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Copy pathplayer.py
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1204 lines (1079 loc) · 53.9 KB
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import platform
import arcade
import os
from arcade import check_for_collision_with_lists, check_for_collision
import constants as cn
from constants import State
"""
Keymaps: FULL_KEYMAP is for single-player commands,
SPLIT_KEYMAPs are for split characters.
Darwin is for Macs, as their keyboards differ from Windows.
"""
"""
Keymaps: FULL_KEYMAP is for single-player commands,
SPLIT_KEYMAPs are for split characters.
Darwin is for Macs, as their keyboards differ from Windows.
"""
FULL_KEYMAP = dict(
JUMP=arcade.key.SPACE,
SPRINT=arcade.key.LSHIFT,
DAFOE=arcade.key.W,
CROUCH=arcade.key.S,
LEFT=arcade.key.A,
RIGHT=arcade.key.D,
PUNCH=arcade.key.J,
#KICK=arcade.key.K,
SPECIAL=arcade.key.L
)
if platform.system() == 'Darwin':
SPLIT_KEYMAP_L = dict(
JUMP=arcade.key.LCOMMAND,
SPRINT=arcade.key.LSHIFT,
DAFOE=arcade.key.W,
CROUCH=arcade.key.S,
LEFT=arcade.key.A,
RIGHT=arcade.key.D,
PUNCH=arcade.key.Z,
#KICK=arcade.key.X,
SPECIAL=arcade.key.C
)
SPLIT_KEYMAP_R = dict(
JUMP=arcade.key.RCOMMAND,
SPRINT=arcade.key.SPACE,
DAFOE=arcade.key.I,
CROUCH=arcade.key.K,
LEFT=arcade.key.J,
RIGHT=arcade.key.L,
PUNCH=arcade.key.M,
#KICK=arcade.key.COMMA,
SPECIAL=arcade.key.PERIOD
)
else:
SPLIT_KEYMAP_L = dict(
JUMP=arcade.key.LALT,
SPRINT=arcade.key.LSHIFT,
DAFOE=arcade.key.W,
CROUCH=arcade.key.S,
LEFT=arcade.key.A,
RIGHT=arcade.key.D,
PUNCH=arcade.key.Z,
#KICK=arcade.key.X,
SPECIAL=arcade.key.C
)
SPLIT_KEYMAP_R = dict(
JUMP=arcade.key.RALT,
SPRINT=arcade.key.SPACE,
DAFOE=arcade.key.I,
CROUCH=arcade.key.K,
LEFT=arcade.key.J,
RIGHT=arcade.key.L,
PUNCH=arcade.key.M,
#KICK=arcade.key.COMMA,
SPECIAL=arcade.key.PERIOD
)
# TODO, maybe? Not sure abt gamepad support.
"""
GAMEPAD_KEYMAP = dict(
JUMP=arcade.key.?,
SPRINT=arcade.key.?,
DAFOE=arcade.key.?,
CROUCH=arcade.key.?,
LEFT=arcade.key.?,
RIGHT=arcade.key.?,
PUNCH=arcade.key.?,
#KICK=arcade.key.?,
SPECIAL=arcade.key.?
