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Player.py
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Player.py
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import pygame
import dataTypes
import item
import pygame
import spritesheet
import math
import random
pos = dataTypes.pos
class warriorClass:
name = "Warrior"
ClassType = 1
slotTypes = [1,2,3]
projectileDistance = 4 *32
def setupClass(self, playerInv):
playerInv.weapon =item.ItemStack(1, item.allItems["0xa00"])
playerInv.special = item.ItemStack(1, item.allItems["0xs00"])
#moresetup
return playerInv
class mageClass:
name = "Mage"
ClassType = 2
slotTypes = [4,5,6]
projectileDistance = 12 *32
def setupClass(self, playerInv):
playerInv.weapon = item.ItemStack(1, item.allItems["0xb00"])
playerInv.special = item.ItemStack(1, item.allItems["0xs01"])
# moresetup
return playerInv
class rangerClass:
name = "Ranger"
ClassType = 3
slotTypes = [7,8,9]
projectileDistance = 8 *32
def setupClass(self, playerInv):
playerInv.weapon = item.ItemStack(1, item.allItems["0xc00"])
playerInv.special = item.ItemStack(1, item.allItems["0xs02"])
# moresetup
return playerInv
class Bullet(pygame.sprite.Sprite):
def __init__(self, projectileTexture, start, moveTo, rotation, Damage, bulletSpeed=1, toTravel=0):
super().__init__()
self.position = dataTypes.pos(start.x, start.y)
self.startPos = dataTypes.pos(self.position.x, self.position.y)
self.image = projectileTexture
self.moveTo = moveTo
self.bulletSpeed = bulletSpeed*0.03
self.distance = dataTypes.pos(self.moveTo.x - self.position.x, self.moveTo.y - self.position.y)
self.toTravel = toTravel
self.damage = Damage
self.rect = self.image.get_rect()
self.rect.x = self.position.x
self.rect.y = self.position.y
self.image = pygame.transform.rotate(self.image, rotation-45)
def update(self, playerPos, *args):
if math.sqrt((self.position.x - self.startPos.x)**2 + (self.position.y - self.startPos.y)**2) >= self.toTravel:
self.kill()
velo = [self.distance.x*self.bulletSpeed, self.distance.y*self.bulletSpeed]
self.position.x +=velo[0]
self.position.y +=velo[1]
self.rect.x = self.position.x - playerPos.x
self.rect.y = self.position.y - playerPos.y
class player(pygame.sprite.Sprite):
def __init__(self, setupData):
super().__init__()
self.position = setupData.position
self.tilePos = dataTypes.pos(self.position.x//32, self.position.y//32)
self.chunkPos = dataTypes.pos(self.tilePos.x//16, self.tilePos.y//16)
self.inventory = setupData.inventory
self.stats = setupData.stats
self.boostStats = dataTypes.entityStats()
self.canUseSpecial = True
self.currentHp = self.stats.health
self.currentMp = self.stats.magic
self.bullets = pygame.sprite.Group()
self.level = setupData.level
self.drawOffset = 0
self.playerClass = setupData.playerClass
ss = spritesheet.spritesheet('resources/Sprites/player/' + self.playerClass.name + '.png')#get spritesheet reference
self.playerIdle = [#list of player idle states
ss.image_at((0, 8, 8, 8), colorkey=dataTypes.WHITE),#down
ss.image_at((0, 0, 8, 8), colorkey=dataTypes.WHITE),#right
ss.image_at((0, 24, 8, 8), colorkey=dataTypes.WHITE),#up
ss.image_at((0, 16, 8, 8), colorkey=dataTypes.WHITE)#left
]
self.playerWalk = [
spritesheet.SpriteStripAnim('resources/Sprites/player/' + self.playerClass.name + '.png', (8, 8, 8, 8), 2, dataTypes.WHITE, True, dataTypes.frames),#down
spritesheet.SpriteStripAnim('resources/Sprites/player/' + self.playerClass.name + '.png', (0, 0, 8, 8), 2, dataTypes.WHITE, True, dataTypes.frames),#right
spritesheet.SpriteStripAnim('resources/Sprites/player/' + self.playerClass.name + '.png', (8, 24, 8, 8), 2, dataTypes.WHITE, True, dataTypes.frames),#up
