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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")
image_rect = self.image.get_rect()
size_reduction = 20*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 get_absolute_rect(self):
return self.collision_rect.move(self.position)
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