diff --git a/python/game.py b/python/game.py index d9982fe..9e7f584 100644 --- a/python/game.py +++ b/python/game.py @@ -59,6 +59,10 @@ # Dimensões da janela window_width, window_height = 800, 600 +# Ajustes da velocidade do jogador +clock = pygame.time.Clock() +player_speed = 10 + # Função para conectar ao banco de dados def connect_db(): return psycopg2.connect(host=DB_HOST, dbname=DB_NAME, user=DB_USER, password=DB_PASSWORD, port=5434) @@ -411,7 +415,12 @@ def change_floor(current_floor, terrains, revealed_surface): print(f"Subiu para o andar {current_floor}") return current_floor, terrains -# Função principal (main) +def clamp_position(x, y): + """Corrige a posição (x, y) para garantir que esteja dentro dos limites do mapa.""" + x = max(0, min(x, movement_limit_width - square_size)) + y = max(0, min(y, movement_limit_height - square_size)) + return x, y + def main(): global andar, mapa, player, tipo global window_width, window_height @@ -462,31 +471,39 @@ def main(): running = True while running: + clock.tick(30) # Limita o jogo a 30 frames por segundo (FPS) + keys = pygame.key.get_pressed() # Obtém o estado das teclas + for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.VIDEORESIZE: window_width, window_height = event.w, event.h window = initialize_pygame() - elif event.type == pygame.KEYDOWN: - new_x, new_y = player_x, player_y # Inicializa com a posição atual - - if event.key == pygame.K_LEFT: - new_x = player_x - square_size - elif event.key == pygame.K_RIGHT: - new_x = player_x + square_size - elif event.key == pygame.K_UP: - new_y = player_y - square_size - elif event.key == pygame.K_DOWN: - new_y = player_y + square_size - - # Verificar colisão com terrenos e vendedores - if not check_collision(new_x, new_y, terrains) and not check_collision_vendedor(new_x, new_y, vendedores): - player_x, player_y = new_x, new_y - - new_terreno = find_id_terreno(player_x, player_y, andar) - cursor.execute("UPDATE jogador SET posicao = %s WHERE id_jogador = %s", (new_terreno, player)) - conn.commit() + + # Movimentação contínua do jogador + new_x, new_y = player_x, player_y + + if keys[pygame.K_LEFT]: + new_x -= player_speed # Movimento mais lento com base no player_speed + if keys[pygame.K_RIGHT]: + new_x += player_speed + if keys[pygame.K_UP]: + new_y -= player_speed + if keys[pygame.K_DOWN]: + new_y += player_speed + + # Corrigir a posição se necessário + new_x, new_y = clamp_position(new_x, new_y) + + # Verificar colisão com terrenos e vendedores + if not check_collision(new_x, new_y, terrains) and not check_collision_vendedor(new_x, new_y, vendedores): + player_x, player_y = new_x, new_y + + new_terreno = find_id_terreno(player_x, player_y, andar) + if new_terreno: # Certifique-se de que o terreno existe + cursor.execute("UPDATE jogador SET posicao = %s WHERE id_jogador = %s", (new_terreno, player)) + conn.commit() # Verifique se o jogador está sobre a escada if check_on_ladder(player_x, player_y, terrains): @@ -495,8 +512,7 @@ def main(): player_y = 0 # Limitar o movimento do jogador à área definida - player_x = max(0, min(player_x, movement_limit_width - square_size)) - player_y = max(0, min(player_y, movement_limit_height - square_size)) + player_x, player_y = clamp_position(player_x, player_y) # Calcular o deslocamento da "câmera" offset_x = max(0, min(player_x - window_width // 2, movement_limit_width - window_width))