tangledmind/models.py

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# -*- coding: UTF-8 -*-
### Tangled Mind
### Author: Arthur 'Grizzly' Grisel-Davy
import pygame
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from time import time
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from math import atan, degrees,radians, cos, sin
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img_path = 'asset/'
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cap_speed = 10
acceleration = 2
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deceleration = 1.1
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class Game():
def __init__(self,carte,perso):
self.carte = carte
self.perso = perso
def draw(self,surface):
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# draw the map
self.carte.draw(surface,self.perso.get_draw_offset())
# draw the projectiles and remove them if needed
to_remove = []
for k,proj in enumerate(self.perso.projectiles):
if not proj.is_out(surface):
proj.move()
proj.draw(surface, self.perso.get_draw_offset())
else:
to_remove.append(k)
if to_remove != []:
for k in to_remove[::-1]:
del self.perso.projectiles[k]
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self.perso.draw(surface)
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class Carte():
def __init__(self,texture):
self.img = pygame.image.load('maps/'+texture).convert_alpha()
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self.rect = self.img.get_rect()
self.mask = pygame.mask.from_surface(self.img)
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def draw(self,surface,offset):
surface.blit(self.img,offset)
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class Perso():
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def __init__(self,name,posx,posy,center_screen,key_up,key_down,key_left,key_right,key_fire,texture,texture_canon,texture_proj):
self.name = name
self.posx = posx
self.posy = posy
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self.posx_screen = center_screen[0]
self.posy_screen = center_screen[1]
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self.speed = [0,0]
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self.key_up = key_up
self.key_down = key_down
self.key_left = key_left
self.key_right = key_right
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self.key_fire = key_fire
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self.img_perso = pygame.image.load(img_path+texture).convert_alpha()
self.perso = self.img_perso
self.perso_rect = self.perso.get_rect()
self.mask = pygame.mask.from_surface(self.img_perso)
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self.img_canon = pygame.image.load(img_path+texture_canon).convert_alpha()
self.canon = self.img_canon
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self.canon_rect = self.canon.get_rect()
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self.degres_perso = 0
self.degres_canon = 0
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self.texture_proj = texture_proj
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self.projectiles = []
self.last_fire = time()
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def check_keys(self,keystate,screen_width,screen_height,carte):
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# If an interresting key is pressed
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if keystate[self.key_left] or keystate[self.key_right] or keystate[self.key_up] or keystate[self.key_down]:
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if keystate[self.key_left]:
self.speed[0] -= acceleration
if self.speed[0] < -cap_speed: self.speed[0] = -cap_speed
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if keystate[self.key_right]:
self.speed[0] += acceleration
if self.speed[0] > cap_speed: self.speed[0] = cap_speed
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if keystate[self.key_up]:
self.speed[1] -= acceleration
if self.speed[1] < -cap_speed: self.speed[1] = -cap_speed
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if keystate[self.key_down]:
self.speed[1] += acceleration
if self.speed[1] > cap_speed: self.speed[1] = cap_speed
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# Begin the deceleration
if not (keystate[self.key_left] or keystate[self.key_right]):
self.speed[0] = int(self.speed[0]/deceleration)
if not (keystate[self.key_up] or keystate[self.key_down]):
self.speed[1] = int(self.speed[1]/deceleration)
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# Update the position on x axis
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self.posx = self.posx+self.speed[0]
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if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
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self.posx = self.posx-self.speed[0]
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# Update the position on y axis
self.posy = self.posy+self.speed[1]
if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
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self.posy = self.posy-self.speed[1]
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if keystate[self.key_fire]:
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self.fire('fireball','asset/projectile')
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def draw(self,surface):
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#Calculate player rotation:
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if self.speed != [0,0]:
if self.speed[0]!=0:
self.degres_perso = -1*degrees(atan(self.speed[1]/self.speed[0]))
if self.speed[0] < 0:
self.degres_perso = 180+self.degres_perso
else:
self.degres_perso = ((self.speed[1]>0)*2-1)*-90
self.perso = pygame.transform.rotate(self.img_perso,self.degres_perso)
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#Calculate canon rotation:
x_mouse, y_mouse = pygame.mouse.get_pos()
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if x_mouse==self.posx_screen:
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x_mouse+=0.1
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self.degres_canon = -1*degrees(atan((y_mouse-self.posy_screen)/(x_mouse-self.posx_screen)))
if x_mouse < self.posx_screen:
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self.degres_canon = 180+self.degres_canon
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self.canon = pygame.transform.rotate(self.img_canon,self.degres_canon)
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# Get rects
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self.perso_rect = self.perso.get_rect()
self.canon_rect = self.canon.get_rect()
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# Blits
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surface.blit(self.perso,(self.posx_screen-self.perso_rect.center[0],self.posy_screen-self.perso_rect.center[1]))
#hitbox = pygame.Rect(self.posx_screen-self.perso_rect.center[0],self.posy_screen-self.perso_rect.center[1],self.perso_rect[2],self.perso_rect[3])
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#print(hitbox)
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surface.blit(self.canon,(self.posx_screen-self.canon_rect.center[0],self.posy_screen-self.canon_rect.center[1]))
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#pygame.draw.rect(surface, (255,0,0), hitbox, 2)
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def fire(self,name,texture):
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if (time()-self.last_fire> 0.2):
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new_proj = Projectile(name,self.texture_proj,(self.posx,self.posy),20,self.degres_canon)
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self.projectiles.append(new_proj)
self.last_fire = time()
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def get_draw_offset(self):
return((self.posx_screen-self.posx,self.posy_screen-self.posy))
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class Projectile(pygame.sprite.Sprite):
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def __init__(self,name,texture,position,speed,angle):
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self.name = name
self.speed = speed
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self.pos_init = position
self.deplacement = [0,0]
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self.direction = direction = [cos(radians(angle)),-sin(radians(angle))]
self.img = pygame.transform.rotate(pygame.image.load(img_path+texture).convert_alpha(),angle)
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self.rect = self.img.get_rect()
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def move(self):
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self.deplacement = (round(self.deplacement[0]+self.speed*self.direction[0]),round(self.deplacement[1]+self.speed*self.direction[1]))
def draw(self,surface,offset):
surface.blit(self.img,(offset[0]+self.pos_init[0]+self.deplacement[0]-self.rect[0],offset[1]+self.pos_init[1]+self.deplacement[1]-self.rect[1]))
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def is_out(self,surface):
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if (self.deplacement[0]+surface.get_width()/2<0-self.img.get_width() or
self.deplacement[1]+surface.get_height()/2<0-self.img.get_height() or
self.deplacement[0]+surface.get_width()/2>surface.get_width()+self.img.get_width() or
self.deplacement[1]+surface.get_height()/2>surface.get_height()+self.img.get_height()):
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return True
else:
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return False