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SuperMario/pythonProject1/data/components/mario.py

1142 lines
42 KiB

import pygame as pg
from .. import setup, tools
from .. import constants as c
from . import powerups
class Mario(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.sprite_sheet = setup.GFX['mario_bros']
self.setup_timers()
self.setup_state_booleans()
self.setup_forces()
self.setup_counters()
self.load_images_from_sheet()
self.state = c.WALK
self.image = self.right_frames[self.frame_index]
self.rect = self.image.get_rect()
self.mask = pg.mask.from_surface(self.image)
self.key_timer = 0
def setup_timers(self):
"""Sets up timers for animations"""
self.walking_timer = 0
self.invincible_animation_timer = 0
self.invincible_start_timer = 0
self.fire_transition_timer = 0
self.death_timer = 0
self.transition_timer = 0
self.last_fireball_time = 0
self.hurt_invisible_timer = 0
self.hurt_invisible_timer2 = 0
self.flag_pole_timer = 0
def setup_state_booleans(self):
"""Sets up booleans that affect Mario's behavior"""
self.facing_right = True
self.allow_jump = True
self.dead = False
self.invincible = False
self.big = False
self.fire = False
self.allow_fireball = True
self.in_transition_state = False
self.hurt_invincible = False
self.in_castle = False
self.crouching = False
self.losing_invincibility = False
def setup_forces(self):
"""Sets up forces that affect Mario's velocity"""
self.x_vel = 0
self.y_vel = 0
self.max_x_vel = c.MAX_WALK_SPEED
self.max_y_vel = c.MAX_Y_VEL
self.x_accel = c.WALK_ACCEL
self.jump_vel = c.JUMP_VEL
self.gravity = c.GRAVITY
def setup_counters(self):
"""These keep track of various total for important values"""
self.frame_index = 0
self.invincible_index = 0
self.fire_transition_index = 0
self.fireball_count = 0
self.flag_pole_right = 0
def load_images_from_sheet(self):
"""Extracts Mario images from his sprite sheet and assigns
them to appropriate lists"""
self.right_frames = []
self.left_frames = []
self.right_small_normal_frames = []
self.left_small_normal_frames = []
self.right_small_green_frames = []
self.left_small_green_frames = []
self.right_small_red_frames = []
self.left_small_red_frames = []
self.right_small_black_frames = []
self.left_small_black_frames = []
self.right_big_normal_frames = []
self.left_big_normal_frames = []
self.right_big_green_frames = []
self.left_big_green_frames = []
self.right_big_red_frames = []
self.left_big_red_frames = []
self.right_big_black_frames = []
self.left_big_black_frames = []
self.right_fire_frames = []
self.left_fire_frames = []
#Images for normal small mario#
self.right_small_normal_frames.append(
self.get_image(178, 32, 12, 16)) # Right [0]
self.right_small_normal_frames.append(
self.get_image(80, 32, 15, 16)) # Right walking 1 [1]
self.right_small_normal_frames.append(
self.get_image(96, 32, 16, 16)) # Right walking 2 [2]
self.right_small_normal_frames.append(
self.get_image(112, 32, 16, 16)) # Right walking 3 [3]
self.right_small_normal_frames.append(
self.get_image(144, 32, 16, 16)) # Right jump [4]
self.right_small_normal_frames.append(
self.get_image(130, 32, 14, 16)) # Right skid [5]
self.right_small_normal_frames.append(
self.get_image(160, 32, 15, 16)) # Death frame [6]
self.right_small_normal_frames.append(
self.get_image(320, 8, 16, 24)) # Transition small to big [7]
self.right_small_normal_frames.append(
self.get_image(241, 33, 16, 16)) # Transition big to small [8]
self.right_small_normal_frames.append(
self.get_image(194, 32, 12, 16)) # Frame 1 of flag pole Slide [9]
self.right_small_normal_frames.append(
self.get_image(210, 33, 12, 16)) # Frame 2 of flag pole slide [10]
#Images for small green mario (for invincible animation)#
self.right_small_green_frames.append(
self.get_image(178, 224, 12, 16)) # Right standing [0]
self.right_small_green_frames.append(
self.get_image(80, 224, 15, 16)) # Right walking 1 [1]
self.right_small_green_frames.append(
self.get_image(96, 224, 16, 16)) # Right walking 2 [2]
self.right_small_green_frames.append(
self.get_image(112, 224, 15, 16)) # Right walking 3 [3]
self.right_small_green_frames.append(