)
"""
class Player(object):
def __init__(self,
center_x: int, center_y: int,
width: int, height: int,
main_hurtbox: arcade.SpriteSolidColor, extended_hurtbox: arcade.SpriteSolidColor,
hitbox: arcade.SpriteSolidColor,
input_map: int, character_input:int):
"""
CONTAINS ALL SET-UP AND VARIABLE DECLARATION FOR THE PLAYER CLASS
"""
# Start-up Stats:
self.center_x = center_x
self.center_y = center_y
self.change_x = 0
self.change_y = 0
self.height = height
self.width = width
self.character_input=character_input
# State Accounting:
self.player_sprites=False
self.state = cn.State.idle
self.health = cn.PLAYER_HEALTH # UI will grab these in stage for bars
self.block_health = cn.FULL_BLOCK # UI will grab these in stage for bars
self.alive = True
self.right = True
# More Precise State Accounting
self.stun = 0
self.state_counter = 0
# Key Accounting:
self.jumping = False
self.dafoeing = False
self.crouching = False
self.lefting = False
self.righting = False
self.punching = False
## self.kicking = False
self.blocking = False
self.sprinting = False
self.left_dash = False
self.right_dash = False
self.mid_dash = False
self.left_jump = False
self.right_jump = False
self.neutral_jump = False
self.mid_jump = False
self.being_hit = False
# Move Inputs accel_vals accounting:
self.change_x_L = 0 # The change_x value taken from the LEFT key
self.change_x_R = 0 # The change_x value taken from the RIGHT key
self.change_x_S = 0 # The change_x value taken from the SPRINT key
self.change_y_S = 0 # The change_y value taken from the SPRINT key
self.change_x_J = 0 # The change_x value taken from the JUMP key
self.change_y_J = 0 # The change_y value taken from the JUMP key
# Hurt/Hitbox Setup:
# Hurt/Hitbox Lists:
self.player_hurtboxes = arcade.SpriteList()
self.player_hitboxes = arcade.SpriteList()
self.player_sprites=arcade.SpriteList()
# Hurt/Hitbox Assignment:
self.main_hurtbox = main_hurtbox
self.player_hurtboxes.append(self.main_hurtbox)
self.extended_hurtbox = extended_hurtbox
self.player_hurtboxes.append(self.extended_hurtbox)
self.hitbox = hitbox
self.player_hitboxes.append(self.hitbox)
###########################Sprites##################################
##Character choice:
if (character_input==1):
character="Lisa"
elif (character_input==2):
character="Jackie"
elif (character_input==3):
character="Jason"
elif (character_input==4):
character="Chris"
else:
character="Elon" # The code expects the character input for robot to be "5"
###Running##################################
self.running_sprites=[]
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/Run00{i}.png",flipped_horizontally = True)
self.running_sprites.append(self.sprite2)
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/Run00{i}.png")
self.running_sprites.append(self.sprite2)
##Idle#######################################
self.idle_sprite=[]
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/Idle.png",flipped_horizontally = True)
self.idle_sprite.append(self.sprite2)
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/Idle.png")
self.idle_sprite.append(self.sprite2)
##########JUMPING##########################
self.jumping_sprites=[]
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/Jump00{i}.png",flipped_horizontally = True)
self.jumping_sprites.append(self.sprite2)
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/Jump00{i}.png")
self.jumping_sprites.append(self.sprite2)
########Crouching####################
self.crouching_sprites=[]
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/Slide.png",flipped_horizontally = True)
self.crouching_sprites.append(self.sprite2)
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/Slide.png")
self.crouching_sprites.append(self.sprite2)
### Heavy Attack####
self.Hattack_sprites=[]
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/HAttack00{i}.png",flipped_horizontally = True)
self.Hattack_sprites.append(self.sprite2)
