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player.py
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player.py
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import GLOBAL
import pygame
class Player:
def __init__(self, width, height, speed, direction):
self.__width = width
self.__height = height
self.__speed = speed
self.__initialSpeed = speed
self.__border = (0, 10, GLOBAL.MAP_WIDTH, GLOBAL.MAP_HEIGHT - 80)
self.__directionX = 0 # 0 = left, 1 = right
self.__directionY = 0 # 0 = up, 1 = down
self.__rect = None
self.__moveLeft = False
self.__moveRight = False
self.__moveUp = False
self.__moveDown = False
self.__attack = False
self.__attcounter = 0
self.__canAttack = True
self.__moveX = 0
self.__moveY = 0
self.__collectedDocs = 0
self.__carryingPowerup = False
def setWidth(self, value):
self.__width = value
def getWidth(self):
return self.__width
def setHeight(self, value):
self.__height = value
def getHeight(self):
return self.__height
def setSpeed(self, value):
self.__speed = value
def getSpeed(self):
return self.__speed
def setDirectionX(self, value):
self.__directionX = value
def setDirectionY(self, value):
self.__directionY = value
def getDirectionX(self):
return self.__directionX
def getDirectionY(self):
return self.__directionY
def setRect(self, value):
self.__rect = value
def getRect(self):
return self.__rect
def setAttack(self, value):
if self.__canAttack == True:
self.__attack = value
def canAttack(self, value):
self.__canAttack = value
def getAttack(self):
return self.__attack
def collectDoc(self):
self.__collectedDocs += 1
def emptyCollectedDocs(self):
self.__collectedDocs = 0
def getCollectedDocs(self):
return self.__collectedDocs
# move directions
def setMoveLeft(self, value):
self.__moveLeft = value
def setMoveRight(self, value):
self.__moveRight = value
def setMoveUp(self, value):
self.__moveUp = value
def setMoveDown(self, value):
self.__moveDown = value
def setAllMoveFalse(self):
self.__moveLeft = False
self.__moveRight = False
self.__moveUp = False
self.__moveDown = False
def getMoveLeft(self):
return self.__moveLeft
def getMoveRight(self):
return self.__moveRight
def getMoveUp(self):
return self.__moveUp
def getMoveDown(self):
return self.__moveDown
# movement change
def moveX(self, dir):
self.__moveX = dir * self.__speed
self.__rect.move_ip(self.__moveX, 0)
self.__rect.clamp_ip(self.__border)
def moveY(self, dir):
self.__moveY = dir * self.__speed
self.__rect.move_ip(0, self.__moveY)
self.__rect.clamp_ip(self.__border)
def resetMoveX(self):
self.__moveX = 0
def resetMoveY(self):
self.__moveY = 0
def attack(self, dir, cooldownevent):
self.__attack = True
self.__attcounter += 1
self.__speed = self.__initialSpeed * 2
direction = 1
if (dir == 0):
direction = -1
self.moveX(direction)
if (self.__attcounter > 5):
self.__canAttack = False
pygame.time.set_timer(cooldownevent, GLOBAL.PLAYER_COOLDOWN)
self.__speed = self.__initialSpeed
self.__attcounter = 0
self.__attack = False
self.resetMoveX()
self.resetMoveY()
def getHit(self):
self.__collectedDocs = 0
def giveBryan(self):
self.__carryingPowerup = True
def hasPowerup(self):
return self.__carryingPowerup
def removePowerup(self):
self.__carryingPowerup = False