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import pygame
class Ranger:
def __init__(self, screen_w, screen_h, ranger_speed):
self.plant = False
self.new_plant = False
self.cut_tree = False
self.speed = ranger_speed
self.image = pygame.image.load("images/ranger_hat.png")
image_rect = self.image.get_rect()
size_reduction = 10
self.collision_rect = pygame.Rect(image_rect.left + size_reduction, \
image_rect.top + size_reduction, \
image_rect.width - size_reduction/2, \
image_rect.height - size_reduction/2 )
self.position = [0, 0]
self.screen_w = screen_w
self.screen_h = screen_h
self.direction_x = 0
self.direction_y = 0
def input(self, event):
# Handle movement for the character
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.direction_x = -1
self.direction_y = 0
if event.key == pygame.K_RIGHT:
self.direction_x = 1
self.direction_y = 0
if event.key == pygame.K_UP:
self.direction_y = -1
self.direction_x = 0
if event.key == pygame.K_DOWN:
self.direction_y = 1
self.direction_x = 0
#if event.type == pygame.KEYUP:
# if (event.key == pygame.K_LEFT and self.direction_x == -1 and self.direction_y == 0) or\
# (event.key == pygame.K_RIGHT and self.direction_x == 1 and self.direction_y == 0) or\
# (event.key == pygame.K_UP and self.direction_y == -1 and self.direction_x == 0) or\
# (event.key == pygame.K_DOWN and self.direction_y == 1 and self.direction_x == 0):
# self.direction_x = 0
# self.direction_y = 0
# Handle Tree planting key
if event.type == pygame.KEYDOWN:
if self.new_plant == False:
if event.key == pygame.K_LCTRL:
self.plant = True
def update(self):
image_center = self.image.get_width()/2
# Move the character around the screen
self.position = ((self.position[0] + self.direction_x * self.speed + image_center)%self.screen_w - image_center), \
((self.position[1] + self.direction_y * self.speed + image_center)%self.screen_h - image_center)
def collides_with(self, other):
return self.get_absolute_rect().colliderect(other.get_absolute_rect())
def draw(self, on_surface):
on_surface.blit(self.image, self.position)
def get_absolute_rect(self):
return self.collision_rect.move(self.position)
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