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/HAttack00{i}.png")
self.Hattack_sprites.append(self.sprite2)
### Light Attack###########################
self.Lattack_sprites=[]
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/LAttack00{i}.png",flipped_horizontally = True)
self.Lattack_sprites.append(self.sprite2)
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/LAttack00{i}.png")
self.Lattack_sprites.append(self.sprite2)
###Jump Attack############################
self.jattack_sprites=[]
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/JumpAttack00{i}.png",flipped_horizontally = True)
self.jattack_sprites.append(self.sprite2)
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/JumpAttack00{i}.png")
self.jattack_sprites.append(self.sprite2)
### Upcut Jump Attack###################
self.UPjattack_sprites=[]
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/JumpUPAttack00{i}.png",flipped_horizontally = True)
self.UPjattack_sprites.append(self.sprite2)
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/JumpUPAttack00{i}.png")
self.UPjattack_sprites.append(self.sprite2)
##Dying#################################
self.dead_sprites=[]
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/Dead00{i}.png",flipped_horizontally = True)
self.dead_sprites.append(self.sprite2)
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/Dead00{i}.png")
self.dead_sprites.append(self.sprite2)
##Block#######################################
self.block_sprite=[]
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/Block.png",flipped_horizontally = True)
self.block_sprite.append(self.sprite2)
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/Block.png")
self.block_sprite.append(self.sprite2)
###Crouch fighting###########################
self.crouchLight=[]
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/crouchLAttack00{i}.png",flipped_horizontally = True)
self.crouchLight.append(self.sprite2)
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/crouchLAttack00{i}.png")
self.crouchLight.append(self.sprite2)
###Heavy Crouch##############################
self.crouchHeavy=[]
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/crouchHAttack00{i}.png",flipped_horizontally = True)
self.crouchHeavy.append(self.sprite2)
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/crouchHAttack00{i}.png")
self.crouchHeavy.append(self.sprite2)
###UpperCut Crouch###########################
self.crouchUP=[]
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/crouchUPAttack00{i}.png",flipped_horizontally = True)
self.crouchUP.append(self.sprite2)
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/crouchUPAttack00{i}.png")
self.crouchUP.append(self.sprite2)
###Upper Cut#################################
self.upperCut=[]
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/Upperut00{i}.png",flipped_horizontally = True)
self.upperCut.append(self.sprite2)
for i in range(9):
self.sprite2=arcade.load_texture(f"images/{character}/Upperut00{i}.png")
self.upperCut.append(self.sprite2)
##Set current player sprite to idle
self.cur_sprites = self.idle_sprite
##Initilizes sprite count
self.cur_index=0
# Makes the idle textures into sprites
self.player_sprite = arcade.Sprite()
self.player_sprite.texture = self.cur_sprites[self.cur_index]
self.player_sprites.append(self.player_sprite)
######Sound Effects:
self.sword_sound=arcade.load_sound("SoundEffect/Sword3.wav")
self.hurt_sound=arcade.load_sound("SoundEffect/hurt.wav")
if input_map >= 0:
if input_map == 0:
self.keymap = FULL_KEYMAP
elif input_map == 1:
self.keymap = SPLIT_KEYMAP_L
elif input_map == 2:
self.keymap = SPLIT_KEYMAP_R
"""
elif input_map == 3:
self.keymap = GAMEPAD_KEYMAP
"""
self.JUMP = self.keymap['JUMP']
self.SPRINT = self.keymap['SPRINT']
self.DAFOE = self.keymap['DAFOE']
self.CROUCH = self.keymap['CROUCH']
self.LEFT = self.keymap['LEFT']
self.RIGHT = self.keymap['RIGHT']
self.PUNCH = self.keymap['PUNCH']
