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Babe.py
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Babe.py
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#!/usr/bin/env python
#
#
#
#
import pygame
import math
import os
from King import King
from Timer import Timer
from physics import Physics
from spritesheet import SpriteSheet
from BabeSprites import Babe_Sprites
from Babe_Audio import Babe_Audio
from King_Particles import King_Particle
class Babe(King):
def __init__(self, screen, levels):
self.screen = screen
self.sprites = Babe_Sprites().babe_images
self.levels = levels
self.level = self.levels.max_level
self.timer = Timer()
# Booleans
self.isWalk = False
self.isCrouch = False
self.isFalling = False
self.isKiss = False
self.hasKissed = False
self.collideBottom = False
self.lastCollision = True
# Animation
self.walkCount = 0
self.x, self.y = 375, 113
self.width, self.height = 32, 32
self.rect_x, self.rect_y = self.x + 1, self.y + 7
self.rect_width, self.rect_height = self.width - 12, self.height - 8
self.current_image = self.sprites["Babe_Stand1"]
# Particles
self.jump_particle = King_Particle("images\\particles\\jump_particle.png", 5, 1, 32)
self.snow_jump_particle = King_Particle("images\\particles\\snow_jump_particle.png", 4, 3, 36)
self.isJump = False
self.isLanded = False
# Audio
self.channel = pygame.mixer.Channel(10)
self.audio = Babe_Audio().audio
# Physics
self.physics = Physics()
self.speed, self.angle = 0, 0
self.maxSpeed = 11
self.walkAngles = {"right" : math.pi/2, "left" : -math.pi/2}
self.slip = 0
# Ending
self.ending_distance = 50
def blitme(self):
self.x = self.rect.x - 6
self.y = self.rect.y - 9
if self.levels.current_level == self.level:
self.screen.blit(self.current_image, (self.x, self.y))
# pygame.draw.rect(self.screen, (255, 0, 0), self.rect, 1)
def update(self, king, command = None):
if self.levels.current_level == self.level:
self._check_events(command)
self._update_audio1()
self._add_gravity()
self._move()
self._check_collisions()
self._update_vectors()
self._update_sprites()
self._update_audio2()
self._update_particles()
if not self.levels.ending:
self._check_ending(king)
def _check_ending(self, king):
if self.rect_y - king.rect_y >= 0:
if self.rect_x - king.rect_x <= self.ending_distance:
self.levels.ending = True
king.rect_x, king.rect_y = self.rect_x - self.ending_distance, self.rect_y
king.speed = 0
def _check_events(self, command):
if command:
if command == "Crouch" and not self.isCrouch:
self.timer.start()
self.isCrouch = True
elif command == "Jump":
self._jump()
elif command == "Kiss":
self.isKiss = True
elif command == "WalkLeft":
self._walk("left")
elif command == "WalkRight":
self._walk("right")
elif command == "Snatched":
self.rect_y += 999
else:
self.isKiss = False
self.hasKissed = False
def _move(self):
if self.speed > self.maxSpeed:
self.speed = self.maxSpeed
self.rect_x += math.sin(self.angle) * self.speed
self.rect_y -= math.cos(self.angle) * self.speed
# def _check_collisions(self):
# self.isFalling = True
# self.collideBottom = False
# self.slip = 0
# for platform in self.levels.levels[self.levels.current_level].platforms:
# if self._collide_rect(self.rect, platform):
# if self.rect.bottom >= platform.top and round(self.rect.bottom - platform.top) <= round(self.speed) and -math.cos(self.angle) > 0 and not platform.support:
# self.rect.bottom = platform.top
# self.isFalling = False
# self.isContact = False
# self.collideBottom = True
# if not self.lastCollision:
# self.isLanded = True
# self.lastCollision = platform
# self.slip = platform.slip
# if not self.collideBottom:
# self.lastCollision = None
def _update_vectors(self):
if self.collideBottom:
self.angle, self.speed = self.physics.add_vectors(self.angle, self.speed, -self.physics.gravity[0], -self.physics.gravity[1])
self.speed *= self.slip
def _walk(self, direction):
self.speed = 1
self.angle = self.walkAngles[direction]
self.isWalk = True
def _jump(self):
speed = (2 + (self.timer.elapsed_time()*2) / 150)
angle = 0
self.angle, self.speed = self.physics.add_vectors(self.angle, self.speed, angle, speed)
self.isJump = True
self.isCrouch = False
self.isWalk = False
self.timer.end()
def _update_sprites(self):
if self.isCrouch:
self.current_image = self.sprites["Babe_Crouch"]
if self.isFalling:
if self.angle < math.pi/2 or self.angle > 3 * math.pi / 2:
self.current_image = self.sprites["Babe_Jump"]
else:
self.current_image = self.sprites["Babe_Fall"]
elif self.isKiss:
self.current_image = self.sprites["Babe_Kiss"]
elif self.lastCollision and self.isLanded:
self.current_image = self.sprites["Babe_Land"]
else:
if self.walkCount <= 5:
self.current_image = self.sprites["Babe_Stand1"]
elif self.walkCount <= 8:
self.current_image = self.sprites["Babe_Stand2"]
elif self.walkCount <= 13:
self.current_image = self.sprites["Babe_Stand3"]
else:
self.walkCount = 0
self.walkCount += 1
def _update_audio1(self):
if self.lastCollision:
if self.isJump:
self.channel.play(self.audio["babe_jump"])
def _update_audio2(self):
if self.lastCollision:
if self.isLanded:
self.channel.play(self.audio["king_land"])
self.isLanded = False
if self.isKiss:
if not self.channel.get_busy() and not self.hasKissed:
self.channel.play(self.audio["babe_kiss"])
self.hasKissed = True