all repos — Legends-RPG @ c2350b7bb8b1b66528b9e82367b99775c399da81

A fantasy mini-RPG built with Python and Pygame.

data/collision.py (view raw)

  1import random
  2import pygame as pg
  3from . import constants as c
  4
  5class CollisionHandler(object):
  6    """Handles collisions between the user, blockers and computer
  7    characters"""
  8    def __init__(self, player, blockers, sprites, level):
  9        self.player = player
 10        self.static_blockers = blockers
 11        self.blockers = self.make_blocker_list(blockers, sprites)
 12        self.sprites = sprites
 13        self.level = level
 14
 15
 16    def make_blocker_list(self, blockers, sprites):
 17        """
 18        Return a combined list of sprite blockers and object blockers.
 19        """
 20        blocker_list = []
 21
 22        for blocker in blockers:
 23            blocker_list.append(blocker)
 24
 25        for sprite in sprites:
 26            blocker_list.extend(sprite.blockers)
 27
 28        return blocker_list
 29
 30
 31    def update(self, keys, current_time):
 32        """
 33        Check for collisions between game objects.
 34        """
 35        self.blockers = self.make_blocker_list(self.static_blockers,
 36                                               self.sprites)
 37        self.player.rect.move_ip(self.player.x_vel, self.player.y_vel)
 38        self.check_for_blockers()
 39
 40        for sprite in self.sprites:
 41            sprite.rect.move_ip(sprite.x_vel, sprite.y_vel)
 42        self.check_for_blockers()
 43
 44        if self.player.rect.x % 32 == 0 and self.player.rect.y % 32 == 0:
 45            if not self.player.state == 'resting':
 46                self.check_for_battle()
 47            self.player.begin_resting()
 48
 49        for sprite in self.sprites:
 50            if sprite.state == 'automoving':
 51                if sprite.rect.x % 32 == 0 and sprite.rect.y % 32 == 0:
 52                    sprite.begin_auto_resting()
 53
 54
 55    def check_for_blockers(self):
 56        """Checks for collisions with blocker rects"""
 57        player_collided = False
 58        sprite_collided_list = []
 59
 60        for blocker in self.blockers:
 61            if self.player.rect.colliderect(blocker):
 62                player_collided = True
 63
 64        if player_collided:
 65            self.reset_after_collision(self.player)
 66            self.player.begin_resting()
 67
 68        for sprite in self.sprites:
 69            for blocker in self.static_blockers:
 70                if sprite.rect.colliderect(blocker):
 71                    sprite_collided_list.append(sprite)
 72            if sprite.rect.colliderect(self.player.rect):
 73                sprite_collided_list.append(sprite)
 74            sprite.kill()
 75            if pg.sprite.spritecollideany(sprite, self.sprites):
 76                sprite_collided_list.append(sprite)
 77            self.sprites.add(sprite)
 78            for blocker in sprite.wander_box:
 79                if sprite.rect.colliderect(blocker):
 80                    sprite_collided_list.append(sprite)
 81
 82
 83        for sprite in sprite_collided_list:
 84            self.reset_after_collision(sprite)
 85            sprite.begin_auto_resting()
 86
 87
 88
 89    def reset_after_collision(self, sprite):
 90        """Put player back to original position"""
 91        if sprite.x_vel != 0:
 92                sprite.rect.x -= sprite.x_vel
 93        else:
 94            sprite.rect.y -= sprite.y_vel
 95
 96    def check_for_battle(self):
 97        """
 98        Switch scene to battle 1/5 times if battles are allowed.
 99        """
100        random_number = random.randint(0, 5)
101
102        if random_number == 0:
103            self.level.switch_to_battle = True
104
105
106