#self.KICK = self.keymap['KICK']
else:
self.keymap = None
self.JUMP = None
self.SPRINT = None
self.DAFOE = None
self.CROUCH = None
self.LEFT = None
self.RIGHT = None
self.PUNCH = None
# self.KICK = None
def update(self, floors):
"""
Update func:
- Updates sprite lists
- Accounts for Jump and Sprint behavior (key presses that affect longer than a single frame)
- Accounts for movement/ Updates position
-
"""
if self.block_health > cn.FULL_BLOCK:
self.block_health = cn.FULL_BLOCK
elif not (self.block_health == cn.FULL_BLOCK):
self.block_health += 0.05
# Sprite list updates
self.player_hurtboxes.update()
self.player_hitboxes.update()
self.player_sprites.update()
# Jump Behavior
self.grav_cycle(floors)
if self.jumping & self.jump_or_nah(floors) & (not self.mid_jump): # IF jumping, on floor, and not mid-jump
self.change_y_J += cn.PLAYER_JUMP_SPEED
self.change_x_J = 0
elif self.jumping & (not (self.jump_or_nah(floors))): # IF jumping, not on floor
if self.neutral_jump:
self.change_x_J = 0
elif self.right_jump:
self.change_x_J = 10
elif self.left_jump:
self.change_x_J = -10
self.mid_jump = True
elif self.jump_or_nah(floors) & self.jumping & self.mid_jump: # IF on floor, jumping, and mid-jump
self.jumping = False
self.mid_jump = False
if self.right_jump:
self.right_jump = False
if self.left_jump:
self.left_jump = False
if self.neutral_jump:
self.neutral_jump = False
self.change_y_J = 0
# Sprint Behavior:
if self.jump_or_nah(floors): # IF on floor
if self.sprinting:
if not self.mid_dash:
self.mid_dash = True
self.state_counter = cn.PLAYER_DASH_TICS
self.change_y_S = 0
if self.right_dash:
self.change_x_S = 0.5*cn.PLAYER_SPEED
elif self.left_dash:
self.change_x_S = 0.5*cn.PLAYER_SPEED
else:
self.mid_dash = False
self.sprinting = False
self.left_dash = False
self.right_dash = False
self.state_counter = 0
else:
self.change_y_S = 0
if self.left_dash:
if self.state_counter > 50:
self.change_x_S = -0.5*cn.PLAYER_SPEED
elif self.state_counter > 35:
self.change_x_S = -5*cn.PLAYER_SPEED
elif self.state_counter > 20:
self.change_x_S = -3*cn.PLAYER_SPEED
else:
self.change_x_S = -0.2*cn.PLAYER_SPEED
self.state_counter -= 1
if self.state_counter <= 0:
self.mid_dash = False
self.sprinting = False
self.left_dash = False
self.right_dash = False
self.state_counter = 0
elif self.right_dash:
if self.state_counter > 90:
self.change_x_S = 0.5*cn.PLAYER_SPEED
elif self.state_counter > 50:
self.change_x_S = 5*cn.PLAYER_SPEED
elif self.state_counter > 30:
self.change_x_S = 3*cn.PLAYER_SPEED
else:
self.change_x_S = 0.2*cn.PLAYER_SPEED
self.state_counter -= 1
if self.state_counter <= 0:
self.mid_dash = False
self.sprinting = False
self.left_dash = False
self.right_dash = False
self.state_counter = 0
else:
self.mid_dash = False
self.sprinting = False
self.left_dash = False
self.right_dash = False
# Movement tracking
if self.jumping & (not (self.jump_or_nah(floors))):
self.change_x = self.change_x_J
elif self.sprinting:
self.change_x = self.change_x_S
self.change_y = self.change_y_S
else:
self.change_x = self.change_x_L + self.change_x_R
self.change_y = self.change_y_J
# Update position
if self.stun == 0:
self.center_x += self.change_x
self.center_y += self.change_y
if self.dafoeing:
if self.height + 3 < int(cn.SPRITE_PLAYER_HEIGHT*1.2):
self.height += 3
elif self.height - 3 > int(cn.SPRITE_PLAYER_HEIGHT*1.2):
self.height -= 3
else:
self.height = int(cn.SPRITE_PLAYER_HEIGHT*1.2)
if self.width + 3 < int(cn.SPRITE_PLAYER_WIDTH * 1.1):
self.width += 3
elif self.width - 3 > int(cn.SPRITE_PLAYER_WIDTH * 1.1):
self.width -= 3
else:
self.width = int(cn.SPRITE_PLAYER_WIDTH * 1.1)
elif self.crouching:
if self.height + 5 < int(cn.SPRITE_PLAYER_HEIGHT/1.3):
self.height += 5
elif self.height - 5 > int(cn.SPRITE_PLAYER_HEIGHT/1.3):
self.height -= 5
else:
self.height = int(cn.SPRITE_PLAYER_HEIGHT/1.3)
if self.width + 5 < int(cn.SPRITE_PLAYER_WIDTH*1.7):
self.width += 5
