From: Skullheadx <704277@pdsb.net> Date: Sun, 10 Jul 2022 01:37:24 +0000 (-0400) Subject: forget X-Git-Url: http://git.skullheadx.com/pfp.webp?a=commitdiff_plain;h=cfcc4ec68a8ec5b5e75f903ca57c572103fadfcc;p=Pygame-Jam.git forget --- diff --git a/Actors.py b/Actors.py index 16bc893..b5cb6a8 100644 --- a/Actors.py +++ b/Actors.py @@ -1,29 +1,14 @@ -from datetime import datetime,timedelta -import threading - from Setup import * from PhysicsBody import PhysicsBody class Actor: width, height = 50, 100 colour = (76, 82, 92) -<<<<<<< Updated upstream speed = 0.2 jump_strength = 1 gravity = 0.098 friction = 0.9 -======= - speed = 0.6 - jump_strength = 1 - gravity = 0.2 - friction = 0.2 - coyote_time_amount = timedelta(milliseconds=100) # seconds after walking off ground that it still counts - jump_buffer = [] - variable_jump_time = timedelta(milliseconds=125) # how long to hold jump so we go higher - terminal_velocity = 15 - ->>>>>>> Stashed changes def __init__(self, pos, collision_layer, collision_mask): self.position = pg.Vector2(pos) @@ -42,22 +27,6 @@ class Actor: self.movable = False -<<<<<<< Updated upstream -======= - self.jumping = False - self.coyote_time = datetime.utcnow() - self.hold_jump = datetime.utcnow() - - def update(self, delta): - if self.jumping: - if self.on_ground: - self.jumping = False - - - - self.stun_time -= delta - self.stun_time = max(self.stun_time, 0) ->>>>>>> Stashed changes def update(self, delta): for area in self.areas.values(): @@ -72,16 +41,7 @@ class Actor: self.velocity.x *= self.friction # Apply gravity -<<<<<<< Updated upstream self.velocity.y += self.gravity -======= - if self.jumping and self.velocity.y > 0: - self.velocity.y += self.gravity * 2 - else: - self.velocity.y += self.gravity - self.velocity.x = max(min(self.velocity.x, self.terminal_velocity),-self.terminal_velocity) - self.velocity.y = max(min(self.velocity.y, self.terminal_velocity),-self.terminal_velocity) ->>>>>>> Stashed changes def is_dead(self,reason=None): if self.health <= 0: @@ -111,7 +71,6 @@ class Actor: self.jump() def jump(self): -<<<<<<< Updated upstream if self.on_ground: self.velocity.y = -self.jump_strength @@ -125,22 +84,6 @@ class Actor: else: v = vel self.velocity += (math.copysign(2,v.x), v.y-1) -======= - if self.stun_time == 0: - pass - if (self.on_ground and not self.jumping) or (datetime.utcnow() - self.hold_jump <= self.variable_jump_time): - self.velocity.y = -self.jump_strength - if not self.jumping: - self.hold_jump = datetime.utcnow() - self.jumping = True - # elif not (datetime.utcnow() - self.hold_jump <= self.variable_jump_time): - - def dash_left(self): - pass - - def dash_right(self): - pass ->>>>>>> Stashed changes def move_left(self, customSpeed = speed): self.velocity.x = -customSpeed @@ -150,10 +93,8 @@ class Actor: self.velocity.x = self.speed def move_and_collide(self, pos, vel, delta): - initial_pos = pos pos.x += vel.x * delta collision_rect = self.get_collision_rect(pos) - for mask in self.collision_mask: for thing in mask: if thing == self: @@ -167,7 +108,6 @@ class Actor: vel.x = min(vel.x, 0) elif vel.x < 0: pos.x = thing.position.x + thing.width -<<<<<<< Updated upstream vel.x = max(vel.x, 0) ======= if vel.x > 0: @@ -188,23 +128,11 @@ class Actor: print(thing, thing.movable, vel) >>>>>>> Stashed changes collision_rect = self.get_collision_rect(pos) -======= - # vel.x = max(vel.x, 0) - # collision_rect = self.get_collision_rect(pos) - - - if datetime.utcnow() - self.coyote_time >= self.coyote_time_amount