self.get_image(144, 224, 16, 16)) # Right jump [4]
self.right_small_green_frames.append(
self.get_image(130, 224, 14, 16)) # Right skid [5]
#Images for red mario (for invincible animation)#
self.right_small_red_frames.append(
self.get_image(178, 272, 12, 16)) # Right standing [0]
self.right_small_red_frames.append(
self.get_image(80, 272, 15, 16)) # Right walking 1 [1]
self.right_small_red_frames.append(
self.get_image(96, 272, 16, 16)) # Right walking 2 [2]
self.right_small_red_frames.append(
self.get_image(112, 272, 15, 16)) # Right walking 3 [3]
self.right_small_red_frames.append(
self.get_image(144, 272, 16, 16)) # Right jump [4]
self.right_small_red_frames.append(
self.get_image(130, 272, 14, 16)) # Right skid [5]
#Images for black mario (for invincible animation)#
self.right_small_black_frames.append(
self.get_image(178, 176, 12, 16)) # Right standing [0]
self.right_small_black_frames.append(
self.get_image(80, 176, 15, 16)) # Right walking 1 [1]
self.right_small_black_frames.append(
self.get_image(96, 176, 16, 16)) # Right walking 2 [2]
self.right_small_black_frames.append(
self.get_image(112, 176, 15, 16)) # Right walking 3 [3]
self.right_small_black_frames.append(
self.get_image(144, 176, 16, 16)) # Right jump [4]
self.right_small_black_frames.append(
self.get_image(130, 176, 14, 16)) # Right skid [5]
#Images for normal big Mario
self.right_big_normal_frames.append(
self.get_image(176, 0, 16, 32)) # Right standing [0]
self.right_big_normal_frames.append(
self.get_image(81, 0, 16, 32)) # Right walking 1 [1]
self.right_big_normal_frames.append(
self.get_image(97, 0, 15, 32)) # Right walking 2 [2]
self.right_big_normal_frames.append(
self.get_image(113, 0, 15, 32)) # Right walking 3 [3]
self.right_big_normal_frames.append(
self.get_image(144, 0, 16, 32)) # Right jump [4]
self.right_big_normal_frames.append(
self.get_image(128, 0, 16, 32)) # Right skid [5]
self.right_big_normal_frames.append(
self.get_image(336, 0, 16, 32)) # Right throwing [6]
self.right_big_normal_frames.append(
self.get_image(160, 10, 16, 22)) # Right crouching [7]
self.right_big_normal_frames.append(
self.get_image(272, 2, 16, 29)) # Transition big to small [8]
self.right_big_normal_frames.append(
self.get_image(193, 2, 16, 30)) # Frame 1 of flag pole slide [9]
self.right_big_normal_frames.append(
self.get_image(209, 2, 16, 29)) # Frame 2 of flag pole slide [10]
#Images for green big Mario#
self.right_big_green_frames.append(
self.get_image(176, 192, 16, 32)) # Right standing [0]
self.right_big_green_frames.append(
self.get_image(81, 192, 16, 32)) # Right walking 1 [1]
self.right_big_green_frames.append(
self.get_image(97, 192, 15, 32)) # Right walking 2 [2]
self.right_big_green_frames.append(
self.get_image(113, 192, 15, 32)) # Right walking 3 [3]
self.right_big_green_frames.append(
self.get_image(144, 192, 16, 32)) # Right jump [4]
self.right_big_green_frames.append(
self.get_image(128, 192, 16, 32)) # Right skid [5]
self.right_big_green_frames.append(
self.get_image(336, 192, 16, 32)) # Right throwing [6]
self.right_big_green_frames.append(
self.get_image(160, 202, 16, 22)) # Right Crouching [7]
#Images for red big Mario#
self.right_big_red_frames.append(
self.get_image(176, 240, 16, 32)) # Right standing [0]
self.right_big_red_frames.append(
self.get_image(81, 240, 16, 32)) # Right walking 1 [1]
self.right_big_red_frames.append(
self.get_image(97, 240, 15, 32)) # Right walking 2 [2]
self.right_big_red_frames.append(
self.get_image(113, 240, 15, 32)) # Right walking 3 [3]
self.right_big_red_frames.append(
self.get_image(144, 240, 16, 32)) # Right jump [4]
self.right_big_red_frames.append(
self.get_image(128, 240, 16, 32)) # Right skid [5]
self.right_big_red_frames.append(
self.get_image(336, 240, 16, 32)) # Right throwing [6]
self.right_big_red_frames.append(
self.get_image(160, 250, 16, 22)) # Right crouching [7]
#Images for black big Mario#
self.right_big_black_frames.append(
self.get_image(176, 144, 16, 32)) # Right standing [0]
self.right_big_black_frames.append(
self.get_image(81, 144, 16, 32)) # Right walking 1 [1]
self.right_big_black_frames.append(
