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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)