Ninja-Jump-and-run/scripts/entities.py
2026-03-04 16:50:44 +01:00

107 lines
No EOL
3.5 KiB
Python

import pygame
class PhysicsEntity:
def __init__(self, game, e_type, pos:tuple, size):
self.game = game
self.e_type = e_type
self.pos = list(pos)
self.size = size
self.velocity = [0,0]
self.collisions = {"top":False, "bottom":False, "left":False, "right":False}
self.speed = 3
# Animationen
self.action = ""
self.flip = False
self.animation_offset = (-3, -3)
self.set_action('idle')
def update(self, tilemap, movement:tuple=(0,0)):
self.collisions = {"top":False, "bottom":False, "left":False, "right":False}
frame_movement = ((movement[0] + self.velocity[0])*self.speed, movement[1] + self.velocity[1])
self.pos[0] += frame_movement[0]
entity_rect = self.rect()
for recto in tilemap.physics_rects_around(self.pos):
if entity_rect.colliderect(recto):
if frame_movement[0] > 0:
entity_rect.right = recto.left
self.collisions["right"] = True
self.game.isJumping = False
if frame_movement[0] < 0:
entity_rect.left = recto.right
self.collisions["left"] = True
self.game.isJumping = False
self.pos[0] = entity_rect.x
self.pos[1] += frame_movement[1]
entity_rect = self.rect()
for rectolino in tilemap.physics_rects_around(self.pos):
if entity_rect.colliderect(rectolino):
if frame_movement[1] > 0:
entity_rect.bottom = rectolino.top
self.collisions["bottom"] = True
self.game.isJumping = False
if frame_movement[1] < 0:
entity_rect.top = rectolino.bottom
self.collisions["top"] = True
self.pos[1] = entity_rect.y
if movement[0] > 0:
self.flip = False
if movement[0] < 0:
self.flip = True
if self.collisions['bottom'] or self.collisions['top']:
self.velocity[1] = 0
self.velocity[1] = min(5, self.velocity[1] + 0.1)
self.animation.update()
def render(self, surface:pygame.Surface, offset:tuple=(0,0)):
surface.blit(pygame.transform.flip(self.animation.img(), self.flip, False), (self.pos[0] - offset[0] + self.animation_offset[0],self.pos[1] - offset[1] + self.animation_offset[1]))
def rect(self):
return pygame.Rect(self.pos[0], self.pos[1], self.size[0], self.size[1])
def set_action(self, action):
if action != self.action:
self.action = action
image = self.e_type + "/" + self.action
self.animation = self.game.assets[image].copy()
class Player(PhysicsEntity):
def __init__(self, game, pos, size):
super().__init__(game, "player", pos, size)
self.air_time = 0 # Neu! Zählt, wie lange wir fallen/springe
def update(self, tilemap, movement = (0, 0)):
super().update(tilemap, movement)
self.air_time += 1
if self.collisions["bottom"]:
self.air_time = 0
# Wenn wir länger als 4 Frames in der Luft sind -> Springen!
if self.air_time > 4:
self.set_action('jump')
# Wenn wir nicht in der Luft sind, aber uns bewegen -> Rennen!
elif movement[0] != 0:
self.set_action('run')
# Sonst -> Rumstehen!
else:
self.set_action('idle')