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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import numpy as np
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class Perso():
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def __init__(self,name,posx,posy,key_up,key_down,key_left,key_right,key_fire,texture):
self.name = name
self.posx = posx
self.posy = posy
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self.direction = [0,-1]
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.imgs = [pygame.image.load(texture+'_up_left.png'),
pygame.image.load(texture+'_up.png'),
pygame.image.load(texture+'_up_right.png'),
pygame.image.load(texture+'_left.png'),
pygame.image.load(texture+'_up.png'),
pygame.image.load(texture+'_right.png'),
pygame.image.load(texture+'_down_left.png'),
pygame.image.load(texture+'_down.png'),
pygame.image.load(texture+'_down_right.png'),]
self.img_matrix = np.array([[0,1,2],[3,4,5],[6,7,8]])
self.img = self.imgs[0]
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self.size = self.img.get_size()
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self.projectiles = []
self.last_fire = time()
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def check_keys(self,keystate,screen_width,screen_height,speed):
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if keystate[self.key_left] or keystate[self.key_right] or keystate[self.key_up] or keystate[self.key_down]:
if keystate[self.key_left]:
self.posx -= speed
if self.posx <0:
self.posx=0
self.direction[0] = -1
if keystate[self.key_right]:
self.posx += speed
if self.posx+self.size[0] > screen_width:
self.posx = screen_width-self.size[0]
self.direction[0] = 1
if keystate[self.key_up]:
self.posy -= speed
if self.posy < 0:
self.posy = 0
self.direction[1] = -1
if keystate[self.key_down]:
self.posy += speed
if self.posy+self.size[1] > screen_height:
self.posy = screen_height-self.size[1]
self.direction[1] = 1
if not keystate[self.key_left] and not keystate[self.key_right]:
self.direction[0] = 0
if not keystate[self.key_up] and not keystate[self.key_down]:
self.direction[1] = 0
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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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# Make all projectiles move or disepear and draw them
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to_remove = []
for k,proj in enumerate(self.projectiles):
if not proj.is_out(surface):
proj.move()
proj.draw(surface)
else:
to_remove.append(k)
if to_remove != []:
for k in to_remove[::-1]:
del self.projectiles[k]
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# select img
index = self.img_matrix[self.direction[1]+1,self.direction[0]+1]
self.img = self.imgs[index]
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surface.blit(self.img,(self.posx,self.posy))
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#print("Projectiles for {}: {}".format(self.name,len(self.projectiles)))
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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,texture,2,(self.posx+int(self.img.get_height()/2),self.posy+int(self.img.get_width()/2)),self.direction)
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self.projectiles.append(new_proj)
self.last_fire = time()
class Projectile():
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def __init__(self,name,texture,speed,position,direction):
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self.name = name
self.speed = speed
self.position = position
self.direction = direction
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if direction[0]!=0:
if direction[0]>0:
self.img = pygame.image.load(texture+'_right.png')
else:
self.img = pygame.image.load(texture+'_left.png')
else:
if direction[1]>0:
self.img = pygame.image.load(texture+'_down.png')
else:
self.img = pygame.image.load(texture+'_up.png')
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def move(self):
self.position = (self.position[0]+self.speed*self.direction[0],self.position[1]+self.speed*self.direction[1])
def draw(self,surface):
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surface.blit(self.img,self.position)
def is_out(self,surface):
if (self.position[0]<0-self.img.get_width() or
self.position[1]<0-self.img.get_height() or
self.position[0]>surface.get_width()+self.img.get_width() or
self.position[1]>surface.get_height()+self.img.get_height()):
return True
else:
return False