From 0ae1d56bae1ed19784c60c6fa1609714eea8e195 Mon Sep 17 00:00:00 2001 From: Arthur 'Grizzly' Grisel-Davy Date: Sat, 18 Apr 2020 23:03:48 -0400 Subject: [PATCH] Correct issue #1 about projectiles --- models.py | 68 +++++++++++++++++++++++++++++++------------------------ 1 file changed, 39 insertions(+), 29 deletions(-) diff --git a/models.py b/models.py index e04d93e..7c2cb92 100644 --- a/models.py +++ b/models.py @@ -20,7 +20,21 @@ class Game(): self.perso = perso def draw(self,surface): - self.carte.draw(surface,self.perso) + # 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] + self.perso.draw(surface) @@ -30,8 +44,8 @@ class Carte(): self.rect = self.img.get_rect() self.mask = pygame.mask.from_surface(self.img) - def draw(self,surface,perso): - surface.blit(self.img,(perso.posx_screen-perso.posx,perso.posy_screen-perso.posy)) + def draw(self,surface,offset): + surface.blit(self.img,offset) class Perso(): @@ -53,7 +67,6 @@ class Perso(): self.img = pygame.image.load(img_path+texture).convert_alpha() self.perso_rect = self.img.get_rect() self.mask = pygame.mask.from_surface(self.img) - print(self.mask) self.canon = pygame.image.load(img_path+texture_canon).convert_alpha() self.canon_rect = self.canon.get_rect() @@ -92,12 +105,14 @@ class Perso(): if not (keystate[self.key_up] or keystate[self.key_down]): self.speed[1] = int(self.speed[1]/deceleration) - # Update the position + # Update the position on x axis self.posx = self.posx+self.speed[0] - 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])):#,pygame.sprite.collide_mask): + if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])): self.posx = self.posx-self.speed[0] + + # 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])): self.posy = self.posy-self.speed[1] @@ -106,18 +121,6 @@ class Perso(): def draw(self,surface): - # Make all projectiles move or disepear and draw them - 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] - #Calculate player rotation: if self.speed[0]!=0: self.degres_perso = -1*degrees(atan(self.speed[1]/self.speed[0])) @@ -142,35 +145,42 @@ class Perso(): # Blits surface.blit(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]) + #print(hitbox) surface.blit(canon,(self.posx_screen-self.canon_rect.center[0],self.posy_screen-self.canon_rect.center[1])) + #pygame.draw.rect(surface, (255,0,0), hitbox, 2) def fire(self,name,texture): if (time()-self.last_fire> 0.2): - new_proj = Projectile(name,self.texture_proj,(self.posx_screen,self.posy_screen),20,self.degres_canon) + new_proj = Projectile(name,self.texture_proj,(self.posx,self.posy),20,self.degres_canon) self.projectiles.append(new_proj) self.last_fire = time() + def get_draw_offset(self): + return((self.posx_screen-self.posx,self.posy_screen-self.posy)) + class Projectile(): def __init__(self,name,texture,position,speed,angle): self.name = name self.speed = speed - self.position = position + self.pos_init = position + self.deplacement = [0,0] self.direction = direction = [cos(radians(angle)),-sin(radians(angle))] self.img = pygame.transform.rotate(pygame.image.load(img_path+texture).convert_alpha(),angle) self.rect = self.img.get_rect() def move(self): - self.position = (round(self.position[0]+self.speed*self.direction[0]),round(self.position[1]+self.speed*self.direction[1])) - def draw(self,surface): - surface.blit(self.img,(self.position[0]-self.rect[0],self.position[1]-self.rect[1])) + 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])) 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()): + 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()): return True else: return False