spritesheet.SpriteStripAnim('resources/Sprites/player/' + self.playerClass.name + '.png', (0, 16, 8, 8), 2, dataTypes.WHITE, True, dataTypes.frames)#left
]
if self.playerClass.name == warriorClass.name:
self.playerAttack = [
spritesheet.SpriteStripAnim('resources/Sprites/player/' + self.playerClass.name + "Attacking.png", (0, 8, 8, 8), 2, colorkey=dataTypes.WHITE, loop=True, frames=dataTypes.frames),#down
spritesheet.SpriteStripAnim('resources/Sprites/player/' + self.playerClass.name + "Attacking.png", (0, 0, 0, 0), 2, colorkey=dataTypes.WHITE, loop=True, frames=dataTypes.frames, images=[(0,0,8,8), (8,0,12,8)]),#right
spritesheet.SpriteStripAnim('resources/Sprites/player/' + self.playerClass.name + "Attacking.png", (0, 16, 8, 8), 2, colorkey=dataTypes.WHITE, loop=True, frames=dataTypes.frames),#up
spritesheet.SpriteStripAnim('resources/Sprites/player/' + self.playerClass.name + "Attacking.png", (0, 0, 0, 0), 2, colorkey=dataTypes.WHITE, loop=True, frames=dataTypes.frames, images=[(0,24,12,8), (12,24,8,8)]),#left
]
elif self.playerClass.name == mageClass.name:
self.playerAttack = [
spritesheet.SpriteStripAnim('resources/Sprites/player/' + self.playerClass.name + "Attacking.png",
(0, 8, 8, 8), 2, colorkey=dataTypes.WHITE, loop=True,
frames=dataTypes.frames), # down
spritesheet.SpriteStripAnim('resources/Sprites/player/' + self.playerClass.name + "Attacking.png",
(0, 0, 0, 0), 2, colorkey=dataTypes.WHITE, loop=True,
frames=dataTypes.frames, images=[(0, 0, 8, 8), (8, 0, 11, 8)]), # right
spritesheet.SpriteStripAnim('resources/Sprites/player/' + self.playerClass.name + "Attacking.png",
(0, 16, 8, 8), 2, colorkey=dataTypes.WHITE, loop=True,
frames=dataTypes.frames), # up
spritesheet.SpriteStripAnim('resources/Sprites/player/' + self.playerClass.name + "Attacking.png",
(0, 0, 0, 0), 2, colorkey=dataTypes.WHITE, loop=True,
frames=dataTypes.frames, images=[(0, 24, 11, 8), (11, 24, 8, 8)]), # left
]
elif self.playerClass.name == rangerClass.name:
self.playerAttack = [
spritesheet.SpriteStripAnim('resources/Sprites/player/' + self.playerClass.name + "Attacking.png",
(0, 8, 8, 8), 2, colorkey=dataTypes.WHITE, loop=True,
frames=dataTypes.frames), # down
spritesheet.SpriteStripAnim('resources/Sprites/player/' + self.playerClass.name + "Attacking.png",
(0, 0, 8, 8), 2, colorkey=dataTypes.WHITE, loop=True,
frames=dataTypes.frames), # right
spritesheet.SpriteStripAnim('resources/Sprites/player/' + self.playerClass.name + "Attacking.png",
(0, 16, 8, 8), 2, colorkey=dataTypes.WHITE, loop=True,
frames=dataTypes.frames), # up
spritesheet.SpriteStripAnim('resources/Sprites/player/' + self.playerClass.name + "Attacking.png",
(0, 24, 8, 8), 2, colorkey=dataTypes.WHITE, loop=True,
frames=dataTypes.frames), # left
]
self.playerAnim = self.playerIdle[0]
self.lastFaced = 0
self.rect = self.playerAnim.get_rect()
self.rect.x = dataTypes.w//2-16
self.rect.y = dataTypes.h//2-16
self.attacking = False
def update(self, *args):
#update position
#draw
self.tilePos = dataTypes.pos(self.position.x//32, self.position.y//32)
self.chunkPos = dataTypes.pos(self.tilePos.x // dataTypes.chunkSize, self.tilePos.y // dataTypes.chunkSize)
self.drawOffset = 0
self.AttackingToggled = False
keys = pygame.key.get_pressed()
velocity = [0, 0]
#0 - down, 1 - right, 2 - up, 3 - left
if keys[pygame.K_w] or keys[pygame.K_UP]:
velocity[1] -= 1*self.stats.speed+self.boostStats.speed
self.playerAnim = self.playerWalk[2].next()
self.lastFaced = 2
if keys[pygame.K_s] or keys[pygame.K_DOWN]:
velocity[1] += 1 * self.stats.speed+self.boostStats.speed
self.playerAnim = self.playerWalk[0].next()
