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player.py
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import time
FD_NONE = 0
FD_RIGHT = 1
FD_DOWN = 2
FD_LEFT = 3
FD_UP = 4
class Player:
def __init__(self, id="none", x=1, y=1, maxx=30, maxy=17, blocklist=['#']):
self.spriteid = str(id)
self.x = x
self.y = y
self.minx = 1
self.miny = 1
self.maxx = maxx
self.maxy = maxy
self.status = str(id)
self.facing = FD_NONE
self.blocklist = blocklist
self.animcnt = 0
self.animspeed = 5
self.blocked = False
def setMaxx(self, x):
self.maxx = int(x)
def setMaxy(self, y):
self.maxy = int(y)
def setStatusState(self, newstate):
if newstate == 'deathanim':
self.animcnt = 4 * self.animspeed
print("Player Status: " + newstate)
self.status = str(newstate)
def getStatusState(self):
return str(self.status)
def go_up(self, level):
if self.getStatusState() == 'deathanim':
return -1
self.facing = FD_UP
self.animcnt = 4 * self.animspeed
if self.y == self.miny:
self.blocked = True
return -1
else:
nextField = level[self.y-1][self.x]
if nextField in self.blocklist:
self.blocked = True
return -1
else:
self.blocked = False
self.y = self.y - 1
return 0
def go_down(self, level):
if self.getStatusState() == 'deathanim':
return -1
self.facing = FD_DOWN
self.animcnt = 4 * self.animspeed
if self.y == self.maxy:
self.blocked = True
return -1
else:
nextField = level[self.y+1][self.x]
if nextField in self.blocklist:
self.blocked = True
return -1
else:
self.blocked = False
self.y = self.y + 1
return 0
def go_left(self, level):
if self.getStatusState()== 'deathanim':
return -1
self.facing = FD_LEFT
self.animcnt = 4 * self.animspeed
if self.x == self.minx:
self.blocked = True
return -1
else:
nextField = level[self.y][self.x-1]
if nextField in self.blocklist:
self.blocked = True
return -1
else:
self.blocked = False
self.x = self.x - 1
return 0
def go_right(self, level):
if self.getStatusState() == 'deathanim':
return -1
self.facing = FD_RIGHT
self.animcnt = 4 * self.animspeed
if self.x == self.maxx:
self.blocked = True
return -1
else:
nextField = level[self.y][self.x+1]
if nextField in self.blocklist:
self.blocked = True
return -1
else:
self.blocked = False
self.x = self.x + 1
return 0
def getPlayerPosition(self):
return self.x, self.y
def getx(self):
return self.x
def gety(self):
return self.y
def getOffsetAnimX(self):
if self.animcnt == 0 or self.blocked:
return 0
b = 16
step = (int(self.animcnt / self.animspeed) / b * ((4 * self.animcnt)) )
if self.facing == FD_LEFT:
return +step
elif self.facing == FD_RIGHT:
return -step
return 0
def getOffsetAnimY(self):
if self.animcnt == 0 or self.blocked:
return 0
b = 16
step = (int(self.animcnt / self.animspeed) / b * ((4 * self.animcnt)) )
if self.facing == FD_UP:
return step
elif self.facing == FD_DOWN:
return -step
return 0
def getPlayerSpriteId(self):
if self.animcnt > 0:
self.animcnt -= 1
if self.getStatusState() == 'deathanim' and self.animcnt <= 0:
self.setStatusState('death')
sprite = str(self.spriteid)
if self.facing == FD_RIGHT:
sprite += "r"
elif self.facing == FD_DOWN or self.facing == FD_NONE:
sprite += "d"
elif self.facing == FD_LEFT:
sprite += "l"
elif self.facing == FD_UP:
sprite += "u"
else:
sprite += "d"
sprite += str(int(self.animcnt / self.animspeed) + 1)
return sprite