elif self.width - 5 > int(cn.SPRITE_PLAYER_WIDTH*1.7):
self.width -= 5
else:
self.width = int(cn.SPRITE_PLAYER_WIDTH*1.7)
else:
if self.height+5 < cn.SPRITE_PLAYER_HEIGHT:
self.height += 5
elif self.height-5 > cn.SPRITE_PLAYER_HEIGHT:
self.height -= 5
else: self.height = cn.SPRITE_PLAYER_HEIGHT
if self.width+5 < cn.SPRITE_PLAYER_WIDTH:
self.width += 5
elif self.width-5 > cn.SPRITE_PLAYER_WIDTH:
self.width -= 5
else:
self.width = cn.SPRITE_PLAYER_WIDTH
# Main body tracking
self.player_hurtboxes[0].center_y = self.center_y
self.player_hurtboxes[0].center_x = self.center_x
self.player_hurtboxes[0].height = self.height
self.player_hurtboxes[0].width = self.width
self.player_sprites[0].center_y = self.center_y
self.player_sprites[0].center_x = self.center_x
self.player_sprites[0].height = self.height
self.player_sprites[0].width = self.width
# Using Extended Hitbox to track direction player is facing
self.player_hurtboxes[1].center_y = self.center_y
if self.right:
self.player_hurtboxes[1].center_x = int(self.center_x - (1.5*cn.SPRITE_PLAYER_WIDTH / 6))
##Sprite Counter
if self.cur_index>=8:
if self.cur_sprites != self.dead_sprites:
self.cur_index=0
else:
##Keeps dead sprite on floor
self.cur_index=8
else:
self.cur_index+=1
else:
self.player_hurtboxes[1].center_x = int(self.center_x + (1.5*cn.SPRITE_PLAYER_WIDTH / 6))
##Sprite Counter
if self.cur_index>=17:
if self.cur_sprites != self.dead_sprites:
self.cur_index=9
else:
##Keeps dead sprite on the floor
self.cur_index=17
else:
self.cur_index+=1
####Where sprite changes with movement##############
if self.health<=0:
self.cur_sprites = self.dead_sprites
elif self.state==State.idle and not self.jumping and not self.crouching and not self.lefting and not self.righting:
self.cur_sprites = self.idle_sprite
##All the Jumping Sprites
elif self.jumping and self.punching:
if self.player_sprites.visible:
arcade.play_sound(self.sword_sound)
self.cur_sprites = self.jattack_sprites
elif self.jumping and self.state==State.aa_punch and (self.state_counter > int(cn.H_HIT_LENGTH)/3):
if self.player_sprites.visible:
arcade.play_sound(self.sword_sound)
self.cur_sprites = self.UPjattack_sprites
elif self.jumping:
self.cur_sprites = self.jumping_sprites
##All the Crouching Sprites
elif (self.righting or self.lefting) and self.crouching and self.punching:
if self.player_sprites.visible:
arcade.play_sound(self.sword_sound)
self.cur_sprites = self.crouchHeavy
elif self.crouching and self.state==State.lp_punch and (self.state_counter > int(cn.H_HIT_LENGTH)/3):
if self.player_sprites.visible:
arcade.play_sound(self.sword_sound)
self.cur_sprites = self.crouchLight
elif self.crouching and self.state==State.aa_punch and (self.state_counter > int(cn.H_HIT_LENGTH)/3):
if self.player_sprites.visible:
arcade.play_sound(self.sword_sound)
self.cur_sprites = self.crouchUP
elif self.crouching:
self.cur_sprites = self.crouching_sprites
###Single Attack Sprites
elif self.state==State.h_punch and (self.state_counter > int(cn.H_HIT_LENGTH)/3):
if self.player_sprites.visible:
arcade.play_sound(self.sword_sound)
self.cur_sprites = self.Hattack_sprites
elif self.state==State.l_punch and (self.state_counter > int(cn.L_HIT_LENGTH)/3):
if self.player_sprites.visible:
arcade.play_sound(self.sword_sound)
self.cur_sprites = self.Lattack_sprites
elif self.state==State.aa_punch and (self.state_counter > int(cn.H_HIT_LENGTH)/3):
if self.player_sprites.visible:
arcade.play_sound(self.sword_sound)
self.cur_sprites = self.upperCut
#####Other
elif self.state==State.h_punch or self.state==State.l_punch or self.state==State.aa_punch or self.state==State.lp_punch:
self.cur_sprites = self.idle_sprite
elif self.state==State.blocking:
self.cur_sprites = self.block_sprite
else:
self.cur_sprites = self.running_sprites
self.player_sprite.texture = self.cur_sprites[self.cur_index]
def hit_cycle(self): # this one's gonna be a solid brick of code. no joke. true pain.
