Add a deplacement box
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parent
3a100d925b
commit
33822302ca
3 changed files with 132 additions and 62 deletions
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@ -25,9 +25,9 @@
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@ -36,7 +36,10 @@
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Before Width: | Height: | Size: 45 KiB After Width: | Height: | Size: 45 KiB |
7
main.py
7
main.py
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@ -5,7 +5,7 @@
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import pygame
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from models import Game, Perso, Carte
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from models import Game, Perso, Carte, Camera
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pygame.init()
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@ -24,7 +24,8 @@ RED=(255,0,0)
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carte = Carte('map_1.png')
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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')
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game = Game(carte,perso)
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camera = Camera(660,1570,screen_width,screen_height,0.3)
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game = Game(carte,perso,camera)
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clock = pygame.time.Clock()
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@ -36,7 +37,7 @@ while not done:
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keystate = pygame.key.get_pressed() + pygame.mouse.get_pressed()
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perso.check_keys(keystate,screen_width,screen_height,carte)
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perso.check_keys(keystate,screen_width,screen_height,carte,camera)
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screen.fill(BACKGROUND)
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159
models.py
159
models.py
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@ -9,53 +9,85 @@ from math import atan, degrees,radians, cos, sin
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img_path = 'asset/'
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max_fire_rate = 10 # in fires per seconds
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cap_speed = 10
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acceleration = 2
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deceleration = 1.1
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class Game():
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def __init__(self,carte,perso):
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def __init__(self,carte,perso,camera):
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self.carte = carte
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self.perso = perso
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self.camera = camera
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def draw(self,surface):
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# draw the map
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self.carte.draw(surface,self.perso.get_draw_offset())
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self.carte.draw(surface,self.camera)
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# draw the projectiles and remove them if needed
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to_remove = []
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for k,proj in enumerate(self.perso.projectiles):
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if not proj.is_out(self.carte):
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proj.move()
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proj.draw(surface, self.perso.get_draw_offset())
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#proj.draw(surface,camera)
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else:
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to_remove.append(k)
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if to_remove != []:
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for k in to_remove[::-1]:
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del self.perso.projectiles[k]
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self.perso.draw(surface)
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self.perso.draw(surface,self.camera)
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self.camera.draw(surface)
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def get_offset(self):
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#Return the position of the elements on the screen (camera)
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return (self.perso.posx-self.camera.posx,self.perso.posy-self.camera.posy)
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class Carte():
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def __init__(self,texture):
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self.posx = 0
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self.posy = 0
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self.img = pygame.image.load('maps/'+texture).convert_alpha()
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self.rect = self.img.get_rect()
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self.mask = pygame.mask.from_surface(self.img)
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def draw(self,surface,offset):
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surface.blit(self.img,offset)
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def draw(self,surface,camera):
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offsetx,offsety = camera.get_offset()
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surface.blit(self.img,(self.posx-offsetx,self.posy-offsety))
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class Camera():
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def __init__(self,start_posx,start_posy,screen_width,screen_height,box_ratio):
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self.posx = start_posx
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self.posy = start_posy
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self.screen_height = screen_height
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self.screen_width = screen_width
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self.box_ratio = box_ratio
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self.box = pygame.Rect(int(screen_width*box_ratio),
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int(screen_height*box_ratio),
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int(screen_width*(1-2*box_ratio)),
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int(screen_height*(1-2*box_ratio)))
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def draw(self,surface):
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pass
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# 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)
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# 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)
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# pygame.draw.rect(surface, (0,255,0), self.box, 3)
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def get_offset(self):
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return (int(self.posx-self.screen_width/2),int(self.posy-self.screen_height/2))
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class Perso():
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def __init__(self,name,posx,posy,center_screen,key_up,key_down,key_left,key_right,key_fire,texture,texture_canon,texture_proj):
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self.name = name
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self.posx = posx
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self.posy = posy
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self.posx_screen = center_screen[0]
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self.posy_screen = center_screen[1]
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self.speed = [0,0]
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self.key_up = key_up
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@ -79,7 +111,7 @@ class Perso():
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self.projectiles = []
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self.last_fire = time()
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def check_keys(self,keystate,screen_width,screen_height,carte):
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def check_keys(self,keystate,screen_width,screen_height,carte,camera):
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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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@ -106,41 +138,83 @@ class Perso():
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if not (keystate[self.key_up] or keystate[self.key_down]):
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self.speed[1] = int(self.speed[1]/deceleration)
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# Update the position on x axis
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self.posx = self.posx+self.speed[0]
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# If new position cause to enter a wall, rollback to last position (i.e. don't move)
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if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
