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authorMichael Kitson <msk5293@rit.edu>2010-11-02 02:40:46 (GMT)
committer Michael Kitson <msk5293@rit.edu>2010-11-02 02:45:01 (GMT)
commit8867c4fdce2297f062fddd4eff9c8ee6af8e1e97 (patch)
treedcb8b535c2e28c4d3a0622012f4434d94e56bf86
parentbb8931811b7371fff10ccad1ae7823882278f174 (diff)
Greatly simplified player movement code in pacmanMovement.py
-rw-r--r--dev/pacmath.activity/gameMain.py2
-rw-r--r--dev/pacmath.activity/pacmanMovement.py88
2 files changed, 31 insertions, 59 deletions
diff --git a/dev/pacmath.activity/gameMain.py b/dev/pacmath.activity/gameMain.py
index 946482d..8a2e1e4 100644
--- a/dev/pacmath.activity/gameMain.py
+++ b/dev/pacmath.activity/gameMain.py
@@ -8,7 +8,7 @@ Creates a game with maze and sprites and updates game
"""
from pacmanMovement import pacmanMovement
-from ghostMovement import ghostMovement
+from GhostMovement import ghostMovement
from mazeSetup import mazeSetup
from question import question
import pygame
diff --git a/dev/pacmath.activity/pacmanMovement.py b/dev/pacmath.activity/pacmanMovement.py
index e9ee582..8c2c5b0 100644
--- a/dev/pacmath.activity/pacmanMovement.py
+++ b/dev/pacmath.activity/pacmanMovement.py
@@ -17,7 +17,7 @@ class pacmanMovement(pygame.sprite.Sprite):
pygame.sprite.Sprite.__init__(self)
self.name = 'PacMath'
self.ppl = False
- self.imageIndex = 0 #image index
+ self.imageIndex = 1 #image index
# Save a copy of the screen's rectangle
self.screen = pygame.display.get_surface().get_rect()
@@ -26,11 +26,11 @@ class pacmanMovement(pygame.sprite.Sprite):
self.move = basicMovement(self)
self.image = {}
- self.image[0] = pygame.image.load('./images/test.gif').convert()
+ self.image[0] = pygame.image.load('./images/testu.gif').convert()
self.image[1] = pygame.image.load('./images/testr.gif').convert()
- self.image[2] = pygame.image.load('./images/testl.gif').convert()
- self.image[3] = pygame.image.load('./images/testd.gif').convert()
- self.image[4] = pygame.image.load('./images/testu.gif').convert()
+ self.image[2] = pygame.image.load('./images/testd.gif').convert()
+ self.image[3] = pygame.image.load('./images/testl.gif').convert()
+ self.image[4] = pygame.image.load('./images/test.gif').convert()
# Create a variable to store the previous position of the sprite
self.old = self.image[0].get_rect()
self.old.x = 300
@@ -56,67 +56,39 @@ class pacmanMovement(pygame.sprite.Sprite):
moving = self.move.getMoving()
if moving == False:
- self.imageIndex = 0
# Check for movement
- if event.type == pygame.KEYDOWN:
- #self.imageIndex = 0
- if event.key == pygame.K_LEFT:
- self.move.moving = True
- amount = [-speed, 0]
- self.move.update(screen, self, amount, MAZE_SIZE, mazeObj)
- if self.imageIndex == 0:
- self.imageIndex = 2
- else:
- self.imageIndex = 0
- elif event.key == pygame.K_UP:
- self.move.moving = True
- amount = [0, -speed]
- self.move.update(screen, self, amount, MAZE_SIZE, mazeObj)
- if self.imageIndex == 0:
- self.imageIndex = 4
- else:
- self.imageIndex = 0
- elif event.key == pygame.K_RIGHT:
- self.move.moving = True
- amount = [speed, 0]
- self.move.update(screen, self, amount, MAZE_SIZE, mazeObj)
- if self.imageIndex == 0:
- self.imageIndex = 1
- else:
- self.imageIndex = 0
- elif event.key == pygame.K_DOWN:
- self.move.moving = True
- amount = [0, speed]
- self.move.update(screen, self, amount, MAZE_SIZE, mazeObj)
- if self.imageIndex == 0:
- self.imageIndex = 3
- else:
- self.imageIndex = 0
+ self.imageIndex = 4
elif moving == True:
# Check for movement
- if event.type == pygame.KEYDOWN:
- if event.key == pygame.K_LEFT:
- amount = [-speed, 0]
- self.move.update(screen, self, amount, MAZE_SIZE, mazeObj)
- self.imageIndex = 2
- elif event.key == pygame.K_UP:
- amount = [0, -speed]
- self.move.update(screen, self, amount, MAZE_SIZE, mazeObj)
- self.imageIndex = 4
- elif event.key == pygame.K_RIGHT:
- amount = [speed, 0]
- self.move.update(screen, self, amount, MAZE_SIZE, mazeObj)
- self.imageIndex = 1
- elif event.key == pygame.K_DOWN:
- amount = [0, speed]
- self.move.update(screen, self, amount, MAZE_SIZE, mazeObj)
- self.imageIndex = 3
- elif event.type == pygame.KEYUP:
+ if event.type == pygame.KEYUP:
#keep going in the same direction
dx = self.rect.x - self.old.x
dy = self.rect.y - self.old.y
amount = [dx, dy]
self.move.update(screen, self, amount, MAZE_SIZE, mazeObj)
+
+ if event.type == pygame.KEYDOWN:
+ if event.key == pygame.K_LEFT:
+ self.move.moving = True
+ amount = [-speed, 0]
+ self.move.update(screen, self, amount, MAZE_SIZE, mazeObj)
+ self.imageIndex = 3
+ elif event.key == pygame.K_UP:
+ self.move.moving = True
+ amount = [0, -speed]
+ self.move.update(screen, self, amount, MAZE_SIZE, mazeObj)
+ self.imageIndex = 0
+ elif event.key == pygame.K_RIGHT:
+ self.move.moving = True
+ amount = [speed, 0]
+ self.move.update(screen, self, amount, MAZE_SIZE, mazeObj)
+ self.imageIndex = 1
+ elif event.key == pygame.K_DOWN:
+ self.move.moving = True
+ amount = [0, speed]
+ self.move.update(screen, self, amount, MAZE_SIZE, mazeObj)
+ self.imageIndex = 2
+
# Create a Surface the size of our character
blank = pygame.Surface((self.rect.width, self.rect.height))