diff --git a/models.py b/models.py index dd57c77..f72161a 100644 --- a/models.py +++ b/models.py @@ -6,6 +6,7 @@ import pygame from time import time import numpy as np +from numpy import sqrt decision_matrix = np.array([[0,1,2],[3,4,5],[6,7,8]]) suffix_matrix = ['_up_left.png', @@ -19,7 +20,8 @@ suffix_matrix = ['_up_left.png', '_down_right.png',] img_path = 'asset/' - +cap_speed = 2 +deceleration = 1.1 class Perso(): @@ -27,6 +29,7 @@ class Perso(): self.name = name self.posx = posx self.posy = posy + self.speed = [0,0] self.direction = [0,-1] self.key_up = key_up self.key_down = key_down @@ -37,7 +40,7 @@ class Perso(): pygame.image.load(img_path+texture+'_up.png'), pygame.image.load(img_path+texture+'_up_right.png'), pygame.image.load(img_path+texture+'_left.png'), - pygame.image.load(img_path+texture+'_up.png'), + pygame.image.load(img_path+texture+'_down.png'), pygame.image.load(img_path+texture+'_right.png'), pygame.image.load(img_path+texture+'_down_left.png'), pygame.image.load(img_path+texture+'_down.png'), @@ -51,30 +54,20 @@ class Perso(): def check_keys(self,keystate,screen_width,screen_height,speed): + # If an interresting key is pressed 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 + self.speed[0] = -1*cap_speed 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 + self.speed[0] = cap_speed if keystate[self.key_up]: - self.posy -= speed - if self.posy < 0: - self.posy = 0 - self.direction[1] = -1 + self.speed[1] = -1*cap_speed 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 + self.speed[1] = cap_speed if not keystate[self.key_left] and not keystate[self.key_right]: self.direction[0] = 0 @@ -82,6 +75,33 @@ class Perso(): if not keystate[self.key_up] and not keystate[self.key_down]: self.direction[1] = 0 + # 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 + + if keystate[self.key_fire]: self.fire('fireball','asset/projectile')