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play_objects.py
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417 lines (357 loc) · 15.2 KB
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from base_objects import PlayObject
_SPIKE_ROTATION_KEYS = {
0: "spr_stand_spikes_0_degrees",
90: "spr_stand_spikes_90_degrees",
180: "spr_stand_spikes_180_degrees",
270: "spr_stand_spikes_270_degrees",
}
import pygame
import random
from utils import SCREEN_WIDTH, SCREEN_HEIGHT
class PlayWall(PlayObject):
def __init__(self, pos, play_sprites, images, registry):
self._registry_list = registry.play_walls
super().__init__(pos, play_sprites, images["spr_wall"])
def add_to_class_list(self):
self._registry_list.append(self)
def remove_from_class_list(self):
self._registry_list.remove(self)
class PlayReverseWall(PlayObject):
def __init__(self, pos, play_sprites, images, registry):
self._registry_list = registry.play_reverse_walls
image = pygame.Surface((24, 24), pygame.SRCALPHA)
image.fill((0, 0, 0, 0))
super().__init__(pos, play_sprites, image)
def add_to_class_list(self):
self._registry_list.append(self)
def remove_from_class_list(self):
self._registry_list.remove(self)
class PlayFlyer(PlayObject):
SPEED = 1
WALL_BOUNDARY_THRESHOLD = 5
def __init__(self, pos, play_sprites, images, registry):
self._registry_list = registry.play_flyers
self._registry = registry
super().__init__(pos, play_sprites, images["spr_flyer"])
self.images = images
self.left_speed = PlayFlyer.SPEED * -1
self.right_speed = PlayFlyer.SPEED
self.right_or_left = random.choice([self.left_speed, self.right_speed])
def update(self):
self.rect.topleft = (self.rect.topleft[0] + self.right_or_left, self.rect.topleft[1])
for wall in self._registry.play_walls:
if self.rect.colliderect(wall.rect):
if (self.rect.bottom > wall.rect.top + PlayFlyer.WALL_BOUNDARY_THRESHOLD and
self.rect.top < wall.rect.bottom - PlayFlyer.WALL_BOUNDARY_THRESHOLD):
self.right_or_left = self.right_or_left * -1
self.rect.topleft = (self.rect.topleft[0] + self.right_or_left, self.rect.topleft[1])
for reverse_wall in self._registry.play_reverse_walls:
if self.rect.colliderect(reverse_wall.rect):
if (self.rect.bottom > reverse_wall.rect.top + PlayFlyer.WALL_BOUNDARY_THRESHOLD and
self.rect.top < reverse_wall.rect.bottom - PlayFlyer.WALL_BOUNDARY_THRESHOLD):
self.right_or_left = self.right_or_left * -1
self.rect.topleft = (self.rect.topleft[0] + self.right_or_left, self.rect.topleft[1])
for sticky_block in self._registry.play_sticky_blocks:
if self.rect.colliderect(sticky_block.rect):
if (self.rect.bottom > sticky_block.rect.top + PlayFlyer.WALL_BOUNDARY_THRESHOLD and
self.rect.top < sticky_block.rect.bottom - PlayFlyer.WALL_BOUNDARY_THRESHOLD):
self.right_or_left = self.right_or_left * -1
self.rect.topleft = (self.rect.topleft[0] + self.right_or_left, self.rect.topleft[1])
if self.rect.right > SCREEN_WIDTH or self.rect.left < 0:
self.right_or_left = self.right_or_left * -1
self.rect.topleft = (self.rect.topleft[0] + self.right_or_left, self.rect.topleft[1])
self.sprite_direction(self.images)
def add_to_class_list(self):
self._registry_list.append(self)
def remove_from_class_list(self):
self._registry_list.remove(self)
def sprite_direction(self, images):
if self.right_or_left == self.right_speed:
self.image = images["spr_flyer"]
elif self.right_or_left == self.left_speed:
self.image = pygame.transform.flip(images["spr_flyer"], 1, 0)
class PlayDiamonds(PlayObject):
def __init__(self, pos, play_sprites, images, registry):
self._registry_list = registry.play_diamonds
super().__init__(pos, play_sprites, images["spr_diamonds"])
self.images = images
self.pos = pos
def restart(self):
self.rect.topleft = self.pos
self.image = self.images["spr_diamonds"]
def add_to_class_list(self):
self._registry_list.append(self)
def remove_from_class_list(self):
self._registry_list.remove(self)
class PlayDoor(PlayObject):
def __init__(self, pos, play_sprites, images):
super().__init__(pos, play_sprites, images["spr_door_closed"])
self.pos = pos
self.images = images
def open_or_close(self, score, diamonds_list):
if score == len(diamonds_list):
return self.images["spr_door_open"]
return self.images["spr_door_closed"]
