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player.py
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153 lines (112 loc) · 4.55 KB
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# --- Imports --- #
import pygame.event
import pygame.locals
# --- Player Class --- #
class User():
def __init__(self):
import weapons
from os import path, getlogin
self.__doc__ = """Creates a User"""
self.name = getlogin()#GetUserName()
self.save = Save(self)
if path.exists(self.save._file):
__file = open(self.save._file, "r")
__data = __file.read().splitlines()
__file.close()
else:
__data = (0, 0, 0, False, 8, 27, 273, 274, 276, 275, 303, 32, 0)
__file = open(self.save._file, "w")
self.save.write(__data)
__file.close()
self.__weapons_list, self.__weapons_dict = weapons.create()
self.__load_save(__data)
self.get_character(self.__character_int)
self.weapons_list = lambda: self.__weapons_list
self.characters_dict = lambda: self.__characters_dict
self.level = lambda: self.__level
def __create_characters(self):
self.__characters_dict = {}
__character_names = ["Athlete", "Nerd", "Rapp", "ValleyGirl", "Gangster"]
__i = 0
for __image in self.__char_list:
self.__characters_dict[__i] = (type("Character", (object, ), {"name" : __character_names[__i], "image" : self.__char_list[__character_names[__i]], "index" : __i}))
__i += 1
def __load_save(self, data):
import sprites
from ast import literal_eval
self.__character_int = int(data[0])
self.__level = int(data[1]) #Player Level
self.__weapon_int = int(data[2])
self.__weapon = (self.__weapons_dict.get(self.__weapon_int).name)
self.joystick = literal_eval(data[3])
self.__char_list = sprites.load_sprites("\\Characters") #Returns a dict
self.__create_characters()
self.character = self.__characters_dict[self.__character_int]
__back = int(data[4])
__quit_ = int(data[5])
__up = int(data[6])
__down = int(data[7])
__left = int(data[8])
__right = int(data[9])
__aim = int(data[10])
__shoot = int(data[11])
__nerd_special = int(data[12])
self.special = [__nerd_special]
self.keys_list = (__back, __quit_, __up, __down, __left, __right, __aim, __shoot)
def __earned_new_character(self):
__special = self.special[self.__character_int]
## if __character == "Athlete":
## __special = "Boxer"
## elif __character == "Nerd":
## __special = "Programmed"
## elif __character == "Rapp":
## __special = "Coach"
## elif __character == "ValleyGirl":
## __special = "BeachGirl"
## elif __character == "Gangster":
## __special = "Kingpin"
## self.characters_dict[(len(self.characters_dict.keys()))] = special
def get_character(self, index):
self.__character_int = index
__character = self.__characters_dict[self.__character_int]
self.character = __character.name
self.image = __character.image
return __character
def check_save(self):
self.save_list = ((self.__character_int, self.__level, self.__weapon_int, self.joystick,)+self.keys_list+tuple(self.special))
class Player(User):
def __init__(self, keys):
super().__init__()
self.keys = keys
## self.get_character()
def get_weapon(self):
self.weapon = self.__weapons_dict.get(self.__weapon_int)
## self.image = self.char_list[self.]
def update(self):
#This will be for when the player changes weapons and 'recreates' the character model
pass
def __main__(self):
for event in pygame.event.get():
if event.type == pg.KEYDOWN:
if event.key == self.keys.escape:
pass
if event.key == self.keys.up:
pass
if event.key == sef.keys.down:
pass
if event.key == self.keys.left:
pass
if event.key == self.keys.right:
pass
# --- Save Class --- #
class Save:
def __init__(self, user):
from os import getcwd
self.__user = user
self._file = (getcwd()+"\\Files\\"+user.name+".sgf")
def write(self):
self.__user.check_save()
file = open(self._file, "w")
for data in self.__user.save_list:
file.write(str(data)+"\n")
file.close()