self.get_image(97, 144, 15, 32)) # Right walking 2 [2]
self.right_big_black_frames.append(
self.get_image(113, 144, 15, 32)) # Right walking 3 [3]
self.right_big_black_frames.append(
self.get_image(144, 144, 16, 32)) # Right jump [4]
self.right_big_black_frames.append(
self.get_image(128, 144, 16, 32)) # Right skid [5]
self.right_big_black_frames.append(
self.get_image(336, 144, 16, 32)) # Right throwing [6]
self.right_big_black_frames.append(
self.get_image(160, 154, 16, 22)) # Right Crouching [7]
#Images for Fire Mario#
self.right_fire_frames.append(
self.get_image(176, 48, 16, 32)) # Right standing [0]
self.right_fire_frames.append(
self.get_image(81, 48, 16, 32)) # Right walking 1 [1]
self.right_fire_frames.append(
self.get_image(97, 48, 15, 32)) # Right walking 2 [2]
self.right_fire_frames.append(
self.get_image(113, 48, 15, 32)) # Right walking 3 [3]
self.right_fire_frames.append(
self.get_image(144, 48, 16, 32)) # Right jump [4]
self.right_fire_frames.append(
self.get_image(128, 48, 16, 32)) # Right skid [5]
self.right_fire_frames.append(
self.get_image(336, 48, 16, 32)) # Right throwing [6]
self.right_fire_frames.append(
self.get_image(160, 58, 16, 22)) # Right crouching [7]
self.right_fire_frames.append(
self.get_image(0, 0, 0, 0)) # Place holder [8]
self.right_fire_frames.append(
self.get_image(193, 50, 16, 29)) # Frame 1 of flag pole slide [9]
self.right_fire_frames.append(
self.get_image(209, 50, 16, 29)) # Frame 2 of flag pole slide [10]
#The left image frames are numbered the same as the right
#frames but are simply reversed.
for frame in self.right_small_normal_frames:
new_image = pg.transform.flip(frame, True, False)
self.left_small_normal_frames.append(new_image)
for frame in self.right_small_green_frames:
new_image = pg.transform.flip(frame, True, False)
self.left_small_green_frames.append(new_image)
for frame in self.right_small_red_frames:
new_image = pg.transform.flip(frame, True, False)
self.left_small_red_frames.append(new_image)
for frame in self.right_small_black_frames:
new_image = pg.transform.flip(frame, True, False)
self.left_small_black_frames.append(new_image)
for frame in self.right_big_normal_frames:
new_image = pg.transform.flip(frame, True, False)
self.left_big_normal_frames.append(new_image)
for frame in self.right_big_green_frames:
new_image = pg.transform.flip(frame, True, False)
self.left_big_green_frames.append(new_image)
for frame in self.right_big_red_frames:
new_image = pg.transform.flip(frame, True, False)
self.left_big_red_frames.append(new_image)
for frame in self.right_big_black_frames:
new_image = pg.transform.flip(frame, True, False)
self.left_big_black_frames.append(new_image)
for frame in self.right_fire_frames:
new_image = pg.transform.flip(frame, True, False)
self.left_fire_frames.append(new_image)
self.normal_small_frames = [self.right_small_normal_frames,
self.left_small_normal_frames]
self.green_small_frames = [self.right_small_green_frames,
self.left_small_green_frames]
self.red_small_frames = [self.right_small_red_frames,
self.left_small_red_frames]
self.black_small_frames = [self.right_small_black_frames,
self.left_small_black_frames]
self.invincible_small_frames_list = [self.normal_small_frames,
self.green_small_frames,
self.red_small_frames,
self.black_small_frames]
self.normal_big_frames = [self.right_big_normal_frames,
self.left_big_normal_frames]
self.green_big_frames = [self.right_big_green_frames,
self.left_big_green_frames]
self.red_big_frames = [self.right_big_red_frames,
self.left_big_red_frames]
self.black_big_frames = [self.right_big_black_frames,
self.left_big_black_frames]
self.fire_frames = [self.right_fire_frames,
self.left_fire_frames]
self.invincible_big_frames_list = [self.normal_big_frames,
self.green_big_frames,
self.red_big_frames,
self.black_big_frames]
self.all_images = [self.right_big_normal_frames,
self.right_big_black_frames,
self.right_big_red_frames,
self.right_big_green_frames,
self.right_small_normal_frames,
self.right_small_green_frames,
self.right_small_red_frames,
self.right_small_black_frames,
self.left_big_normal_frames,
self.left_big_black_frames,