def restart(self):
self.rect.topleft = self.pos
class PlaySmilyRobot(PlayObject):
SPEED = 2
GRAVITY = 0.25
OUT_OF_PLAY_TOPLEFT = (-100, SCREEN_HEIGHT + 100)
def __init__(self, pos, play_sprites, images, registry):
self._registry_list = registry.play_smily_robots
self._registry = registry
super().__init__(pos, play_sprites, images["spr_smily_robot"])
self.pos = pos
self.rect.topleft = self.pos
self.images = images
self.speed_x = self.SPEED * random.choice([-1, 1])
self.animatetimer = 0
self.speed_y = 0
def update(self):
self.handle_movement()
self.check_horizontal_collisions()
self.calc_grav()
self.check_vertical_collisions()
self.handle_reverse_walls()
self.animate()
def restart(self):
self.rect.topleft = self.pos
self.speed_x = self.SPEED * random.choice([-1, 1])
def handle_movement(self):
self.rect.x += self.speed_x
if self.rect.left <= 0 or self.rect.right >= SCREEN_WIDTH:
self.speed_x *= -1
def check_horizontal_collisions(self):
collided_blocks = pygame.sprite.spritecollide(
self, self._registry.play_walls + self._registry.play_sticky_blocks, False)
if collided_blocks:
if self.speed_x > 0:
self.rect.right = min(block.rect.left for block in collided_blocks)
elif self.speed_x < 0:
self.rect.left = max(block.rect.right for block in collided_blocks)
self.speed_x *= -1
def check_vertical_collisions(self):
next_position = self.rect.y + self.speed_y
self.rect.y = next_position
collided_blocks = pygame.sprite.spritecollide(
self, self._registry.play_walls + self._registry.play_sticky_blocks, False)
if collided_blocks:
if self.speed_y > 0:
self.rect.bottom = min(block.rect.top for block in collided_blocks)
self.speed_y = 0
elif self.speed_y < 0:
self.rect.top = max(block.rect.bottom for block in collided_blocks)
self.speed_y = 0
def handle_reverse_walls(self):
collided_reverse_walls = pygame.sprite.spritecollide(
self, self._registry.play_reverse_walls, False)
if collided_reverse_walls:
self.speed_x *= -1
self.rect.x += self.speed_x
def calc_grav(self):
if self.rect.top < SCREEN_HEIGHT:
self.speed_y += self.GRAVITY
else:
self.speed_y = 0
self.rect.topleft = self.OUT_OF_PLAY_TOPLEFT
self.rect.y += self.speed_y
def animate(self):
self.animatetimer += 1
if self.animatetimer > 5:
self.image = self.images["spr_smily_robot_2"]
if self.animatetimer > 10:
self.image = self.images["spr_smily_robot"]
self.animatetimer = 0
def add_to_class_list(self):
self._registry_list.append(self)
def remove_from_class_list(self):
self._registry_list.remove(self)
class PlayStickyBlock(PlayObject):
def __init__(self, pos, play_sprites, images, registry):
self._registry_list = registry.play_sticky_blocks
super().__init__(pos, play_sprites, images["spr_sticky_block"])
self.pos = pos
self.rect.topleft = self.pos
def add_to_class_list(self):
self._registry_list.append(self)
def remove_from_class_list(self):
self._registry_list.remove(self)
class PlayStandSpikes(PlayObject):
def __init__(self, pos, play_sprites, images, registry, rotate=0):
self._registry_list = registry.play_stand_spikes
super().__init__(pos, play_sprites, images["spr_stand_spikes_0_degrees"])
self.images = images
self.rotate = rotate
self.image = self.images[_SPIKE_ROTATION_KEYS[self.rotate]]
self.pos = pos
self.fall_var = 0
def restart(self):
self.rect.topleft = self.pos
def add_to_class_list(self):
self._registry_list.append(self)
def remove_from_class_list(self):
self._registry_list.remove(self)
class PlayFallSpikes(PlayObject):
def __init__(self, pos, play_sprites, images, registry):
self._registry_list = registry.play_fall_spikes
super().__init__(pos, play_sprites, images["spr_fall_spikes"])
self.pos = pos
self.fall_var = 0
def restart(self):
self.rect.topleft = self.pos
self.fall_var = 0
def add_to_class_list(self):
self._registry_list.append(self)
def remove_from_class_list(self):
self._registry_list.remove(self)
class PlaySpring(PlayObject):
def __init__(self, pos, play_sprites, images, registry):
self._registry_list = registry.play_springs
super().__init__(pos, play_sprites, images["spr_spring"])
self.pos = pos
def restart(self):
self.rect.topleft = self.pos
def add_to_class_list(self):
self._registry_list.append(self)
def remove_from_class_list(self):
self._registry_list.remove(self)
