import pygame class Robot: def __init__(self, screen_w, screen_h, unit, robot_speed): self.unit = unit self.speed = robot_speed self.image = pygame.image.load("images/robot_1.png") self.alert_image = pygame.image.load("images/atention.png") image_rect = self.image.get_rect() size_reduction = 15*unit self.collision_rect = pygame.Rect(image_rect.left + size_reduction, \ image_rect.top + size_reduction, \ image_rect.width - size_reduction, \ image_rect.height - size_reduction) 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 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 * self.unit + image_center)%self.screen_w - image_center), \ ((self.position[1] + self.direction_y * self.speed * self.unit + 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 draw_alert(self, on_surface): on_surface.blit(self.alert_image, self.position) def get_absolute_rect(self): return self.collision_rect.move(self.position)