self.left_big_red_frames,
self.left_big_green_frames,
self.left_small_normal_frames,
self.left_small_red_frames,
self.left_small_green_frames,
self.left_small_black_frames]
self.right_frames = self.normal_small_frames[0]
self.left_frames = self.normal_small_frames[1]
def get_image(self, x, y, width, height):
"""Extracts image from sprite sheet"""
image = pg.Surface([width, height])
rect = image.get_rect()
image.blit(self.sprite_sheet, (0, 0), (x, y, width, height))
image.set_colorkey(c.BLACK)
image = pg.transform.scale(image,
(int(rect.width*c.SIZE_MULTIPLIER),
int(rect.height*c.SIZE_MULTIPLIER)))
return image
def update(self, keys, game_info, fire_group):
"""Updates Mario's states and animations once per frame"""
self.current_time = game_info[c.CURRENT_TIME]
self.handle_state(keys, fire_group)
self.check_for_special_state()
self.animation()
def handle_state(self, keys, fire_group):
"""Determines Mario's behavior based on his state"""
if self.state == c.STAND:
self.standing(keys, fire_group)
elif self.state == c.WALK:
self.walking(keys, fire_group)
elif self.state == c.JUMP:
self.jumping(keys, fire_group)
elif self.state == c.FALL:
self.falling(keys, fire_group)
elif self.state == c.DEATH_JUMP:
self.jumping_to_death()
elif self.state == c.SMALL_TO_BIG:
self.changing_to_big()
elif self.state == c.BIG_TO_FIRE:
self.changing_to_fire()
elif self.state == c.BIG_TO_SMALL:
self.changing_to_small()
elif self.state == c.FLAGPOLE:
self.flag_pole_sliding()
elif self.state == c.BOTTOM_OF_POLE:
self.sitting_at_bottom_of_pole()
elif self.state == c.WALKING_TO_CASTLE:
self.walking_to_castle()
elif self.state == c.END_OF_LEVEL_FALL:
self.falling_at_end_of_level()
def standing(self, keys, fire_group):
"""This function is called if Mario is standing still"""
self.check_to_allow_jump(keys)
self.check_to_allow_fireball(keys)
self.frame_index = 0
self.x_vel = 0
self.y_vel = 0
if keys[tools.keybinding['action']]:
if self.fire and self.allow_fireball:
self.shoot_fireball(fire_group)
if keys[tools.keybinding['down']]:
self.crouching = True
if keys[tools.keybinding['left']]:
self.facing_right = False
self.get_out_of_crouch()
self.state = c.WALK
elif keys[tools.keybinding['right']]:
self.facing_right = True
self.get_out_of_crouch()
self.state = c.WALK
elif keys[tools.keybinding['jump']]:
if self.allow_jump:
if self.big:
setup.SFX['big_jump'].play()
else:
setup.SFX['small_jump'].play()
self.state = c.JUMP
self.y_vel = c.JUMP_VEL
else:
self.state = c.STAND
if not keys[tools.keybinding['down']]:
self.get_out_of_crouch()
def get_out_of_crouch(self):
"""Get out of crouch"""
bottom = self.rect.bottom
left = self.rect.x
if self.facing_right:
self.image = self.right_frames[0]
else:
self.image = self.left_frames[0]
self.rect = self.image.get_rect()
self.rect.bottom = bottom
self.rect.x = left
self.crouching = False
def check_to_allow_jump(self, keys):
"""Check to allow Mario to jump"""
if not keys[tools.keybinding['jump']]:
self.allow_jump = True
def check_to_allow_fireball(self, keys):
"""Check to allow the shooting of a fireball"""
if not keys[tools.keybinding['action']]:
self.allow_fireball = True
def shoot_fireball(self, powerup_group):
"""Shoots fireball, allowing no more than two to exist at once"""
setup.SFX['fireball'].play()
self.fireball_count = self.count_number_of_fireballs(powerup_group)
if (self.current_time - self.last_fireball_time) > 200:
if self.fireball_count < 2:
self.allow_fireball = False
powerup_group.add(
powerups.FireBall(self.rect.right, self.rect.y, self.facing_right))
self.last_fireball_time = self.current_time
self.frame_index = 6
if self.facing_right:
self.image = self.right_frames[self.frame_index]
else:
self.image = self.left_frames[self.frame_index]
def count_number_of_fireballs(self, powerup_group):
"""Count number of fireballs that exist in the level"""
fireball_list = []
for powerup in powerup_group:
if powerup.name == c.FIREBALL:
fireball_list.append(powerup)
return len(fireball_list)
def walking(self, keys, fire_group):
"""This function is called when Mario is in a walking state
It changes the frame, checks for holding down the run button,
