Add a deplacement box

master
grisel-davy 4 years ago
parent 3a100d925b
commit 33822302ca

@ -25,9 +25,9 @@
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Width:  |  Height:  |  Size: 45 KiB

After

Width:  |  Height:  |  Size: 45 KiB

@ -5,7 +5,7 @@
import pygame
from models import Game, Perso, Carte
from models import Game, Perso, Carte, Camera
pygame.init()
@ -24,7 +24,8 @@ RED=(255,0,0)
carte = Carte('map_1.png')
perso = Perso('Alice',660,1570,center_screen,pygame.K_z,pygame.K_s,pygame.K_q,pygame.K_d,323,'perso.png','canon.png','projectile1_right.png')
game = Game(carte,perso)
camera = Camera(660,1570,screen_width,screen_height,0.3)
game = Game(carte,perso,camera)
clock = pygame.time.Clock()
@ -36,7 +37,7 @@ while not done:
keystate = pygame.key.get_pressed() + pygame.mouse.get_pressed()
perso.check_keys(keystate,screen_width,screen_height,carte)
perso.check_keys(keystate,screen_width,screen_height,carte,camera)
screen.fill(BACKGROUND)

@ -9,53 +9,85 @@ from math import atan, degrees,radians, cos, sin
img_path = 'asset/'
max_fire_rate = 10 # in fires per seconds
cap_speed = 10
acceleration = 2
deceleration = 1.1
class Game():
def __init__(self,carte,perso):
def __init__(self,carte,perso,camera):
self.carte = carte
self.perso = perso
self.camera = camera
def draw(self,surface):
# draw the map
self.carte.draw(surface,self.perso.get_draw_offset())
self.carte.draw(surface,self.camera)
# draw the projectiles and remove them if needed
to_remove = []
for k,proj in enumerate(self.perso.projectiles):
if not proj.is_out(self.carte):
proj.move()
proj.draw(surface, self.perso.get_draw_offset())
#proj.draw(surface,camera)
else:
to_remove.append(k)
if to_remove != []:
for k in to_remove[::-1]:
del self.perso.projectiles[k]
self.perso.draw(surface)
self.perso.draw(surface,self.camera)
self.camera.draw(surface)
def get_offset(self):
#Return the position of the elements on the screen (camera)
return (self.perso.posx-self.camera.posx,self.perso.posy-self.camera.posy)
class Carte():
def __init__(self,texture):
self.posx = 0
self.posy = 0
self.img = pygame.image.load('maps/'+texture).convert_alpha()
self.rect = self.img.get_rect()
self.mask = pygame.mask.from_surface(self.img)
def draw(self,surface,offset):
surface.blit(self.img,offset)
def draw(self,surface,camera):
offsetx,offsety = camera.get_offset()
surface.blit(self.img,(self.posx-offsetx,self.posy-offsety))
class Perso():
class Camera():
def __init__(self,start_posx,start_posy,screen_width,screen_height,box_ratio):
self.posx = start_posx
self.posy = start_posy
self.screen_height = screen_height
self.screen_width = screen_width
self.box_ratio = box_ratio
self.box = pygame.Rect(int(screen_width*box_ratio),
int(screen_height*box_ratio),
int(screen_width*(1-2*box_ratio)),
int(screen_height*(1-2*box_ratio)))
def draw(self,surface):
pass
# pygame.draw.line(surface, (255,0,0), (int(surface.get_width()/2-20),int(surface.get_height()/2)), (int(surface.get_width()/2+20),int(surface.get_height()/2)), 3)
# pygame.draw.line(surface, (255,0,0), (int(surface.get_width()/2),int(surface.get_height()/2-20)), (int(surface.get_width()/2),int(surface.get_height()/2+20)), 3)
# pygame.draw.rect(surface, (0,255,0), self.box, 3)
def get_offset(self):
return (int(self.posx-self.screen_width/2),int(self.posy-self.screen_height/2))
class Perso():
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
self.posx_screen = center_screen[0]
self.posy_screen = center_screen[1]
self.speed = [0,0]
self.key_up = key_up
@ -79,7 +111,7 @@ class Perso():
self.projectiles = []
self.last_fire = time()
def check_keys(self,keystate,screen_width,screen_height,carte):
def check_keys(self,keystate,screen_width,screen_height,carte,camera):
# 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]:
@ -106,41 +138,83 @@ class Perso():