"""
Moves the hitbox in accordance with attack commands
"""
if self.stun == 0:
if self.state_counter != 0:
# THIS WILL TRACK PLAYER MOVES TO 'ANIMATE' AND MOVE HITBOXES
# EXAMPLE HIT:
# self.player_hitbox.center_x = self.player_hurtbox.center_x - 6*self.state_counter
# self.player_hitbox.center_y = self.player_hurtbox.center_y + self.state_counter
# self.player_hitbox.width = 15*self.state_counter
# self.player_hitbox.height = 7*self.state_counter
screen_side_mod = 0
if self.right:
screen_side_mod = 1
else:
screen_side_mod = -1
if self.state == State.l_punch: # LIGHT PUNCH
# START-UP:
if self.state_counter > 5*int(cn.L_HIT_LENGTH)/6:
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False
# ACTIVE:
elif self.state_counter > int(cn.L_HIT_LENGTH)/3:
# Player Hitbox Setup:
self.player_hitboxes[0].center_x = self.center_x - (8*(cn.L_HIT_LENGTH -
self.state_counter)) * screen_side_mod
self.player_hitboxes[0].center_y = self.center_y + (cn.L_HIT_LENGTH -
self.state_counter)
self.player_hitboxes[0].width = 7*(cn.L_HIT_LENGTH-self.state_counter)
self.player_hitboxes[0].height = 3*(cn.L_HIT_LENGTH-self.state_counter)
self.player_hitboxes[0].render_hitbox = True
# RECOVERY:
elif self.state_counter > 0:
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False
if self.state == State.h_punch: # HEAVY PUNCH
# START-UP:
if self.state_counter > 5*int(cn.H_HIT_LENGTH)/6:
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False
# ACTIVE:
elif self.state_counter > int(cn.H_HIT_LENGTH)/3:
# Player Hitbox Setup:
self.player_hitboxes[0].center_x = self.center_x - (4*(cn.H_HIT_LENGTH -
self.state_counter)) * screen_side_mod
self.player_hitboxes[0].center_y = (1.1 * self.center_y) - (cn.L_HIT_LENGTH - self.state_counter)
self.player_hitboxes[0].width = 6*(cn.H_HIT_LENGTH-self.state_counter)
self.player_hitboxes[0].height = 2*(cn.H_HIT_LENGTH-self.state_counter)
self.player_hitboxes[0].render_hitbox = True
# RECOVERY:
elif self.state_counter > 0:
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False
if self.state == State.aa_punch: # ANTI-AIR PUNCH (INVULNERABLE WHEN THE BOX IS OUT?)
# START-UP:
if self.state_counter > 1*int(cn.L_HIT_LENGTH)/2:
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False
# ACTIVE:
elif self.state_counter > 1*int(cn.L_HIT_LENGTH)/4:
# Player Hitbox Setup:
self.player_hitboxes[0].center_x = self.center_x - (4*(cn.L_HIT_LENGTH -
self.state_counter)) * screen_side_mod
self.player_hitboxes[0].center_y = self.center_y + (cn.L_HIT_LENGTH -
self.state_counter)
self.player_hitboxes[0].width = 6*(cn.L_HIT_LENGTH-self.state_counter)
self.player_hitboxes[0].height = 5*(cn.L_HIT_LENGTH-self.state_counter)
self.player_hitboxes[0].render_hitbox = True
# RECOVERY:
elif self.state_counter > 0:
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False
if self.state == State.lp_punch: # LOW-PROFILE PUNCH
# START-UP:
if self.state_counter > 2*int(cn.L_HIT_LENGTH)/3:
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False
# ACTIVE:
elif self.state_counter > int(cn.L_HIT_LENGTH)/3:
# Player Hitbox Setup:
self.player_hitboxes[0].center_x = self.center_x - ((self.width/2 + ((cn.L_HIT_LENGTH -
self.state_counter))) * screen_side_mod)
self.player_hitboxes[0].center_y = self.center_y + (4*(cn.L_HIT_LENGTH -
self.state_counter))
self.player_hitboxes[0].width = 4*(cn.L_HIT_LENGTH-self.state_counter)
self.player_hitboxes[0].height = 9*(cn.L_HIT_LENGTH-self.state_counter)
self.player_hitboxes[0].render_hitbox = True
# RECOVERY:
elif self.state_counter > 0:
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False