checks for a jump, then adjusts the state if necessary"""
self.check_to_allow_jump(keys)
self.check_to_allow_fireball(keys)
if self.frame_index == 0:
self.frame_index += 1
self.walking_timer = self.current_time
else:
if (self.current_time - self.walking_timer >
self.calculate_animation_speed()):
if self.frame_index < 3:
self.frame_index += 1
else:
self.frame_index = 1
self.walking_timer = self.current_time
if keys[tools.keybinding['action']]:
self.max_x_vel = c.MAX_RUN_SPEED
self.x_accel = c.RUN_ACCEL
if self.fire and self.allow_fireball:
self.shoot_fireball(fire_group)
else:
self.max_x_vel = c.MAX_WALK_SPEED
self.x_accel = c.WALK_ACCEL
if keys[tools.keybinding['jump']]:
if self.allow_jump:
if self.big:
setup.SFX['big_jump'].play()
else:
setup.SFX['small_jump'].play()
self.state = c.JUMP
if self.x_vel > 4.5 or self.x_vel < -4.5:
self.y_vel = c.JUMP_VEL - .5
else:
self.y_vel = c.JUMP_VEL
if keys[tools.keybinding['left']]:
self.get_out_of_crouch()
self.facing_right = False
if self.x_vel > 0:
self.frame_index = 5
self.x_accel = c.SMALL_TURNAROUND
else:
self.x_accel = c.WALK_ACCEL
if self.x_vel > (self.max_x_vel * -1):
self.x_vel -= self.x_accel
if self.x_vel > -0.5:
self.x_vel = -0.5
elif self.x_vel < (self.max_x_vel * -1):
self.x_vel += self.x_accel
elif keys[tools.keybinding['right']]:
self.get_out_of_crouch()
self.facing_right = True
if self.x_vel < 0:
self.frame_index = 5
self.x_accel = c.SMALL_TURNAROUND
else:
self.x_accel = c.WALK_ACCEL
if self.x_vel < self.max_x_vel:
self.x_vel += self.x_accel
if self.x_vel < 0.5:
self.x_vel = 0.5
elif self.x_vel > self.max_x_vel:
self.x_vel -= self.x_accel
else:
if self.facing_right:
if self.x_vel > 0:
self.x_vel -= self.x_accel
else:
self.x_vel = 0
self.state = c.STAND
else:
if self.x_vel < 0:
self.x_vel += self.x_accel
else:
self.x_vel = 0
self.state = c.STAND
def calculate_animation_speed(self):
"""Used to make walking animation speed be in relation to
Mario's x-vel"""
if self.x_vel == 0:
animation_speed = 130
elif self.x_vel > 0:
animation_speed = 130 - (self.x_vel * (13))
else:
animation_speed = 130 - (self.x_vel * (13) * -1)
return animation_speed
def jumping(self, keys, fire_group):
"""Called when Mario is in a JUMP state."""
self.allow_jump = False
self.frame_index = 4
self.gravity = c.JUMP_GRAVITY
self.y_vel += self.gravity
self.check_to_allow_fireball(keys)
if self.y_vel >= 0 and self.y_vel < self.max_y_vel:
self.gravity = c.GRAVITY
self.state = c.FALL
if keys[tools.keybinding['left']]:
if self.x_vel > (self.max_x_vel * - 1):
self.x_vel -= self.x_accel
elif keys[tools.keybinding['right']]:
if self.x_vel < self.max_x_vel:
self.x_vel += self.x_accel
if not keys[tools.keybinding['jump']]:
self.gravity = c.GRAVITY
self.state = c.FALL
if keys[tools.keybinding['action']]:
if self.fire and self.allow_fireball:
self.shoot_fireball(fire_group)
def falling(self, keys, fire_group):
"""Called when Mario is in a FALL state"""
self.check_to_allow_fireball(keys)
if self.y_vel < c.MAX_Y_VEL:
self.y_vel += self.gravity
if keys[tools.keybinding['left']]:
if self.x_vel > (self.max_x_vel * - 1):
self.x_vel -= self.x_accel
elif keys[tools.keybinding['right']]:
if self.x_vel < self.max_x_vel:
self.x_vel += self.x_accel
if keys[tools.keybinding['action']]:
if self.fire and self.allow_fireball:
self.shoot_fireball(fire_group)
def jumping_to_death(self):
"""Called when Mario is in a DEATH_JUMP state"""
if self.death_timer == 0:
self.death_timer = self.current_time
elif (self.current_time - self.death_timer) > 500:
self.rect.y += self.y_vel
self.y_vel += self.gravity
def start_death_jump(self, game_info):
"""Used to put Mario in a DEATH_JUMP state"""
self.dead = True
game_info[c.MARIO_DEAD] = True
self.y_vel = -11
self.gravity = .5
self.frame_index = 6
self.image = self.right_frames[self.frame_index]
self.state = c.DEATH_JUMP
self.in_transition_state = True
def changing_to_big(self):
"""Changes Mario's image attribute based on time while
transitioning to big"""
self.in_transition_state = True
if self.transition_timer == 0:
self.transition_timer = self.current_time
elif self.timer_between_these_two_times(135, 200):