or self.jumping: - self.on_ground = False ->>>>>>> Stashed changes + self.on_ground = False pos.y += vel.y * delta -<<<<<<< Updated upstream collision_rect = self.get_collision_rect(pos) for mask in self.collision_mask: -======= - collision_rect = self.get_collision_rect((initial_pos[0], pos.y)) - for mask in self.collision_mask: ->>>>>>> Stashed changes for thing in mask: if thing == self: continue @@ -219,13 +147,10 @@ class Actor: pos.y = thing.position.y - self.height vel.y = min(vel.y, 0) self.on_ground = True - self.coyote_time = datetime.utcnow() elif vel.y < 0: pos.y = thing.position.y + thing.height vel.y = max(vel.y, 0) - # collision_rect = self.get_collision_rect(pos) - - + collision_rect = self.get_collision_rect(pos) return pos, vel diff --git a/Assets/world/SKY.png b/Assets/world/SKY.png deleted file mode 100644 index bea5b67..0000000 Binary files a/Assets/world/SKY.png and /dev/null differ diff --git a/Assets/world/decor/Rock.png b/Assets/world/decor/Rock.png deleted file mode 100644 index 2fc6f98..0000000 Binary files a/Assets/world/decor/Rock.png and /dev/null differ diff --git a/Enemy.py b/Enemy.py index f6fa8f1..0eb663d 100644 --- a/Enemy.py +++ b/Enemy.py @@ -20,13 +20,7 @@ class Enemy(Actor): self.movable = True self.dizzy_time = 0 -<<<<<<< Updated upstream self.weapon = Melee(self.position, (-Melee.width/2, Melee.height/2), (0, Melee.height), self.width,-1) -======= - # self.health = 0 # for debugging without getting killed - - self.weapon = Melee(self.position, (-Melee.width/2 + 7, Melee.height/2 + self.height/3 - 8), (-5,Melee.height), self.width,-1, -10) ->>>>>>> Stashed changes def update(self, delta, target=None): super().update(delta) diff --git a/Game.py b/Game.py index 9cd5d75..e25fc47 100644 --- a/Game.py +++ b/Game.py @@ -37,16 +37,7 @@ class Game: # self.pet.update(delta, self.player, self.camera_pos) def draw(self, surf): -<<<<<<< Updated upstream screen.fill((255, 255, 255)) -======= - screen.fill((0, 191, 255)) - # screen.fill((255,255,255)) - # sky = pg.image.load("Assets/world/SKY.png") - # surf.blit(sky,(0,0)) - - self.world.draw(surf) ->>>>>>> Stashed changes for enemy in self.enemies: enemy.draw(surf) for block in self.blocks: diff --git a/Levels/Level1.txt b/Levels/Level1.txt deleted file mode 100644 index bd67621..0000000 --- a/Levels/Level1.txt +++ /dev/null @@ -1,15 +0,0 @@ -none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|none|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world|world 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- - - - - - - - - - - - diff --git a/Player.py b/Player.py index 12e606a..437e20d 100644 --- a/Player.py +++ b/Player.py @@ -7,51 +7,14 @@ from Actors import Actor class Player(Actor): width, height = 25, 50 colour = (52, 94, 235) -<<<<<<< Updated upstream speed = 0.2 jump_strength = 0.9 gravity = 0.098 friction = 0.7 -======= ->>>>>>> Stashed changes def __init__(self, pos, collision_layer, collision_mask): super().__init__(pos, collision_layer, collision_mask) -<<<<<<< Updated upstream # self.areas = {"body":Area(self.position, pg.Vector2(0, self.height/2),self.width, self.height/2,Actor)} -======= - # self.initial_position = pg.Vector2(pos) - self.dashCooldown = timedelta(seconds=2, microseconds=500000) - self.timeBetweenDoublePress = timedelta(seconds=0, microseconds=500000) - self.dashSpeed = 10 - - self.dashPossible = True - self.lastDash = datetime.utcnow() - self.lastPressedLeft = datetime.utcnow() - self.lastValueL = False - self.lastPressedRight = datetime.utcnow() - self.lastValueR = False - self.areas = {"body": Area(self.position, pg.Vector2(0, self.height / 2), self.width, self.height / 2, Actor), - "head": Area(self.position, pg.Vector2(self.width * 1 / 3 * 1 / 2, -2), self.width * 2 / 3, 25, - Actor)} - - self.potion_cooldown = 0 - self.starting_potions = 999 - self.potion_bag = [Potion(self)] - for i in range(self.starting_potions): - self.potion_bag.append(Potion(self)) # use one liner - - self.weapon = Melee(self.position, (-Melee.width / 2 + 7, Melee.height / 2 + self.height / 3 - 8), - (-5, Melee.height), self.width, -1, -25) - self.targets = can_hurt - - self.direction = -1 - - self.state = "IDLE" - self.current_frame = 0 - self.display = self.idle_frames[0] - self.display_offsets = {"weapon": pg.Vector2(0, 0)} ->>>>>>> Stashed changes def update(self, delta): super().update(delta) @@ -60,45 +23,8 @@ class Player(Actor): self.handle_input() # Deals with collision and applying velocity -<<<<<<< Updated upstream self.position, self.velocity = self.move_and_collide(self.position.copy(), self.velocity, delta) return self.velocity * delta -======= - self.position, self.velocity = self.move_and_collide(self.position.copy(), self.velocity.copy(), delta) - - prev_direction = self.direction - if self.velocity.x == 0: - self.direction = 0 - else: - self.direction = math.copysign(1, self.velocity.x) - self.weapon.update(delta, self.position, self.direction) - - if self.state == "IDLE": - frame = math.floor(self.current_frame) - if self.direction == 1: - self.display = self.idle_frames[math.floor(frame)] - elif self.direction == -1: - self.display = pg.transform.flip(self.idle_frames[math.floor(frame)], True, False) - else: - if prev_direction == 1: - self.display = self.idle_frames[math.floor(frame)] - elif prev_direction == -1: - self.display = pg.transform.flip(self.idle_frames[math.floor(frame)], True, False) - self.direction = prev_direction - # 1 - 10 up, 11 down by 1, 12 - 18 down by 2, 19-20 down 1 FIX THIS - frame += 1 - if 1 < frame < 10: - self.display_offsets["weapon"] = pg.Vector2(0, 2) - elif frame == 11 or frame == 19 or frame == 20: - self.display_offsets["weapon"] = pg.Vector2(0, 1) - else: - self.display_offsets["weapon"] = pg.Vector2(0, 0) - self.current_frame = (self.current_frame + 0.1) % len(self.idle_frames) - - print() - return self.position - pg.Vector2(SCREEN_WIDTH/3, SCREEN_HEIGHT / 2) - ->>>>>>> Stashed changes def handle_input(self): pressed = pygame.key.get_pressed() diff --git a/Setup.py b/Setup.py index 8b17df9..c3dfdcf 100644 --- a/Setup.py +++ b/Setup.py @@ -27,25 +27,9 @@ def rotate(pos, img, angle, pivot): rot_rect = rot_img.get_rect(center=vec) return rot_img, rot_rect -camera_offset = center.copy() - -MAP_WIDTH, MAP_HEIGHT = 10000,10000 +camera_offset = pg.Vector2(0,0) def get_display_rect(collision_rect): - camera_offset.x = max(0, min(camera_offset.x, MAP_WIDTH - SCREEN_WIDTH)) - camera_offset.y = max(0, min(camera_offset.y, MAP_HEIGHT - SCREEN_HEIGHT)) - pos = collision_rect.topleft width, height = collision_rect.w, collision_rect.h return pg.Rect(pos - camera_offset, (width, height)) -<<<<<<< Updated upstream -======= - # return pg.Rect(pos, (width, height)) - -def get_display_point(vec): - camera_offset.x = max(0, min(camera_offset.x, MAP_WIDTH - SCREEN_WIDTH)) - camera_offset.y = max(0, min(camera_offset.y, MAP_HEIGHT - SCREEN_HEIGHT)) - return vec - camera_offset - -from Area import Area ->>>>>>> Stashed changes