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guardRange.py
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import pygame.sprite
from settings import *
class GuardRange(pygame.sprite.Sprite):
def __init__(self, pos, length, breadth, groups, collision_sprites, guard):
super().__init__(groups)
self.guard = guard
self.width = breadth
self.height = length
self.image = pygame.Surface((self.width, self.height))
self.image.set_alpha(100)
self.image.fill((0,0,0))
self.image.set_colorkey((0,0,0))
self.rect = self.image.get_rect(center = pos)
self.half_rect = pygame.Rect(0, 0, self.width, self.height // 2)
pygame.draw.rect(self.image, 'Red', self.half_rect)
# movements
self.direction = pygame.Vector2()
self.speed = 500
self.collision_sprites = collision_sprites
# self.movement = None
def input(self):
keys = pygame.key.get_pressed()
self.direction.x = int(keys[pygame.K_d]) - int(keys[pygame.K_a])
self.direction.y = int(keys[pygame.K_s]) - int(keys[pygame.K_w])
# if not self.direction.y == 0:
# self.movement = "down" if self.direction.y > 0 else "up"
# if not self.direction.x==0:
# self.movement = "right" if self.direction.x > 0 else "left"
self.direction = self.direction.normalize() if self.direction else self.direction
def move(self, dt):
# if self.movement=="up" or self.movement=="down":
# self.image = pygame.transform.scale(self.image, (self.width, self.height))
# elif self.movement=="left" or self.movement=="right":
# self.image = pygame.transform.scale(self.image, (self.height, self.width))
self.rect.x += self.direction.x * self.speed * dt
self.collision('horizontal')
self.rect.y += self.direction.y * self.speed * dt
self.collision('vertical')
def collision(self, direction):
for sprite in self.collision_sprites:
if sprite.rect.colliderect(self.rect):
if direction == 'horizontal':
if self.direction.x > 0: self.rect.right = sprite.rect.left
if self.direction.x < 0: self.rect.left = sprite.rect.right
else:
if self.direction.y < 0: self.rect.top = sprite.rect.bottom
if self.direction.y > 0: self.rect.bottom = sprite.rect.top
def update(self, dt):
self.input()
self.move(dt)