"""if self.state == State.l_kick: # LIGHT Kick
# START-UP:
if self.state_counter > 5*int(cn.L_HIT_LENGTH)/6:
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False
# ACTIVE:
elif self.state_counter > int(cn.L_HIT_LENGTH)/3:
# Player Hitbox Setup:
self.player_hitboxes[0].center_x = self.center_x - (8*(cn.L_HIT_LENGTH -
self.state_counter)) * screen_side_mod
self.player_hitboxes[0].center_y = self.center_y - (2*(cn.L_HIT_LENGTH -
self.state_counter))
self.player_hitboxes[0].width = 7*(cn.L_HIT_LENGTH-self.state_counter)
self.player_hitboxes[0].height = 3*(cn.L_HIT_LENGTH-self.state_counter)
self.player_hitboxes[0].render_hitbox = True
# RECOVERY:
elif self.state_counter > 0:
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False
if self.state == State.h_kick: # HEAVY Kick
# START-UP:
if self.state_counter > 5*int(cn.H_HIT_LENGTH)/6:
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False
# ACTIVE:
elif self.state_counter > int(cn.H_HIT_LENGTH)/3:
# Player Hitbox Setup:
self.player_hitboxes[0].center_x = self.center_x - (4*(cn.H_HIT_LENGTH -
self.state_counter)) * screen_side_mod
self.player_hitboxes[0].center_y = (1.1 * self.center_y) - (cn.L_HIT_LENGTH - self.state_counter)
self.player_hitboxes[0].width = 6*(cn.H_HIT_LENGTH-self.state_counter)
self.player_hitboxes[0].height = 2*(cn.H_HIT_LENGTH-self.state_counter)
self.player_hitboxes[0].render_hitbox = True
# RECOVERY:
elif self.state_counter > 0:
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False
if self.state == State.aa_kick: # ANTI-AIR Kick
# START-UP:
if self.state_counter > 2*int(cn.L_HIT_LENGTH)/3:
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False
# ACTIVE:
elif self.state_counter > int(cn.L_HIT_LENGTH)/3:
# Player Hitbox Setup:
self.player_hitboxes[0].center_x = self.center_x - (8*(cn.L_HIT_LENGTH -
self.state_counter)) * screen_side_mod
self.player_hitboxes[0].center_y = 2*self.center_y - ((cn.L_HIT_LENGTH -
self.state_counter))
self.player_hitboxes[0].width = 9*(cn.L_HIT_LENGTH-self.state_counter)
self.player_hitboxes[0].height = 4*(cn.L_HIT_LENGTH-self.state_counter)
self.player_hitboxes[0].render_hitbox = True
# RECOVERY:
elif self.state_counter > 0:
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False
if self.state == State.lp_kick: # LOW-PROFILE kick
# START-UP:
if self.state_counter > 2*int(cn.L_HIT_LENGTH)/3:
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False
# ACTIVE:
elif self.state_counter > int(cn.L_HIT_LENGTH)/3:
# Player Hitbox Setup:
self.player_hitboxes[0].center_x = self.center_x - (8*(cn.L_HIT_LENGTH -
self.state_counter)) * screen_side_mod
self.player_hitboxes[0].center_y = self.center_y - (4*(cn.L_HIT_LENGTH -
self.state_counter))
self.player_hitboxes[0].width = 10*(cn.L_HIT_LENGTH-self.state_counter)
self.player_hitboxes[0].height = 4*(cn.L_HIT_LENGTH-self.state_counter)
self.player_hitboxes[0].render_hitbox = True
# RECOVERY:
elif self.state_counter > 0:
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False"""
self.state_counter -= 1 # Increment cycle
elif self.state_counter == 0 | self.state_counter < 0:
self.state_counter = 0 # Reset cycle so it can be started again
self.state = State.idle
else:
self.player_hitboxes[0].render_hitbox = False
self.state = State.idle
self.player_hitboxes[0].center_x = 0
self.player_hitboxes[0].center_y = 0
self.player_hitboxes[0].width = 1
self.player_hitboxes[0].height = 1
self.player_hitboxes[0].render_hitbox = False
def hurt_cycle(self): # this one's gonna be a solid brick of code. no joke. true pain.
