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path: root/MAFH2/fortuneengine/DynamicDrawableObject.py
blob: 8d2737d5102ccb9219e0efa35b71e846556fdeb0 (plain)
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import pygame
from DrawableObject import DrawableObject

class DynamicDrawableObject(DrawableObject, pygame.sprite.Sprite):

    def __init__(self,images,textfileName,fps = 10, x = 0, y = 0, xVelocity = 0, yVelocity = 0):

        DrawableObject.__init__(self, images, textfileName, fps, x, y, xVelocity, yVelocity)

    def addImages(self, images):

        self._images.extend(images)

# def update(self, t):
# 
#         timePassed = t + self._last_update
#         if timePassed > self._delay:
# 
#             self._frame += timePassed/self._delay
#             while self._frame >= len(self._images):
# 
#               framesPast = self._frame - len(self._images)
#               self._frame = framesPast - 1
# 
#             self.image = self._images[self._frame]
#             self._last_update = timePassed%self._delay
#         self._last_update = timePassed

    def updateWithMovement(self, right, bottom): # causes objects to move and collide with walls

# If we're at the top or bottom of the screen, switch directions.
        if (self.yPos + self.ySize) >= bottom or self.yPos < 0: 
            self.ySpeed = self.ySpeed * -1
        if (self.yPos + self.ySize) >= bottom and self.ySpeed > 0: 
            self.ySpeed = self.ySpeed * -1
        if self.yPos < 0 and self.ySpeed < 0: 
            self.ySpeed = self.ySpeed * -1

#2345678911234567892123456789312345678941234567895123456789612345678971234567898

# If we're at the right or left of the screen, switch directions.
        if (self.xPos + self.xSize) >= right or self.xPos < 0:
            self.xSpeed = self.xSpeed * -1
        if (self.xPos + self.xSize) >= right and self.xSpeed > 0:
             self.xSpeed = self.xSpeed * -1
        if self.xPos < 0 and self.xSpeed < 0:
            self.xSpeed = self.xSpeed * -1
 
        self.move()

        if self._frame < len(self._images) - 1:
            self._frame += 1
        else:
            self._frame = 0
           
        self.image = self._images[self._frame]

    def update(self, t): # just updates the frame / object
        ##print "Last update:", self._last_update,
#getting the time since the last time I updated my frame and adding it to the time that I last updated my frame
        timePassed = t + self._last_update
        ##print " Time since:", timePassed,

#checking if I am in the animation and putting me there if I am not
        if (timePassed) > self._delay:
            if self._frame < self.animations.get(self._current_anim)[0] or self._frame > self.animations.get(self._current_anim)[1]: 
                self._frame = self.animations.get(self._current_anim)[0]

            self._frame += timePassed/self._delay
            ##print " On frame:", self._frame,"\n"

            while self._frame >= self.animations.get(self._current_anim)[1]:
                framesPast = self._frame - self.animations.get(self._current_anim)[1]
                self._frame = framesPast - 1 + self.animations.get(self._current_anim)[0]

            self.image = self._images[self._frame]
            self._last_update = timePassed%self._delay
        else:   
            self._last_update = timePassed

    def nextFrame(self): # push to next frame
        self._frame += 1
        if self._frame >= len(self._images):
            framesPast = self._frame - len(self._images)
            self._frame = framesPast

        self.image = self._images[self._frame]

    def nextCurrentAnimFrame(self): # push to the next frame of curr animation

        for cnt in range(len(animations)):

            if animations[cnt] == self._current_anim:
                if self._frame < self.animations[self._current_anim][0] or self._frame > self.animations[self._current_anim][1]:
                    self._frame = self.animations[self._current_anim][0]

                else: self._frame += 1

                if self._frame > self.animations[self._current_anim][1]:
                    framesPast = self._frame - self.animations[self._current_anim][1]
                    self._frame = framesPast - 1 + self.animations[self._current_anim][0]
                  
                self.image = self._images[self._frame]
              
#                cnt = len(anmiations)  <-- why was this here?