Merge branch 'debug' into Collision

This commit is contained in:
Nikolai Andreichik
2021-04-06 02:15:51 -07:00
committed by GitHub
11 changed files with 262 additions and 116 deletions
+55 -18
View File
@@ -11,33 +11,67 @@ from CollisionBox import CollisionBox
class Player(pygame.sprite.Sprite):
imgDir = os.path.join(os.path.dirname(__file__), 'data')
playerImage = pygame.image.load(os.path.join(imgDir, 'player.png'))#.convert()
playerImage = pygame.image.load(
os.path.join(imgDir, 'player.png')
)#.convert()
walkImages = (
pygame.transform.scale(playerImage.subsurface((0, 0, 16, 24)), (64, 98)),
pygame.transform.scale(playerImage.subsurface((16, 0, 16, 24)), (64, 98)),
pygame.transform.scale(playerImage.subsurface((32, 0, 16, 24)), (64, 98)),
pygame.transform.scale(playerImage.subsurface((48, 0, 16, 24)), (64, 98)),
pygame.transform.scale(
playerImage.subsurface((0, 0, 16, 24)), (64, 98)
),
pygame.transform.scale(
playerImage.subsurface((16, 0, 16, 24)), (64, 98)
),
pygame.transform.scale(
playerImage.subsurface((32, 0, 16, 24)), (64, 98)
),
pygame.transform.scale(
playerImage.subsurface((48, 0, 16, 24)), (64, 98)
),
)
upImages = (
pygame.transform.scale(playerImage.subsurface((0, 24, 16, 24)), (64, 98)),
pygame.transform.scale(playerImage.subsurface((16, 24, 16, 24)), (64, 98)),
pygame.transform.scale(playerImage.subsurface((32, 24, 16, 24)), (64, 98)),
pygame.transform.scale(playerImage.subsurface((48, 24, 16, 24)), (64, 98)),
pygame.transform.scale(
playerImage.subsurface((0, 24, 16, 24)), (64, 98)
),
pygame.transform.scale(
playerImage.subsurface((16, 24, 16, 24)), (64, 98)
),
pygame.transform.scale(
playerImage.subsurface((32, 24, 16, 24)), (64, 98)
),
pygame.transform.scale(
playerImage.subsurface((48, 24, 16, 24)), (64, 98)
),
)
downImages = (
pygame.transform.scale(playerImage.subsurface((0, 48, 16, 24)), (64, 98)),
pygame.transform.scale(playerImage.subsurface((16, 48, 16, 24)), (64, 98)),
pygame.transform.scale(playerImage.subsurface((32, 48, 16, 24)), (64, 98)),
pygame.transform.scale(playerImage.subsurface((48, 48, 16, 24)), (64, 98)),
pygame.transform.scale(
playerImage.subsurface((0, 48, 16, 24)), (64, 98)
),
pygame.transform.scale(
playerImage.subsurface((16, 48, 16, 24)), (64, 98)
),
pygame.transform.scale(
playerImage.subsurface((32, 48, 16, 24)), (64, 98)
),
pygame.transform.scale(
playerImage.subsurface((48, 48, 16, 24)), (64, 98)
),
)
crouchImages = (
pygame.transform.scale(playerImage.subsurface((0, 72, 16, 16)), (64, 64)),
pygame.transform.scale(playerImage.subsurface((16, 72, 16, 16)), (64, 64)),
pygame.transform.scale(playerImage.subsurface((32, 72, 16, 16)), (64, 64)),
pygame.transform.scale(playerImage.subsurface((48, 72, 16, 16)), (64, 64)),
pygame.transform.scale(
playerImage.subsurface((0, 72, 16, 16)), (64, 64)
),
pygame.transform.scale(
playerImage.subsurface((16, 72, 16, 16)), (64, 64)
),
pygame.transform.scale(
playerImage.subsurface((32, 72, 16, 16)), (64, 64)
),
pygame.transform.scale(
playerImage.subsurface((48, 72, 16, 16)), (64, 64)
),
)
for array in (walkImages, upImages, downImages, crouchImages):
@@ -147,7 +181,10 @@ class Player(pygame.sprite.Sprite):
else: maxHoverCount = 1
if self.isDownJump and self.hoverCount < maxHoverCount:
self.speed -= self.gameSpeed/8 * ((math.cos(2*math.pi*self.hoverCount/(2*maxHoverCount))+1)/2.5+0.2)
self.speed -= self.gameSpeed/8 * (
(math.cos(2*math.pi*self.hoverCount/
(2*maxHoverCount))+1)/2.5 + 0.2
)
self.hoverCount += 1
else:
self.isJumping = False