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import pygame.time
from colors import COLOR_BLACK
from setup import *
from particle import Particles
class Player:
width, height = 25, 25
color = COLOR_BLACK
jump_power = 0.75
gravity = 0.0015
movement_acceleration = 0.0025
horizontal_resistance = 0.005
dead = False
def __init__(self, x, y):
self.position = pygame.Vector2(x, y)
self.velocity = pygame.Vector2(0, 0)
self.acceleration = pygame.Vector2(0, self.gravity)
self.square = pygame.image.load('textures/skins/skull2.png')
self.square = pygame.transform.scale(self.square, (self.width, self.height))
self.angle = 0
def jump(self):
if self.velocity.y == 0:
if not self.dead:
self.velocity.y = -self.jump_power
def resolve_platform_collisions(self, delta_time, platforms):
epsilon = abs(self.velocity.y) * delta_time
player_left = self.position.x
player_right = self.position.x + self.width
for platform in platforms:
platform_left = platform.position.x
platform_right = platform.position.x + platform.width
if player_left < platform_right and player_right > platform_left:
if abs((self.position.y + self.height) - platform.position.y) < epsilon:
self.position.y = platform.position.y - self.height
self.velocity.y = 0
if abs(self.position.y - (platform.position.y + platform.height)) < epsilon:
self.dead = True
def resolve_wall_collisions(self, delta_time, walls):
epsilon = abs(self.velocity.y) * delta_time
player_top = self.position.y
player_bottom = self.position.y + self.height
for wall in walls:
wall_top = wall.position.y
wall_bottom = wall.position.y + wall.height
if player_top < wall_bottom and player_bottom > wall_top:
if abs((self.position.x + self.width) - wall.position.x) < epsilon:
self.dead = True
def update(self, delta_time):
if not self.dead:
self.position += self.velocity * delta_time
self.velocity += self.acceleration * delta_time
def draw(self, screen, camera_y):
if not self.dead:
self.top_left = (SCREEN_WIDTH / 4 - self.width / 2, self.position.y + camera_y)
if self.velocity.y != 0 and not self.velocity.y > 0.4:
self.angle -= 1
self.square_copy = pygame.transform.rotate(self.square, self.angle)
screen.blit(self.square_copy, self.top_left)
else:
self.angle = 0
screen.blit(self.square, self.top_left)
# Old way using rectangles
# self.r = pygame.Rect(SCREEN_WIDTH/4-self.width/2, self.position.y , self.width, self.height)
# pygame.draw.rect(screen, self.color, self.r)
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