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- import pygame as pg
- from settings import Music_Mixer, loadCustomFont, States, screen
- from time import sleep
- """This section contains entity states which are separate from game and menu states."""
- class Player():
- def __init__(self, x, y):
- self.health = 100
- self.speed = 1
- self.screen = screen
- self.imagex = x
- self.imagey = y
- self.running_right = False
- self.running_left = False
- self.rect = pg.draw.rect(self.screen, (255, 0, 0), [self.imagex, self.imagey, 20, 45])
- self.image = pg.image.load('Images/Animations/PlayerRun/Stickman_stand_still.png').convert_alpha()
- self.images = ['Images/Animations/PlayerRun/Stickman_stand_still.png', 'Images/Animations/PlayerRun/Stickman_run_1.png', 'Images/Animations/PlayerRun/Stickman_run_2.png',
- 'Images/Animations/PlayerRun/Stickman_run_3.png', 'Images/Animations/PlayerRun/Stickman_run_4.png']
- #Moves the player and begins the animation phase.
- def move_player(self, speed):
- self.pressed = pg.key.get_pressed()
- #Move left and start left run animation.
- if self.pressed[pg.K_a]:
- self.imagex -= 5
- #Move right and start right run animation
- if self.pressed[pg.K_d]:
- self.running_right = True
- self.imagex += 5
- elif not self.pressed[pg.K_d]:
- self.running_right = False
- #Move up and start jump animation.
- if self.pressed[pg.K_w]:
- self.imagey -= 5
- #Move down and start either crouch.
- if self.pressed[pg.K_s]:
- self.imagey += 5
- #Animates the running movement of the player.
- def runAnim(self):
- if self.running_right:
- pass
- elif self.running_right == False:
- self.image = pg.image.load('Images/Animations/PlayerRun/Stickman_stand_still.png').convert_alpha()
- #draws the player to the screen.
- def draw_entity(self):
- screen.blit(self.image, (self.imagex, self.imagey))
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