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action.py
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action.py
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import pygame.mouse
from universe import Universe
from Render import Renderer
class Action:
def is_done(self):
return False
def change_universe(self, universe: Universe, render: Renderer): #
pass
# def change_renderer(self, render: Renderer):
# pass
class DoneAction(Action):
def is_done(self):
return True
class NopAction(Action):
pass
class DebugAction(Action):
def __init__(self, message):
self.message = message
def change_universe(self, universe, render):
print(self.message)
class ChangeModeAction(Action):
def __init__(self, mode):
self.mode = mode
def change_universe(self, universe, render):
universe.mode = self.mode
class AddBlockAction(Action):
def change_universe(self, universe, render):
pass
class JumpAction(Action):
def change_universe(self, universe, render):
print("jumping")
universe.hero.jump(universe.surface_altitudes)
universe.hero.state = "jumping"
class MoveAction(Action):
def __init__(self, direction):
self.direction = direction
def wall(self, universe):
pass
def floor(self, universe):
pass
def change_universe(self, universe, render):
universe.hero.direction = self.direction
universe.hero.move()
class RunAction(Action):
def change_universe(self, universe, render):
print("run")
universe.hero.state = "running"
universe.hero.run = universe.hero.run_on
class StopRunAction(Action):
def change_universe(self, universe, render):
print("stop running")
universe.hero.state = "standing"
universe.hero.run = universe.hero.run_off
class StandAction(Action):
@staticmethod
def change_universe(universe):
universe.hero.state = "standing"
print("standing")
class CrouchAction(Action):
def change_universe(self, universe, render):
print("crouch")
universe.hero.state = "crouch"
universe.hero.hit_box = universe.hero.crouch_hit_box
universe.hero.crouch = universe.hero.crouch_on
class StopCrouchAction(Action):
def change_universe(self, universe, render):
print("stop crouching")
universe.hero.state = "standing"
universe.hero.hit_box = universe.hero.stand_hit_box
universe.hero.crouch = universe.hero.crouch_off
class PressedArrowH(Action):
def __init__(self, direction):
self.direction = direction
def change_universe(self, universe, render):
# print("moving viewport")
render.move_H(self.direction)
class PressedArrowV(Action):
def __init__(self, direction):
self.direction = direction
def change_universe(self, universe, render):
# print("moving viewport")
render.move_V(self.direction)
class LMouseP(Action):
def change_universe(self, universe, render):
if(universe.pointPressed == universe.pointZero):
universe.pointPressed = render.coords.to_universe(pygame.mouse.get_pos())
# print("Left mouse is pressed")
# print(universe.mouseCoords)
# print(universe.pointPressed)
class LMouseNP(Action):
def change_universe(self, universe, render):
if (universe.pointPressed != universe.pointZero):
universe.surface_altitudes.append((universe.pointPressed, render.coords.to_universe(pygame.mouse.get_pos())))
print("Line appended")
universe.pointPressed = universe.pointZero
# print(universe.pointPressed)
# print("Left mouse is NOT pressed")
# print(universe.surface_altitudes)