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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from numpy import sqrt
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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
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deceleration = 1.1
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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,texture_canon,texture_proj):
self.name = name
self.posx = posx
self.posy = posy
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self.speed = [0,0]
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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.img = pygame.image.load(img_path+texture).convert_alpha()
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self.canon = pygame.image.load(img_path+texture_canon).convert_alpha()
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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.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):
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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]:
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self.speed[0] = -1*cap_speed
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if keystate[self.key_right]:
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self.speed[0] = cap_speed
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if keystate[self.key_up]:
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self.speed[1] = -1*cap_speed
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if keystate[self.key_down]:
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self.speed[1] = cap_speed
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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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# Cap the speed
if abs(self.speed[0])>cap_speed:
self.speed[0] = self.speed[0]/abs(self.speed[0])*cap_speed
if abs(self.speed[1])>cap_speed:
self.speed[1] = self.speed[1]/abs(self.speed[1])*cap_speed
# Begin the deceleration
self.speed[0] = int(self.speed[0]/deceleration)
self.speed[1] = int(self.speed[1]/deceleration)
# Update the position
self.posx = self.posx+self.speed[0]
self.posy = self.posy+self.speed[1]
# Select the direction based on the closest cardinals+bissectrices vectors
if self.speed != [0,0]:
direction=[]
min_dist = 1000
for a in [-1,0,1]:
for b in [-1,0,1]:
dist = sqrt((self.speed[0]-a)**2+(self.speed[1]-b)**2)
if dist < min_dist:
min_dist = dist
direction = [a,b]
self.direction = direction
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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
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#Calculate player rotation:
if self.direction[0]!=0:
self.degres_perso = -1*degrees(atan(self.direction[1]/self.direction[0]))
if self.direction[0] < 0:
self.degres_perso = 180+self.degres_perso
else:
self.degres_perso = ((self.direction[1]>0)*2-1)*-90
perso = pygame.transform.rotate(self.img,self.degres_perso)
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#Calculate canon rotation:
x_mouse, y_mouse = pygame.mouse.get_pos()
if x_mouse==self.posx:
x_mouse+=0.1
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self.degres_canon = -1*degrees(atan((y_mouse-self.posy)/(x_mouse-self.posx)))
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if x_mouse < self.posx:
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self.degres_canon = 180+self.degres_canon
canon = pygame.transform.rotate(self.canon,self.degres_canon)
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# Get rects
perso_rect = self.img.get_rect()
canon_rect = canon.get_rect()
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# Blits
surface.blit(perso,(self.posx-perso_rect.center[0],self.posy-perso_rect.center[1]))
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surface.blit(canon,(self.posx-canon_rect.center[0],self.posy-canon_rect.center[1]))
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#pygame.draw.circle(surface, (200,0,0), (self.posx,self.posy), 10)
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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()
class Projectile():
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def __init__(self,name,texture,position,speed,angle):
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self.name = name
self.speed = speed
self.position = position
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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.position = (round(self.position[0]+self.speed*self.direction[0]),round(self.position[1]+self.speed*self.direction[1]))
def draw(self,surface):
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surface.blit(self.img,(self.position[0]-self.rect[0],self.position[1]-self.rect[1]))
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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