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playerInteraction.py
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71 lines (60 loc) · 3.07 KB
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try:
import simplegui
except ImportError:
import SimpleGUICS2Pygame.simpleguics2pygame as simplegui
from vector import Vector
class PlayerInteraction:
def __init__(self, player, keyboard, walls):
self.player = player
self.keyboard = keyboard
self.walls = walls
def update(self):
if self.keyboard.up:
self.player.PlayerSprite_current = self.player.PlayerSprite_up
self.player.PlayerSprite_current.update()
if not (self.walls[0].distanceTo(self.player.pos) < self.walls[0].thickness + self.player.radius + 1 and
self.walls[0].covers(self.player.pos)):
self.player.vel.add(Vector(0, -1))
else:
self.player.vel = Vector(0, 0)
if self.keyboard.down:
self.player.PlayerSprite_current = self.player.PlayerSprite_down
self.player.PlayerSprite_current.update()
if not (self.walls[2].distanceTo(self.player.pos) < self.walls[2].thickness + self.player.radius + 1 and
self.walls[2].covers(self.player.pos)):
self.player.vel.add(Vector(0, 1))
else:
self.player.vel = Vector(0, 0)
if self.keyboard.right:
self.player.PlayerSprite_current = self.player.PlayerSprite_right
self.player.PlayerSprite_current.update()
if not (self.walls[1].distanceTo(self.player.pos) < self.walls[1].thickness + self.player.radius + 1 and
self.walls[1].covers(self.player.pos)):
self.player.vel.add(Vector(1, 0))
else:
self.player.vel = Vector(0, 0)
if self.keyboard.left:
self.player.PlayerSprite_current = self.player.PlayerSprite_left
self.player.PlayerSprite_current.update()
if not (self.walls[3].distanceTo(self.player.pos) < self.walls[3].thickness + self.player.radius + 1 and
self.walls[3].covers(self.player.pos)):
self.player.vel.add(Vector(-1, 0))
else:
self.player.vel = Vector(0, 0)
def shoot(self):
if self.keyboard.arrow_up:
# self.player.PlayerSprite_current = self.player.PlayerSprite_up
# self.player.PlayerSprite_current.update()
return self.player.shoot(Vector(0, -1).add(self.player.pos))
if self.keyboard.arrow_down:
# self.player.PlayerSprite_current = self.player.PlayerSprite_down
# self.player.PlayerSprite_current.update()
return self.player.shoot(Vector(0, 1).add(self.player.pos))
if self.keyboard.arrow_right:
# self.player.PlayerSprite_current = self.player.PlayerSprite_right
# self.player.PlayerSprite_current.update()
return self.player.shoot(Vector(1, 0).add(self.player.pos))
if self.keyboard.arrow_left:
# self.player.PlayerSprite_current = self.player.PlayerSprite_left
# self.player.PlayerSprite_current.update()
return self.player.shoot(Vector(-1, 0).add(self.player.pos))