self.set_mario_to_middle_image()
elif self.timer_between_these_two_times(200, 365):
self.set_mario_to_small_image()
elif self.timer_between_these_two_times(365, 430):
self.set_mario_to_middle_image()
elif self.timer_between_these_two_times(430, 495):
self.set_mario_to_small_image()
elif self.timer_between_these_two_times(495, 560):
self.set_mario_to_middle_image()
elif self.timer_between_these_two_times(560, 625):
self.set_mario_to_big_image()
elif self.timer_between_these_two_times(625, 690):
self.set_mario_to_small_image()
elif self.timer_between_these_two_times(690, 755):
self.set_mario_to_middle_image()
elif self.timer_between_these_two_times(755, 820):
self.set_mario_to_big_image()
elif self.timer_between_these_two_times(820, 885):
self.set_mario_to_small_image()
elif self.timer_between_these_two_times(885, 950):
self.set_mario_to_big_image()
self.state = c.WALK
self.in_transition_state = False
self.transition_timer = 0
self.become_big()
def timer_between_these_two_times(self,start_time, end_time):
"""Checks if the timer is at the right time for the action. Reduces
the ugly code."""
if (self.current_time - self.transition_timer) >= start_time\
and (self.current_time - self.transition_timer) < end_time:
return True
def set_mario_to_middle_image(self):
"""During a change from small to big, sets mario's image to the
transition/middle size"""
if self.facing_right:
self.image = self.normal_small_frames[0][7]
else:
self.image = self.normal_small_frames[1][7]
bottom = self.rect.bottom
centerx = self.rect.centerx
self.rect = self.image.get_rect()
self.rect.bottom = bottom
self.rect.centerx = centerx
def set_mario_to_small_image(self):
"""During a change from small to big, sets mario's image to small"""
if self.facing_right:
self.image = self.normal_small_frames[0][0]
else:
self.image = self.normal_small_frames[1][0]
bottom = self.rect.bottom
centerx = self.rect.centerx
self.rect = self.image.get_rect()
self.rect.bottom = bottom
self.rect.centerx = centerx
def set_mario_to_big_image(self):
"""During a change from small to big, sets mario's image to big"""
if self.facing_right:
self.image = self.normal_big_frames[0][0]
else:
self.image = self.normal_big_frames[1][0]
bottom = self.rect.bottom
centerx = self.rect.centerx
self.rect = self.image.get_rect()
self.rect.bottom = bottom
self.rect.centerx = centerx
def become_big(self):
self.big = True
self.right_frames = self.right_big_normal_frames
self.left_frames = self.left_big_normal_frames
bottom = self.rect.bottom
left = self.rect.x
image = self.right_frames[0]
self.rect = image.get_rect()
self.rect.bottom = bottom
self.rect.x = left
def changing_to_fire(self):
"""Called when Mario is in a BIG_TO_FIRE state (i.e. when
he obtains a fire flower"""
self.in_transition_state = True
if self.facing_right:
frames = [self.right_fire_frames[3],
self.right_big_green_frames[3],
self.right_big_red_frames[3],
self.right_big_black_frames[3]]
else:
frames = [self.left_fire_frames[3],
self.left_big_green_frames[3],
self.left_big_red_frames[3],
self.left_big_black_frames[3]]
if self.fire_transition_timer == 0:
self.fire_transition_timer = self.current_time
elif (self.current_time - self.fire_transition_timer) > 65 and (self.current_time - self.fire_transition_timer) < 130:
self.image = frames[0]
elif (self.current_time - self.fire_transition_timer) < 195:
self.image = frames[1]
elif (self.current_time - self.fire_transition_timer) < 260:
self.image = frames[2]
elif (self.current_time - self.fire_transition_timer) < 325:
self.image = frames[3]
elif (self.current_time - self.fire_transition_timer) < 390:
self.image = frames[0]
elif (self.current_time - self.fire_transition_timer) < 455:
self.image = frames[1]
elif (self.current_time - self.fire_transition_timer) < 520:
self.image = frames[2]
elif (self.current_time - self.fire_transition_timer) < 585:
self.image = frames[3]
elif (self.current_time - self.fire_transition_timer) < 650:
self.image = frames[0]
elif (self.current_time - self.fire_transition_timer) < 715:
self.image = frames[1]
elif (self.current_time - self.fire_transition_timer) < 780:
self.image = frames[2]
elif (self.current_time - self.fire_transition_timer) < 845:
self.image = frames[3]
elif (self.current_time - self.fire_transition_timer) < 910:
self.image = frames[0]
elif (self.current_time - self.fire_transition_timer) < 975:
self.image = frames[1]
elif (self.current_time - self.fire_transition_timer) < 1040:
self.image = frames[2]
self.fire = True
self.in_transition_state = False
self.state = c.WALK
self.transition_timer = 0
def changing_to_small(self):
"""Mario's state and animation when he shrinks from big to small
after colliding with an enemy"""
self.in_transition_state = True
self.hurt_invincible = True
self.state = c.BIG_TO_SMALL
if self.facing_right:
frames = [self.right_big_normal_frames[4],
self.right_big_normal_frames[8],
self.right_small_normal_frames[8]
]
else:
frames = [self.left_big_normal_frames[4],
self.left_big_normal_frames[8],
self.left_small_normal_frames[8]
]
if self.transition_timer == 0:
self.transition_timer = self.current_time
elif (self.current_time - self.transition_timer) < 265:
self.image = frames[0]
self.hurt_invincible_check()
self.adjust_rect()
elif (self.current_time - self.transition_timer) < 330:
self.image = frames[1]
self.hurt_invincible_check()
self.adjust_rect()
elif (self.current_time - self.transition_timer) < 395:
self.image = frames[2]
self.hurt_invincible_check()
self.adjust_rect()
elif (self.current_time - self.transition_timer) < 460:
self.image = frames[1]
self.hurt_invincible_check()
self.adjust_rect()
elif (self.current_time - self.transition_timer) < 525:
self.image = frames[2]
self.hurt_invincible_check()
self.adjust_rect()
elif (self.current_time - self.transition_timer) < 590:
self.image = frames[1]
self.hurt_invincible_check()
self.adjust_rect()
elif (self.current_time - self.transition_timer) < 655:
self.image = frames[2]
self.hurt_invincible_check()
self.adjust_rect()
elif (self.current_time - self.transition_timer) < 720:
self.image = frames[1]
self.hurt_invincible_check()
self.adjust_rect()
elif (self.current_time - self.transition_timer) < 785:
self.image = frames[2]
self.hurt_invincible_check()
self.adjust_rect()
elif (self.current_time - self.transition_timer) < 850:
self.image = frames[1]
self.hurt_invincible_check()
self.adjust_rect()
elif (self.current_time - self.transition_timer) < 915:
self.image = frames[2]
self.adjust_rect()
self.in_transition_state = False
self.state = c.WALK
self.big = False
self.transition_timer = 0
self.hurt_invisible_timer = 0
self.become_small()
def adjust_rect(self):
"""Makes sure new Rect has the same bottom and left
location as previous Rect"""
x = self.rect.x
bottom = self.rect.bottom
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.bottom = bottom
def become_small(self):
self.big = False
self.right_frames = self.right_small_normal_frames
self.left_frames = self.left_small_normal_frames
bottom = self.rect.bottom
left = self.rect.x
image = self.right_frames[0]
self.rect = image.get_rect()
self.rect.bottom = bottom
self.rect.x = left
def flag_pole_sliding(self):
"""State where Mario is sliding down the flag pole"""
self.state = c.FLAGPOLE
self.in_transition_state = True
self.x_vel = 0
self.y_vel = 0
if self.flag_pole_timer == 0:
self.flag_pole_timer = self.current_time
elif self.rect.bottom < 493:
if (self.current_time - self.flag_pole_timer) < 65:
self.image = self.right_frames[9]
elif (self.current_time - self.flag_pole_timer) < 130:
self.image = self.right_frames[10]
elif (self.current_time - self.flag_pole_timer) >= 130:
self.flag_pole_timer = self.current_time
self.rect.right = self.flag_pole_right
self.y_vel = 5
self.rect.y += self.y_vel
if self.rect.bottom >= 488:
self.flag_pole_timer = self.current_time
elif self.rect.bottom >= 493:
self.image = self.right_frames[10]
def sitting_at_bottom_of_pole(self):
"""State when mario is at the bottom of the flag pole"""
if self.flag_pole_timer == 0:
self.flag_pole_timer = self.current_time
self.image = self.left_frames[10]
elif (self.current_time - self.flag_pole_timer) < 210:
self.image = self.left_frames[10]
else:
self.in_transition_state = False
