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Player.py
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Player.py
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import math
from cmu_graphics import *
from Entity import *
from Vector import *
class Player(Entity):
def attack(self, upwards=False, downwards=False):
self.getPlayerVertices()
if app.generalCounter - self.previousAttackTime >= self.timeBetweenAttacks:
self.previousAttackTime = app.generalCounter
if self.direction == 'right':
self.attackX = self.x + self.width
elif self.direction == 'left':
self.attackX = self.x - self.attackWidth
# self.attackX = self.x + (self.width if self.direction == 'right' else -self.attackWidth)
if downwards == False and upwards == False:
self.attackWidth = 350
self.attackHeight = 70
self.attackY = self.y
self.attackDirection = self.direction
self.isAttacking = True
self.looksAttacking = True
if self.isCollidingWithOval == True:
self.alignAttacks()
return
self.attackWidth = 150
self.attackHeight = 170
if upwards == True and self.isCollidingWithOval == False:
self.attackY = self.y + self.attackHeight
self.attackX = self.leftX - (self.attackWidth - self.width)/2
self.attackDirection = 'up'
elif upwards == True and self.isCollidingWithOval == True:
self.attackY = self.y + self.height + self.deltaY
self.attackX = self.leftX + self.deltaX*2 - (self.attackWidth - self.width)/2 # times 2 because attack is based on self.leftX rather than self.middleX
self.attackHeight = self.height
self.attackDirection = 'up'
elif downwards == True and self.isCollidingWithOval == False:
self.attackY = self.y - self.height
self.attackX = self.leftX - (self.attackWidth - self.width)/2
self.attackDirection = 'down'
elif downwards == True and self.isCollidingWithOval == True:
self.attackY = self.y - self.height + self.deltaY
self.attackX = self.leftX - self.deltaX*2 - (self.attackWidth - self.width)/2
self.attackHeight = self.height
self.attackDirection = 'down'
self.isAttacking = True
self.looksAttacking = True
def dash(self):
self.dashesLeft -= 1
if self.direction == 'left':
self.x -= self.dashDistance/self.dashDuration
self.falling = False
self.jumping = False
self.isPogoing = False
self.doubleJumping = False
self.isPogoingWhileJumping = False
self.dashing = True
elif self.direction == 'right':
self.x += self.dashDistance/self.dashDuration
self.falling = False
self.jumping = False
self.isPogoing = False
self.doubleJumping = False
self.isPogoingWhileJumping = False
self.dashing = True
def attackKnockBack(self, enemy):
if self.attackDirection == 'left':
self.x += self.playerAttackKnockBackDistanceHorizontal
enemy.x -= enemy.enemyAttackKnockBackDistanceHorizontal
elif self.attackDirection == 'right':
self.x -= self.playerAttackKnockBackDistanceHorizontal
enemy.x += enemy.enemyAttackKnockBackDistanceHorizontal
elif self.attackDirection == 'down':
self.isPogoing = True
def getRotatedCornersPlayer(self):
topY = -self.attackY
leftX = self.attackX
bottomY = -(self.attackY - self.height)
rightX = self.attackX + self.attackWidth
middleX = (leftX + rightX)/2
middleY = (topY + bottomY)/2
attackAngle = self.rotateAngle
self.vectorAttackX = Vector(middleX, middleY, attackAngle)
self.vectorAttackY = Vector(middleX, middleY, attackAngle+90)
if self.rotateAngle == 0:
shiftAttackX = self.attackWidth/2
shiftAttackY = self.attackHeight/2
self.vectorAttackRightX = Vector(middleX+shiftAttackX, middleY, attackAngle)
self.vectorAttackLeftX = Vector(middleX-shiftAttackX, middleY, attackAngle)
self.vectorAttackRightY = Vector(middleX+shiftAttackY, middleY, attackAngle+90)
self.vectorAttackLeftY = Vector(middleX-shiftAttackY, middleY, attackAngle+90)
self.cornersAttack=[(self.x, -self.y),