self.lastFaced = 0
if keys[pygame.K_a] or keys[pygame.K_LEFT]:
velocity[0] -= 1 * self.stats.speed+self.boostStats.speed
self.playerAnim = self.playerWalk[3].next()
self.lastFaced = 3
if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
velocity[0] += 1 *self.stats.speed+self.boostStats.speed
self.playerAnim = self.playerWalk[1].next()
self.lastFaced = 1
mousePressed = pygame.mouse.get_pressed()
attacking = False
if mousePressed[0] == 1:
attacking = True
else:
self.attacking = False
pygame.time.set_timer(pygame.USEREVENT + 1, 0)
if self.attacking != attacking and attacking == True and self.inventory.weapon.material.SlotType == str(self.playerClass.slotTypes[0]):
pygame.time.set_timer(pygame.USEREVENT+1, 2500//(self.stats.dexterity+self.inventory.weapon.material.rateOfFire+self.boostStats.dexterity))
self.attacking = True
if self.attacking or self.AttackingToggled:
#code from https://gamedev.stackexchange.com/a/134090
mX, mY = pygame.mouse.get_pos()
rel_x, rel_y = mX - dataTypes.w//2, mY - dataTypes.h//2
angle = (180 / math.pi) * -math.atan2(rel_y, rel_x)
#end borrowed code (didnt want to remember math lol)
if -45 <= angle and angle <= 45:
self.lastFaced = 1
elif 45 <= angle and angle <= 135:
self.lastFaced = 2
elif angle >= 135 or angle <= -135:
self.lastFaced = 3
elif -45 >= angle and angle >= -135:
self.lastFaced = 0
self.playerAnim = self.playerAttack[self.lastFaced].next()
if self.playerAnim == self.playerAttack[3].images[0]:
if self.playerClass.name == "Warrior":
self.drawOffset = -16
elif self.playerClass.name == "Mage":
self.drawOffset = -12
elif velocity == [0, 0]:
self.playerAnim = self.playerIdle[self.lastFaced]
self.position.x += velocity[0]
self.position.y += velocity[1]
if self.currentHp < self.stats.health:
self.currentHp += self.stats.vitality+self.boostStats.vitality/2000
elif self.currentMp < self.stats.magic:
self.currentMp += 5/2000
def return_playerData(self):
return dataTypes.playerData(self.position, self.inventory, self.stats, self.playerClass, self.level)
def Fire(self, mousePos):
rel_x, rel_y = mousePos[0] - dataTypes.w // 2, mousePos[1] - dataTypes.h // 2
angle = (180 / math.pi) * -math.atan2(rel_y, rel_x)
moveToPos = dataTypes.pos(self.playerClass.projectileDistance * math.cos(angle / 55.47) + dataTypes.w // 2, self.playerClass.projectileDistance * math.sin(-angle / 55.47) + dataTypes.h // 2)
moveToPos.x += self.position.x
moveToPos.y += self.position.y
startPos = dataTypes.pos(self.position.x+dataTypes.w//2, self.position.y+dataTypes.h//2)
self.bullets.add(Bullet(self.inventory.weapon.material.projectileImage, startPos, moveToPos, angle, random.randint(self.inventory.weapon.material.damage[0], self.inventory.weapon.material.damage[1]), toTravel=self.playerClass.projectileDistance))
def hit(self, damage):
print("took " + str(damage))
dmg =damage-self.stats.defence
if dmg <= 0:
dmg=1
self.currentHp-=dmg
if self.currentHp <= 0:
return True
else:
return False
def levelUp(self):
self.stats.health += 10
self.stats.magic += 10
self.stats.dexterity +=3
self.stats.vitality += 2
self.stats.speed += 1
self.stats.defence += 2
self.level.exp = self.level.exp%100
self.level.lvl+=1
def generateNewPlayerData(playerClass):
return dataTypes.playerData(pos(0, 0), dataTypes.playerInventory(), dataTypes.entityStats(hp=40, mp=20, defen=1, spd=3, atk=5, dex=5, vit=5), playerClass(), dataTypes.Level(1, 0))
#testPlayerData = dataTypes.playerData(pos(0, 0), dataTypes.playerInventory(), dataTypes.entityStats(hp=40, mp=20, defen=5, spd=3, atk=5, dex=5, vit=5), warriorClass(), dataTypes.Level(1, 0))
className = {1:warriorClass(), 2:mageClass(), 3:rangerClass()}