if self.rect.bottom < 485:
self.state = c.END_OF_LEVEL_FALL
else:
self.state = c.WALKING_TO_CASTLE
def set_state_to_bottom_of_pole(self):
"""Sets Mario to the BOTTOM_OF_POLE state"""
self.image = self.left_frames[9]
right = self.rect.right
#self.rect.bottom = 493
self.rect.x = right
if self.big:
self.rect.x -= 10
self.flag_pole_timer = 0
self.state = c.BOTTOM_OF_POLE
def walking_to_castle(self):
"""State when Mario walks to the castle to end the level"""
self.max_x_vel = 5
self.x_accel = c.WALK_ACCEL
if self.x_vel < self.max_x_vel:
self.x_vel += self.x_accel
if (self.walking_timer == 0 or (self.current_time - self.walking_timer) > 200):
self.walking_timer = self.current_time
elif (self.current_time - self.walking_timer) > \
self.calculate_animation_speed():
if self.frame_index < 3:
self.frame_index += 1
else:
self.frame_index = 1
self.walking_timer = self.current_time
def falling_at_end_of_level(self, *args):
"""State when Mario is falling from the flag pole base"""
self.y_vel += c.GRAVITY
def check_for_special_state(self):
"""Determines if Mario is invincible, Fire Mario or recently hurt"""
self.check_if_invincible()
self.check_if_fire()
self.check_if_hurt_invincible()
self.check_if_crouching()
def check_if_invincible(self):
if self.invincible:
if ((self.current_time - self.invincible_start_timer) < 10000):
self.losing_invincibility = False
self.change_frame_list(30)
elif ((self.current_time - self.invincible_start_timer) < 12000):
self.losing_invincibility = True
self.change_frame_list(100)
else:
self.losing_invincibility = False
self.invincible = False
else:
if self.big:
self.right_frames = self.right_big_normal_frames
self.left_frames = self.left_big_normal_frames
else:
self.right_frames = self.invincible_small_frames_list[0][0]
self.left_frames = self.invincible_small_frames_list[0][1]
def change_frame_list(self, frame_switch_speed):
if (self.current_time - self.invincible_animation_timer) > frame_switch_speed:
if self.invincible_index < (len(self.invincible_small_frames_list) - 1):
self.invincible_index += 1
else:
self.invincible_index = 0
if self.big:
frames = self.invincible_big_frames_list[self.invincible_index]
else:
frames = self.invincible_small_frames_list[self.invincible_index]
self.right_frames = frames[0]
self.left_frames = frames[1]
self.invincible_animation_timer = self.current_time
def check_if_fire(self):
if self.fire and self.invincible == False:
self.right_frames = self.fire_frames[0]
self.left_frames = self.fire_frames[1]
def check_if_hurt_invincible(self):
"""Check if Mario is still temporarily invincible after getting hurt"""
if self.hurt_invincible and self.state != c.BIG_TO_SMALL:
if self.hurt_invisible_timer2 == 0:
self.hurt_invisible_timer2 = self.current_time
elif (self.current_time - self.hurt_invisible_timer2) < 2000:
self.hurt_invincible_check()
else:
self.hurt_invincible = False
self.hurt_invisible_timer = 0
self.hurt_invisible_timer2 = 0
for frames in self.all_images:
for image in frames:
image.set_alpha(255)
def hurt_invincible_check(self):
"""Makes Mario invincible on a fixed interval"""
if self.hurt_invisible_timer == 0:
self.hurt_invisible_timer = self.current_time
elif (self.current_time - self.hurt_invisible_timer) < 35:
self.image.set_alpha(0)
elif (self.current_time - self.hurt_invisible_timer) < 70:
self.image.set_alpha(255)
self.hurt_invisible_timer = self.current_time
def check_if_crouching(self):
"""Checks if mario is crouching"""
if self.crouching and self.big:
bottom = self.rect.bottom
left = self.rect.x
if self.facing_right:
self.image = self.right_frames[7]
else:
self.image = self.left_frames[7]
self.rect = self.image.get_rect()
self.rect.bottom = bottom
self.rect.x = left
def animation(self):
"""Adjusts Mario's image for animation"""
if self.state == c.DEATH_JUMP \
or self.state == c.SMALL_TO_BIG \
or self.state == c.BIG_TO_FIRE \
or self.state == c.BIG_TO_SMALL \
or self.state == c.FLAGPOLE \
or self.state == c.BOTTOM_OF_POLE \
or self.crouching:
pass
elif self.facing_right:
self.image = self.right_frames[self.frame_index]
else:
self.image = self.left_frames[self.frame_index]