if not (keystate[self.key_up] or keystate[self.key_down]):
self.speed[1] = int(self.speed[1]/deceleration)
# Update the position on x axis
self.posx = self.posx+self.speed[0]
# If new position cause to enter a wall, rollback to last position (i.e. don't move)
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]
self.speed[0] = 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]
self.speed[1] = 0
# get pos of player on screen to check collision with the movement box
offsetx,offsety = camera.get_offset()
posx_screen = self.posx-offsetx
posy_screen = self.posy-offsety
# perso in the box:
if camera.box.collidepoint(posx_screen,posy_screen):
print("IN THE BOX")
# X AXIS
temp_pos = self.posx
self.posx = self.posx+self.speed[0]
if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
self.posx = temp_pos
self.speed[0] = 0
# Recalculate position on screen to detect an exit of the box
posx_screen = self.posx-offsetx
if not camera.box.collidepoint(posx_screen,posy_screen):
# Exit of the box, move the box so that the player stays in it
camera.posx = camera.posx + self.speed[0]
# Y AXIS
temp_pos = self.posy
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 = temp_pos
self.speed[1] = 0
# Recalculate position on screen to detect an exit of the box
posy_screen = self.posy-offsety
if not camera.box.collidepoint(posx_screen,posy_screen):
# Exit of the box, move the box so that the player stays in it
camera.posy = camera.posy + self.speed[1]
# perso not in the box
else:
print("NOT IN THE BOX")
# X AXIS
temp_pos = self.posx
self.posx = self.posx+self.speed[0]
if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
self.posx = temp_pos
self.speed[0] = 0
# If the perso really move, camera follow
else:
camera.posx = camera.posx + self.posx-temp_pos
# Y AXIS
temp_pos = self.posy
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 = temp_pos
self.speed[1] = 0
# If the perso really move, camera follow
else:
camera.posy = camera.posy + self.posy-temp_pos
if keystate[self.key_fire]:
self.fire('bullet','asset/projectile')
def draw(self,surface):
#Calculate player rotation:
# 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)
def draw(self,surface,camera):
#Get offset and compute player position in screen
offsetx,offsety = camera.get_offset()
posx_screen = self.posx-offsetx
posy_screen = self.posy-offsety
#Calculate canon rotation:
x_mouse, y_mouse = pygame.mouse.get_pos()
if x_mouse==self.posx_screen:
if x_mouse==posx_screen:
x_mouse+=0.1
self.degres_canon = -1*degrees(atan((y_mouse-self.posy_screen)/(x_mouse-self.posx_screen)))
if x_mouse < self.posx_screen:
self.degres_canon = -1*degrees(atan((y_mouse-posy_screen)/(x_mouse-posx_screen)))
if x_mouse < posx_screen:
self.degres_canon = 180+self.degres_canon
self.canon = pygame.transform.rotate(self.img_canon,self.degres_canon)
@ -148,22 +222,19 @@ class Perso():
self.perso_rect = self.perso.get_rect()
self.canon_rect = self.canon.get_rect()
# Blits
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])
#print(hitbox)
surface.blit(self.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)
# blit player and canon
surface.blit(self.perso,(posx_screen-self.perso_rect.center[0],posy_screen-self.perso_rect.center[1]))
surface.blit(self.canon,(posx_screen-self.canon_rect.center[0],posy_screen-self.canon_rect.center[1]))
#pygame.draw.rect(surface, (255,0,0), (int(move_box_ratio*scwidth),int(move_box_ratio*scheight),int(scwidth*(1-2*move_box_ratio)),int(scheight*(1-2*move_box_ratio))), 2)
def fire(self,name,texture):
if (time()-self.last_fire> 0.2):
if (time()-self.last_fire> 1/max_fire_rate):
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(pygame.sprite.Sprite):

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