/
platform.py
112 lines (92 loc) · 3.86 KB
/
platform.py
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import sfml as sf
from res import Res
import physics
from collideable import Collideable
class Platform:
def update(self, dt):
pass
class BigPlatform(sf.Drawable, Platform, Collideable):
def __init__(self, x, y):
Collideable.__init__(self, x, y, 242, 110, True)
self._sprite = sf.Sprite(Res.big_platform)
self._sprite.position = sf.Vector2(x, y)
def draw(self, target, render_states):
self._sprite.position = self.position-sf.Vector2(0, 14)
target.draw(self._sprite, render_states)
class SmallPlatform(sf.Drawable, Platform, Collideable):
def __init__(self, x, y):
Collideable.__init__(self, x, y, 45, 30, True)
self._sprite = sf.Sprite(Res.small_platform)
self._sprite.position = sf.Vector2(x, y)
def draw(self, target, render_states):
self._sprite.position = self.position-sf.Vector2(3, 7)
target.draw(self._sprite, render_states)
class AcidPlatform(sf.Drawable, Platform, Collideable):
def __init__(self, x, y):
Collideable.__init__(self, x, y, 242, 110, True)
self.deadly = False
self._sprite = sf.Sprite(Res.acid_platform)
self._sprite.position = sf.Vector2(x, y)
def draw(self, target, render_states):
self._sprite.position = self.position-sf.Vector2(0, 14)
target.draw(self._sprite, render_states)
def on_collision_begin(self, other, side):
if hasattr(other, "health"):
other.health -= 1
return False
class SmallHMovingPlatform(sf.Drawable, Platform, Collideable):
def __init__(self, x, y):
Collideable.__init__(self, x, y, 45, 30, True)
self._sprite = sf.Sprite(Res.small_platform)
self._sprite.position = sf.Vector2(x, y)
self._on_me = []
self._time = 3
self._accum = 0
self._direction = 1
def update(self, dt):
# Update accumulator and direction stuff
self._accum += dt
if self._accum >= self._time:
self._accum = 0
self._direction *= -1
self.position = self.position + sf.Vector2(75*dt, 0)*self._direction
for object in self._on_me:
object.position = object.position + sf.Vector2(75*dt, 0)*self._direction
def draw(self, target, render_states):
self._sprite.position = self.position-sf.Vector2(3, 7)
target.draw(self._sprite, render_states)
def on_collision_begin(self, other, side):
if not other.stationary and side == physics.side_up:
self._on_me.append(other)
return True
def on_collision_end(self, other):
if other in self._on_me:
self._on_me.remove(other)
class SmallVMovingPlatform(sf.Drawable, Platform, Collideable):
def __init__(self, x, y):
Collideable.__init__(self, x, y, 45, 30, True)
self._sprite = sf.Sprite(Res.small_platform)
self._sprite.position = sf.Vector2(x, y)
self._on_me = []
self._time = 3
self._accum = 0
self._direction = 1
def update(self, dt):
# Update accumulator and direction stuff
self._accum += dt
if self._accum >= self._time:
self._accum = 0
self._direction *= -1
self.position = self.position + sf.Vector2(0, 75*dt)*self._direction
for object in self._on_me:
object.position = object.position + sf.Vector2(0, 75*dt)*self._direction
def draw(self, target, render_states):
self._sprite.position = self.position-sf.Vector2(3, 7)
target.draw(self._sprite, render_states)
def on_collision_begin(self, other, side):
if not other.stationary and side == physics.side_up:
self._on_me.append(other)
return True
def on_collision_end(self, other):
if other in self._on_me:
self._on_me.remove(other)