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self.posx = self.posx-self.speed[0]
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self.speed[0] = 0
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# get pos of player on screen to check collision with the movement box
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offsetx,offsety = camera.get_offset()
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posx_screen = self.posx-offsetx
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posy_screen = self.posy-offsety
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# Update the position on y axis
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self.posy = self.posy+self.speed[1]
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if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
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self.posy = self.posy-self.speed[1]
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self.speed[1] = 0
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# perso in the box:
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if camera.box.collidepoint(posx_screen,posy_screen):
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print("IN THE BOX")
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# X AXIS
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temp_pos = self.posx
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self.posx = self.posx+self.speed[0]
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if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
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self.posx = temp_pos
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self.speed[0] = 0
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# Recalculate position on screen to detect an exit of the box
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posx_screen = self.posx-offsetx
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if not camera.box.collidepoint(posx_screen,posy_screen):
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# Exit of the box, move the box so that the player stays in it
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camera.posx = camera.posx + self.speed[0]
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# Y AXIS
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temp_pos = self.posy
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self.posy = self.posy+self.speed[1]
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if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
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self.posy = temp_pos
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self.speed[1] = 0
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# Recalculate position on screen to detect an exit of the box
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posy_screen = self.posy-offsety
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if not camera.box.collidepoint(posx_screen,posy_screen):
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# Exit of the box, move the box so that the player stays in it
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camera.posy = camera.posy + self.speed[1]
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# perso not in the box
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else:
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print("NOT IN THE BOX")
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# X AXIS
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temp_pos = self.posx
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self.posx = self.posx+self.speed[0]
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if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
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self.posx = temp_pos
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self.speed[0] = 0
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# If the perso really move, camera follow
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else:
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camera.posx = camera.posx + self.posx-temp_pos
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# Y AXIS
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temp_pos = self.posy
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self.posy = self.posy+self.speed[1]
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if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
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self.posy = temp_pos
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self.speed[1] = 0
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# If the perso really move, camera follow
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else:
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camera.posy = camera.posy + self.posy-temp_pos
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if keystate[self.key_fire]:
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self.fire('bullet','asset/projectile')
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def draw(self,surface):
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#Calculate player rotation:
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# if self.speed != [0,0]:
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# if self.speed[0]!=0:
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# self.degres_perso = -1*degrees(atan(self.speed[1]/self.speed[0]))
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# if self.speed[0] < 0:
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# self.degres_perso = 180+self.degres_perso
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# else:
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# self.degres_perso = ((self.speed[1]>0)*2-1)*-90
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# self.perso = pygame.transform.rotate(self.img_perso,self.degres_perso)
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def draw(self,surface,camera):
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#Get offset and compute player position in screen
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offsetx,offsety = camera.get_offset()
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posx_screen = self.posx-offsetx
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posy_screen = self.posy-offsety
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#Calculate canon rotation:
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x_mouse, y_mouse = pygame.mouse.get_pos()
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if x_mouse==self.posx_screen:
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if x_mouse==posx_screen:
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x_mouse+=0.1
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self.degres_canon = -1*degrees(atan((y_mouse-self.posy_screen)/(x_mouse-self.posx_screen)))
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if x_mouse < self.posx_screen:
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self.degres_canon = -1*degrees(atan((y_mouse-posy_screen)/(x_mouse-posx_screen)))
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if x_mouse < posx_screen:
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self.degres_canon = 180+self.degres_canon
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self.canon = pygame.transform.rotate(self.img_canon,self.degres_canon)
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@ -148,22 +222,19 @@ class Perso():
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self.perso_rect = self.perso.get_rect()
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self.canon_rect = self.canon.get_rect()
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# Blits
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surface.blit(self.perso,(self.posx_screen-self.perso_rect.center[0],self.posy_screen-self.perso_rect.center[1]))
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#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])
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#print(hitbox)
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surface.blit(self.canon,(self.posx_screen-self.canon_rect.center[0],self.posy_screen-self.canon_rect.center[1]))
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#pygame.draw.rect(surface, (255,0,0), hitbox, 2)
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# blit player and canon
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surface.blit(self.perso,(posx_screen-self.perso_rect.center[0],posy_screen-self.perso_rect.center[1]))
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surface.blit(self.canon,(posx_screen-self.canon_rect.center[0],posy_screen-self.canon_rect.center[1]))
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#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)
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def fire(self,name,texture):
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if (time()-self.last_fire> 0.2):
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if (time()-self.last_fire> 1/max_fire_rate):
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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)
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self.last_fire = time()
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def get_draw_offset(self):
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return((self.posx_screen-self.posx,self.posy_screen-self.posy))
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class Projectile(pygame.sprite.Sprite):
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