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import pygame
from tileset import Tileset
class Character(object):
SPEED = 2
movement = [0, 0]
def __init__(self, start_pos, collisions):
self.pos = list(start_pos)
self.render_x = self.pos[0] * Tileset.TILESIZE
self.render_y = self.pos[1] * Tileset.TILESIZE
self.collisions = collisions
def frame(self, keys):
# are we done moving?
if self.render_x % Tileset.TILESIZE == 0:
self.movement[0] = 0
if self.render_y % Tileset.TILESIZE == 0:
self.movement[1] = 0
# can we start moving?
direction = None
movement_x = movement_y = None
if self.movement[1] == 0:
if (keys[pygame.K_DOWN] or keys[pygame.K_j]):
movement_y = 1
direction = Tileset.DOWN
elif keys[pygame.K_UP] or keys[pygame.K_k]:
movement_y = -1
direction = Tileset.UP
# vertical collision detection
# each direction is checked separately because holding
# down+right on a right wall should still move you down
if movement_y and (self.pos[0], self.pos[1] + movement_y) in self.collisions:
movement_y = 0
if self.movement[0] == 0:
if keys[pygame.K_RIGHT] or keys[pygame.K_l]:
movement_x = 1
if self.movement[1] == 0 and movement_y is None: # prefer up/down when moving diagonally
direction = Tileset.RIGHT
elif keys[pygame.K_LEFT] or keys[pygame.K_h]:
movement_x = -1
if self.movement[1] == 0 and movement_y is None:
direction = Tileset.LEFT
# horizontal collision detection
if movement_x and (self.pos[0] + movement_x, self.pos[1]) in self.collisions:
movement_x = 0
if movement_x:
self.movement[0] = movement_x
self.pos[0] += movement_x
if movement_y:
self.movement[1] = movement_y
self.pos[1] += movement_y
# move!
self.render_x += self.movement[0] * self.SPEED
self.render_y += self.movement[1] * self.SPEED
return direction
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