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PlayerMovement.py
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62 lines (53 loc) · 1.99 KB
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import pygame
from pygame.locals import (K_w,
K_s,
K_a,
K_d,
)
class PlayerMovement():
def __init__(self,player,speed, level):
self.player = player
self.speed = speed
self.walls = level.walls
@property
def wallCollision(self):
return pygame.sprite.spritecollide(self.player, self.walls, False)
def animationChange(self,event):
if not self.player.spellCasting:
if event.type == pygame.KEYDOWN:
if event.key == K_w:
self.player.changeAnimation(4)
elif event.key == K_s:
self.player.changeAnimation(1)
elif event.key == K_a:
self.player.changeAnimation(3)
elif event.key == K_d:
self.player.changeAnimation(2)
elif event.type == pygame.KEYUP:
self.player.changeAnimation(0)
def checkAnimation(self,animID):
if not self.player.currentAnimation == animID and not self.player.spellCasting:
self.player.changeAnimation(animID)
def move(self,pressed_keys):
if pressed_keys[K_w]:
self.player.rect.move_ip(0, -self.speed)
self.checkAnimation(4)
if self.wallCollision:
self.player.rect.move_ip(0, self.speed)
elif pressed_keys[K_s]:
self.player.rect.move_ip(0, self.speed)
self.checkAnimation(1)
if self.wallCollision:
self.player.rect.move_ip(0, -self.speed)
elif pressed_keys[K_a]:
self.player.rect.move_ip(-self.speed, 0)
self.checkAnimation(3)
if self.wallCollision:
self.player.rect.move_ip(self.speed, 0)
elif pressed_keys[K_d]:
self.player.rect.move_ip(self.speed, 0)
self.checkAnimation(2)
if self.wallCollision:
self.player.rect.move_ip(-self.speed, 0)
else:
self.checkAnimation(0)