBIAR TODO EL SISTEMA DE COORDENADAS, TILEPOS, NEXTTILE, ETC.
pass
if self.facing == 0:
self.rect.y -= self.speed
elif self.facing == 1:
self.rect.y += self.speed
elif self.facing == 2:
self.rect.x -= self.speed
elif self.facing == 3:
self.rect.x += self.speed
# -- RUTINA DE DIBUJADO DE SPRITE --
self.image = self.images[self.spriteIndex][self.facing][self.imageIndex]
def setNextTile(self, i):
if i == 0:
self.nextTile[1] -= 1
elif i == 1:
self.nextTile[1] += 1
elif i == 2:
self.nextTile[0] -= 1
elif i == 3:
self.nextTile[0] += 1
def setFacing(self):
if keyboard.arrow[0]:
self.facing = 0
elif keyboard.arrow[1]:
self.facing = 1
elif keyboard.arrow[2]:
self.facing = 2
elif keyboard.arrow[3]:
self.facing = 3
def jumpTo(self,tile):
self.tilePos = [tile[0],tile[1]]
self.nextTile = [tile[0],tile[1]]
self.rect.x = self.tilePos[0]*16
self.rect.y = self.tilePos[1]*16
def facingTile(self):
if self.facing == 0:
return [self.tilePos[0],self.tilePos[1]-1]
elif self.facing == 1:
return [self.tilePos[0],self.tilePos[1]+1]
elif self.facing == 2:
return [self.tilePos[0]-1,self.tilePos[1]]
elif self.facing == 3:
return [self.tilePos[0]+1,self.tilePos[1]]
def updateMovement(self,keyboard):
if self.walkDelay != 0:
self.walkDelay += 1
if self.walkDelay == 10:
if self.rect.x%16 == 0 and self.rect.y%16 == 0 and keyboard.anyArrow:
self.moving = True
self.imageIndex = 0
self.walkDelay = 0
if self.walkDelay == 0:
if self.rect.x%16 == 0 and self.rect.y%16 == 0 and self.canMove:
self.tilePos = [self.rect.x/16,self.rect.y/16]
self.nextTile = [self.rect.x/16,self.rect.y/16]
if self.moving and not self.hitBlock and not self.cycling:
self.running = keyboard.key['B']
"""if not self.moving and keyboard.keyPressed["A"]:
self.cycling = not self.cycling"""
if self.moving and keyboard.noArrow:
self.moving = False
self.running = False
self.imageIndex = 0
for i in [0,1,2,3]:
if keyboard.arrow[i]:
if self.moving:
self.facing = i
self.setNextTile(i)
break
if not self.moving:
if self.facing == i:
self.step = not self.step
if not self.step:
self.imageIndex = 1
self.i = 0
else:
self.imageIndex = 3
self.i = 0
self.moving = True
self.setNextTile(i)
else:
if keyboard.arrowPressed[i]:
self.walkDelay += 1
self.facing = i
self.imageIndex = 3
self.spriteIndex = 0
if self.running:
self.spriteIndex = 1
#self.hitBlock = False
if self.running or self.cycling:
self.moveSpeed = 2
if not self.running and not self.cycling:
self.moveSpeed = 1
if self.moving and self.canMove and not self.hitBlock:
self.imageSpeed = 8
self.speed = self.moveSpeed
if self.running or self.cycling:
self.imageSpeed = 8
elif self.hitBlock:
self.imageSpeed = 16
else:
self.speed = 0
self.imageSpeed = 0
if self.imageSpeed != 0:
if self.i < self.imageSpeed:
self.i += 1
else:
self.i = 0
self.imageIndex += 1
if self.imageIndex > 3:
self.imageIndex = 0
else:
self.imageIndex = 0
self.i = 0