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from typing import List
from Direction import DIRECTION
import pygame


def get_sprites(sprite_sheet) -> List:
    sheet_width, sheet_height = sprite_sheet.get_size()
    sprite_width, sprite_height = 32, 32
    rows = sheet_height // sprite_height
    columns = sheet_width // sprite_width
    sprites = []

    for row in range(rows):
        for col in range(columns):
            x = col * sprite_width
            y = row * sprite_height

            # Create a new surface for the current sprite and blit it from the
            # sprite sheet onto this new surface
            new_sprite_surface = pygame.Surface(
                (sprite_width, sprite_height), pygame.SRCALPHA)
            new_sprite_surface.blit(
                sprite_sheet, (0, 0), (x, y, x + sprite_width, y + sprite_height))

            # Add this new surface to our list of sprites
            sprites.append(new_sprite_surface)

    return sprites


class Player():
    def __init__(self, sprite_sheet):
        self.x = 30 * 17 - 15
        self.y = 30 * 25 - 15
        self.sprite = get_sprites(sprite_sheet)
        self.speed = 5
        self.direction = DIRECTION.LEFT

    def draw(self, screen, counter):
        radius = 30 // 2
        pos = (self.x - radius , self.y - radius)
        # pygame.draw.circle(screen, 'green', pos, radius)
        if self.direction == DIRECTION.UP:
            screen.blit(pygame.transform.rotate(
                self.sprite[counter // 5], 270), pos)
        elif self.direction == DIRECTION.DOWN:
            screen.blit(pygame.transform.rotate(
                self.sprite[counter // 5], 90), pos)
        elif self.direction == DIRECTION.RIGHT:
            screen.blit(pygame.transform.flip(
                self.sprite[counter // 5], True, False), pos)
        elif self.direction == DIRECTION.LEFT:
            screen.blit(self.sprite[counter // 5], pos)