"""
Moves the hurtbox in accordance with attack commands
"""
if self.stun == 0:
if self.state_counter != 0:
# THIS WILL TRACK PLAYER MOVES TO 'ANIMATE' AND MOVE HURTBOXES
screen_side_mod = 0
if self.right:
screen_side_mod = 1
else:
screen_side_mod = -1
if self.state == State.l_punch: # LIGHT PUNCH
# START-UP:
if self.state_counter > 2*int(cn.L_HIT_LENGTH)/3:
# Player Hurtbox Setup:
self.width = cn.SPRITE_PLAYER_WIDTH + (cn.L_HIT_LENGTH - self.state_counter) * 3
self.height = cn.SPRITE_PLAYER_HEIGHT
self.center_x -= 5 * screen_side_mod
# ACTIVE:
elif self.state_counter > int(cn.L_HIT_LENGTH)/3:
# Player Hurtbox Setup:
self.width = cn.SPRITE_PLAYER_WIDTH + (cn.L_HIT_LENGTH-self.state_counter)*3
self.height = cn.SPRITE_PLAYER_HEIGHT
self.center_x -= 5 * screen_side_mod
# RECOVERY:
elif self.state_counter > 0:
self.width = cn.SPRITE_PLAYER_WIDTH
self.height = cn.SPRITE_PLAYER_HEIGHT
self.center_x += 10 * screen_side_mod
if self.state == State.aa_punch:
pass
if self.state == State.lp_punch: # APPARENTLY THIS SHOULD ACTUALLY BE THE ANTI-AIR??
pass
if self.state == State.h_punch:
# START-UP:
if self.state_counter > 3 * int(cn.H_HIT_LENGTH) / 5:
# Player Hurtbox Setup:
self.width = cn.SPRITE_PLAYER_WIDTH + (cn.H_HIT_LENGTH - self.state_counter)
self.height = cn.SPRITE_PLAYER_HEIGHT
self.center_x += 5 * screen_side_mod
# ACTIVE:
elif self.state_counter > int(cn.H_HIT_LENGTH) / 5:
# Player Hurtbox Setup:
self.width = cn.SPRITE_PLAYER_WIDTH + (cn.H_HIT_LENGTH - self.state_counter)
self.height = cn.SPRITE_PLAYER_HEIGHT
self.center_x -= 5 * screen_side_mod
# RECOVERY:
elif self.state_counter > 0:
self.width = cn.SPRITE_PLAYER_WIDTH
self.height = cn.SPRITE_PLAYER_HEIGHT
self.center_x -= 10 * screen_side_mod
"""if self.state == State.l_kick:
pre_center_y = self.center_y
# START-UP:
if self.state_counter > 2*int(cn.L_HIT_LENGTH)/3:
# Player Hurtbox Setup:
self.width = cn.SPRITE_PLAYER_WIDTH + (cn.L_HIT_LENGTH - self.state_counter) * 3
self.height = cn.SPRITE_PLAYER_HEIGHT - (cn.L_HIT_LENGTH - self.state_counter) * 6
self.center_y += (cn.L_HIT_LENGTH - self.state_counter) * 6
print(self.center_y)
# ACTIVE:
elif self.state_counter > int(cn.L_HIT_LENGTH)/3:
# Player Hurtbox Setup:
self.width = cn.SPRITE_PLAYER_WIDTH + (cn.L_HIT_LENGTH - self.state_counter) * 3
self.height = cn.SPRITE_PLAYER_HEIGHT - (cn.L_HIT_LENGTH - self.state_counter) * 4
self.center_y += int((cn.L_HIT_LENGTH - self.state_counter)*4)
print(self.center_y)
# RECOVERY:
elif self.state_counter > 0:
self.width = cn.SPRITE_PLAYER_WIDTH
self.height = cn.SPRITE_PLAYER_HEIGHT
self.center_y = pre_center_y
print(self.center_y)
self.center_y = pre_center_y
if self.state == State.aa_kick:
pass
if self.state == State.lp_kick:
pass
if self.state == State.h_kick:
pass"""
self.state_counter -= 1 # Increment cycle
elif self.state_counter == 0 | self.state_counter < 0:
self.state_counter = 0 # Reset cycle so it can be started again
self.state = State.idle
else:
self.player_hitboxes[0].render_hitbox = False
self.state = State.idle
def grav_cycle(self, floors):
"""
If you aren't on the ground, apply gravity (fall)
"""
if not (self.jump_or_nah(floors)):
self.change_y_J -= cn.GRAVITY
else:
self.change_y_J = 0
def jump_or_nah(self, floors):
"""
Checks if the player is on the ground or not (touching floors)
"""
hit_list_no_move = 0
for hurtbox in self.player_hurtboxes:
if len(floors) > 1:
if check_for_collision_with_lists(hurtbox, floors):
hit_list_no_move += 1
elif len(floors) == 1:
if check_for_collision(hurtbox, floors[0]):
hit_list_no_move += 1