class PlayPlayer(PlayObject):
GRAVITY = 0.35
PROP_GRAVITY = 0.01
MAX_PROP_SPEED = -2
PROP_ACCELERATION = 0.25
JUMP_SPEED = -7
DOUBLE_JUMP_SPEED = -2
MOVE_SPEED = 4
def __init__(self, pos, play_sprites, images, sounds, registry):
self._registry = registry
super().__init__(pos, play_sprites, images["spr_player"])
self.images = images
self.sounds = sounds
self.pos = pos
self.speed_x, self.speed_y = 0, 0
self.jumps_left = 2
self.propeller, self.playerproptimer = 0, 0
self.last_pressed_r = 1
self.score = 0
self.death_count = 0
self.wall_hit_list = []
self.stickyblock_hit_list = []
self.jump_counter = 0
def update(self):
self.calc_grav()
self.rect.x += self.speed_x
self.wall_hit_list = pygame.sprite.spritecollide(self, self._registry.play_walls, False)
for wall in self.wall_hit_list:
if self.speed_x > 0:
self.rect.right = wall.rect.left
elif self.speed_x < 0:
self.rect.left = wall.rect.right
self.stickyblock_hit_list = pygame.sprite.spritecollide(self, self._registry.play_sticky_blocks, False)
for stickyblock in self.stickyblock_hit_list:
if self.speed_x > 0:
self.rect.right = stickyblock.rect.left
elif self.speed_x < 0:
self.rect.left = stickyblock.rect.right
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
self.rect.y += self.speed_y
self.wall_hit_list = pygame.sprite.spritecollide(self, self._registry.play_walls, False)
for wall in self.wall_hit_list:
if self.speed_y > 0:
self.rect.bottom = wall.rect.top
self.jumps_left = 2
elif self.speed_y < 0:
self.rect.top = wall.rect.bottom
self.speed_y = 0
self.propeller = 0
self.stickyblock_hit_list = pygame.sprite.spritecollide(self, self._registry.play_sticky_blocks, False)
for stickyblock in self.stickyblock_hit_list:
if self.speed_y > 0:
self.rect.bottom = stickyblock.rect.top
self.jumps_left = 2
elif self.speed_y < 0:
self.rect.top = stickyblock.rect.bottom
self.speed_y = 0
self.propeller = 0
self.animate_images()
def move_left(self):
self.speed_x = -self.MOVE_SPEED
self.last_pressed_r = 0
def move_right(self):
self.speed_x = self.MOVE_SPEED
self.last_pressed_r = 1
def stop(self):
self.speed_x = 0
def calc_grav(self):
if self.speed_y == 0:
self.speed_y = 1
elif self.propeller:
self.speed_y += self.PROP_GRAVITY
if self.speed_y >= self.MAX_PROP_SPEED:
self.sounds["snd_propeller"].play()
if self.speed_y > -1.5:
self.propeller = 0
self.speed_y += self.PROP_ACCELERATION
else:
self.sounds["snd_propeller"].stop()
self.speed_y += self.GRAVITY
def on_ground(self):
self.rect.y += 1
wall_hit_list = pygame.sprite.spritecollide(self, self._registry.play_walls, False)
stickyblock_hit_list = pygame.sprite.spritecollide(self, self._registry.play_sticky_blocks, False)
self.rect.y -= 1
on_ground = bool(wall_hit_list or stickyblock_hit_list)
on_sticky = bool(stickyblock_hit_list)
return on_ground, on_sticky
def jump(self):
on_ground, on_sticky = self.on_ground()
if on_ground and not on_sticky:
self.speed_y = self.JUMP_SPEED
self.jumps_left = 1
self.animate_jump()
elif not on_ground and self.jumps_left >= 1:
self.speed_y = self.DOUBLE_JUMP_SPEED
self.propeller = 1
self.jumps_left = 0
self.animate_jump()
def animate_images(self):
if self.propeller == 1:
self.playerproptimer += 1
if self.last_pressed_r == 1:
if self.playerproptimer > 1:
self.image = self.images["spr_player_propeller"]
if self.playerproptimer > 3:
self.image = self.images["spr_player"]
self.playerproptimer = 0
if self.last_pressed_r == 0:
if self.playerproptimer > 1:
self.image = pygame.transform.flip(self.images["spr_player_propeller"], 1, 0)
if self.playerproptimer > 3:
self.image = pygame.transform.flip(self.images["spr_player"], 1, 0)
self.playerproptimer = 0
else:
if self.last_pressed_r == 1:
self.image = self.images["spr_player"]
else:
self.image = pygame.transform.flip(self.images["spr_player"], 1, 0)
def animate_jump(self):
if self.propeller:
self.playerproptimer = 0
if "snd_propeller" in self.sounds:
self.sounds["snd_propeller"].play()
else:
self.image = self.images["spr_player"]
if "snd_jump" in self.sounds:
self.sounds["snd_jump"].play()
def restart(self):
self.jumps_left = 2
self.speed_y = 0
self.propeller = 0
self.last_pressed_r = 1
self.score = 0
self.death_count += 1
self.rect.topleft = self.pos