(self.attackX, -self.attackY+self.attackHeight),
(self.attackX+self.attackWidth, -self.attackY),
(self.attackX+self.attackWidth, -self.attackY+self.attackHeight)]
else:
shiftAttackX = (self.attackWidth/2)/(math.cos(attackAngle*math.pi/180)+0.00001)
shiftAttackY = (self.attackHeight/2)/(math.sin(attackAngle*math.pi/180)+0.00001)
self.vectorAttackRightX = Vector(middleX+shiftAttackX, middleY, attackAngle)
self.vectorAttackLeftX = Vector(middleX-shiftAttackX, middleY, attackAngle)
self.vectorAttackRightY = Vector(middleX+shiftAttackY, middleY, attackAngle+90)
self.vectorAttackLeftY = Vector(middleX-shiftAttackY, middleY, attackAngle+90)
self.cornersAttack = [
(self.vectorAttackLeftX.getIntersection(self.vectorAttackRightY)),
(self.vectorAttackLeftX.getIntersection(self.vectorAttackLeftY)),
(self.vectorAttackRightX.getIntersection(self.vectorAttackRightY)),
(self.vectorAttackRightX.getIntersection(self.vectorAttackLeftY))
]
def initializeAlignment(self):
self.previousAttackTime = app.generalCounter
self.attackX = self.x + (self.width if self.direction == 'right' else -self.attackWidth)
self.attackY = self.y
self.getPlayerVertices()
self.cornersRotated = []
self.cornersAttack = []
self.cornersEnemy = []
self.projectedEnemy = []
self.projectedAttack = []
self.fourPointsAttack1 = []
self.fourPointsAttack2 = []
self.fourPointsEnemy1 = []
self.fourPointsEnemy2 = []
def shiftVectors(self):
middleX = self.middleX
middleY = self.middleY
shiftX = (self.width/2)/(math.cos(self.rotateAngle*math.pi/180)+0.00001)
shiftY = (self.height/2)/(math.sin(self.rotateAngle*math.pi/180)+0.00001)
self.vectorRightX = Vector(middleX+shiftX, middleY, self.rotateAngle)
self.vectorLeftX = Vector(middleX-shiftX, middleY, self.rotateAngle)
self.vectorRightY = Vector(middleX+shiftY, middleY, self.rotateAngle+90)
self.vectorLeftY = Vector(middleX-shiftY, middleY, self.rotateAngle+90)
self.cornersRotated = [
(self.vectorLeftX.getIntersection(self.vectorRightY)),
(self.vectorLeftX.getIntersection(self.vectorLeftY)),
(self.vectorRightX.getIntersection(self.vectorRightY)),
(self.vectorRightX.getIntersection(self.vectorLeftY))
]
def alignAttacksHelper(self):
if self.attackDirection == 'right':
self.attackPointOfInterest = self.cornersAttack[0]
self.originalPointOfInterest = self.cornersRotated[2]
(x1, y1) = self.attackPointOfInterest
(x2, y2) = self.originalPointOfInterest
distance = self.distance(x1, y1, x2, y2)
deltaX = math.sin(-self.rotateAngle*math.pi/180)*distance
deltaY = math.cos(-self.rotateAngle*math.pi/180)*distance
if self.rotateAngle > 0:
self.alignAttackX = deltaX
self.alignAttackY = -deltaY
elif self.rotateAngle < 0:
self.alignAttackX = -deltaX
self.alignAttackY = deltaY
elif self.attackDirection == 'left':
self.attackPointOfInterest = self.cornersAttack[2]
self.originalPointOfInterest = self.cornersRotated[0]
(x1, y1) = self.attackPointOfInterest
(x2, y2) = self.originalPointOfInterest
distance = self.distance(x1, y1, x2, y2)
deltaX = math.sin(-self.rotateAngle*math.pi/180)*distance
deltaY = math.cos(-self.rotateAngle*math.pi/180)*distance
if self.rotateAngle > 0:
self.alignAttackX = -deltaX
self.alignAttackY = deltaY
elif self.rotateAngle < 0:
self.alignAttackX = deltaX
self.alignAttackY = -deltaY
self.attackX += self.alignAttackX
self.attackY += self.alignAttackY
# on a flat surface, attacks areas are rectangles next to the player
# on a curved surface, rotating the player rectangle and the attack rectangle causes them to be misaligned
# this function corrects for that misalignment
def alignAttacks(self):
self.initializeAlignment()
self.getRotatedCornersPlayer()
if self.rotateAngle == 0:
pass
else:
self.shiftVectors()
self.alignAttacksHelper()