Merge branch 'debug' into Collision
This commit is contained in:
@@ -11,33 +11,67 @@ from CollisionBox import CollisionBox
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class Player(pygame.sprite.Sprite):
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imgDir = os.path.join(os.path.dirname(__file__), 'data')
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playerImage = pygame.image.load(os.path.join(imgDir, 'player.png'))#.convert()
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playerImage = pygame.image.load(
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os.path.join(imgDir, 'player.png')
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)#.convert()
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walkImages = (
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pygame.transform.scale(playerImage.subsurface((0, 0, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((16, 0, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((32, 0, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((48, 0, 16, 24)), (64, 98)),
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pygame.transform.scale(
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playerImage.subsurface((0, 0, 16, 24)), (64, 98)
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),
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pygame.transform.scale(
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playerImage.subsurface((16, 0, 16, 24)), (64, 98)
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),
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pygame.transform.scale(
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playerImage.subsurface((32, 0, 16, 24)), (64, 98)
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),
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pygame.transform.scale(
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playerImage.subsurface((48, 0, 16, 24)), (64, 98)
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),
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)
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upImages = (
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pygame.transform.scale(playerImage.subsurface((0, 24, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((16, 24, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((32, 24, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((48, 24, 16, 24)), (64, 98)),
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pygame.transform.scale(
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playerImage.subsurface((0, 24, 16, 24)), (64, 98)
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),
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pygame.transform.scale(
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playerImage.subsurface((16, 24, 16, 24)), (64, 98)
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),
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pygame.transform.scale(
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playerImage.subsurface((32, 24, 16, 24)), (64, 98)
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),
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pygame.transform.scale(
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playerImage.subsurface((48, 24, 16, 24)), (64, 98)
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),
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)
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downImages = (
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pygame.transform.scale(playerImage.subsurface((0, 48, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((16, 48, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((32, 48, 16, 24)), (64, 98)),
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pygame.transform.scale(playerImage.subsurface((48, 48, 16, 24)), (64, 98)),
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pygame.transform.scale(
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playerImage.subsurface((0, 48, 16, 24)), (64, 98)
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),
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pygame.transform.scale(
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playerImage.subsurface((16, 48, 16, 24)), (64, 98)
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),
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pygame.transform.scale(
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playerImage.subsurface((32, 48, 16, 24)), (64, 98)
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),
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pygame.transform.scale(
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playerImage.subsurface((48, 48, 16, 24)), (64, 98)
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),
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)
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crouchImages = (
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pygame.transform.scale(playerImage.subsurface((0, 72, 16, 16)), (64, 64)),
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pygame.transform.scale(playerImage.subsurface((16, 72, 16, 16)), (64, 64)),
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pygame.transform.scale(playerImage.subsurface((32, 72, 16, 16)), (64, 64)),
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pygame.transform.scale(playerImage.subsurface((48, 72, 16, 16)), (64, 64)),
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pygame.transform.scale(
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playerImage.subsurface((0, 72, 16, 16)), (64, 64)
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),
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pygame.transform.scale(
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playerImage.subsurface((16, 72, 16, 16)), (64, 64)
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),
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pygame.transform.scale(
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playerImage.subsurface((32, 72, 16, 16)), (64, 64)
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),
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pygame.transform.scale(
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playerImage.subsurface((48, 72, 16, 16)), (64, 64)
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),
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)
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for array in (walkImages, upImages, downImages, crouchImages):
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@@ -147,7 +181,10 @@ class Player(pygame.sprite.Sprite):
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else: maxHoverCount = 1
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if self.isDownJump and self.hoverCount < maxHoverCount:
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self.speed -= self.gameSpeed/8 * ((math.cos(2*math.pi*self.hoverCount/(2*maxHoverCount))+1)/2.5+0.2)
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self.speed -= self.gameSpeed/8 * (
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(math.cos(2*math.pi*self.hoverCount/
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(2*maxHoverCount))+1)/2.5 + 0.2
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)
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self.hoverCount += 1
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else:
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self.isJumping = False
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