Add map and move map instead of player

This commit is contained in:
grisel-davy 2020-04-13 20:43:09 -04:00
parent a93f0dc9bd
commit 489d6b6446
4 changed files with 60 additions and 40 deletions

View file

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10
main.py
View file

@ -5,7 +5,7 @@
import pygame
from models import Perso
from models import Perso, Carte
pygame.init()
@ -21,8 +21,8 @@ WHITE=(255,255,255)
BLUE=(0,0,255)
RED=(255,0,0)
perso = Perso('Alice',200,200,pygame.K_z,pygame.K_s,pygame.K_q,pygame.K_d,pygame.K_SPACE,'perso1_right.png','canon.png','projectile1_right.png')
perso = Perso('Alice',int(screen_width/2),int(screen_height/2),pygame.K_z,pygame.K_s,pygame.K_q,pygame.K_d,323,'perso1_right.png','canon.png','projectile1_right.png')
carte = Carte('map_1.png')
clock = pygame.time.Clock()
@ -32,11 +32,13 @@ while not done:
done = True
keystate = pygame.key.get_pressed()
keystate = pygame.key.get_pressed() + pygame.mouse.get_pressed()
perso.check_keys(keystate,screen_width,screen_height)
screen.fill(BACKGROUND)
carte.draw(screen,(0,0),perso)
perso.draw(screen)
pygame.display.flip()

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maps/map_1.png Normal file

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View file

@ -14,11 +14,21 @@ img_path = 'asset/'
cap_speed = 10
deceleration = 1.1
class Carte():
def __init__(self,texture):
self.img = pygame.image.load('maps/'+texture).convert_alpha()
def draw(self,surface,position,perso):
surface.blit(self.img,(-perso.startx-perso.posx,-perso.starty-perso.posy))
class Perso():
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.startx = posx
self.posx = posx
self.starty = posy
self.posy = posy
self.speed = [0,0]
self.direction = [0,-1]
@ -104,8 +114,6 @@ class Perso():
for k in to_remove[::-1]:
del self.projectiles[k]
# select img
#Calculate player rotation:
if self.direction[0]!=0:
self.degres_perso = -1*degrees(atan(self.direction[1]/self.direction[0]))
@ -117,10 +125,10 @@ class Perso():
#Calculate canon rotation:
x_mouse, y_mouse = pygame.mouse.get_pos()
if x_mouse==self.posx:
if x_mouse==self.startx:
x_mouse+=0.1
self.degres_canon = -1*degrees(atan((y_mouse-self.posy)/(x_mouse-self.posx)))
if x_mouse < self.posx:
self.degres_canon = -1*degrees(atan((y_mouse-self.starty)/(x_mouse-self.startx)))
if x_mouse < self.startx:
self.degres_canon = 180+self.degres_canon
canon = pygame.transform.rotate(self.canon,self.degres_canon)
@ -129,19 +137,18 @@ class Perso():
canon_rect = canon.get_rect()
# Blits
surface.blit(perso,(self.posx-perso_rect.center[0],self.posy-perso_rect.center[1]))
surface.blit(canon,(self.posx-canon_rect.center[0],self.posy-canon_rect.center[1]))
surface.blit(perso,(self.startx-perso_rect.center[0],self.starty-perso_rect.center[1]))
surface.blit(canon,(self.startx-canon_rect.center[0],self.starty-canon_rect.center[1]))
#pygame.draw.circle(surface, (200,0,0), (self.posx,self.posy), 10)
def fire(self,name,texture):
if (time()-self.last_fire> 0.2):
new_proj = Projectile(name,self.texture_proj,(self.posx,self.posy),20,self.degres_canon)
new_proj = Projectile(name,self.texture_proj,(self.startx,self.starty),20,self.degres_canon)
self.projectiles.append(new_proj)
self.last_fire = time()
class Projectile():
def __init__(self,name,texture,position,speed,angle):