fix projectile direction

master
grisel-davy 4 years ago
parent a7a5d7fc0e
commit 6ae0a12010

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Width:  |  Height:  |  Size: 30 KiB

After

Width:  |  Height:  |  Size: 41 KiB

@ -15,13 +15,13 @@ screen = pygame.display.set_mode((screen_width, screen_height))
done = False
BACKGROUND=(0,0,0)
BACKGROUND=(200,200,200)
WHITE=(255,255,255)
BLUE=(0,0,255)
RED=(255,0,0)
perso1 = Perso('Alice',200,200,pygame.K_o,pygame.K_l,pygame.K_k,pygame.K_m,pygame.K_SPACE,'asset/perso1')
perso2 = Perso('Bjorn',600,600,pygame.K_z,pygame.K_s,pygame.K_q,pygame.K_d,pygame.K_SPACE,'asset/perso2')
perso1 = Perso('Alice',200,200,pygame.K_o,pygame.K_l,pygame.K_k,pygame.K_m,pygame.K_SPACE,'perso1','projectile1')
perso2 = Perso('Bjorn',600,600,pygame.K_z,pygame.K_s,pygame.K_q,pygame.K_d,pygame.K_SPACE,'perso2','projectile2')
speed = 1

@ -7,9 +7,23 @@ import pygame
from time import time
import numpy as np
decision_matrix = np.array([[0,1,2],[3,4,5],[6,7,8]])
suffix_matrix = ['_up_left.png',
'_up.png',
'_up_right.png',
'_left.png',
'_up.png',
'_right.png',
'_down_left.png',
'_down.png',
'_down_right.png',]
img_path = 'asset/'
class Perso():
def __init__(self,name,posx,posy,key_up,key_down,key_left,key_right,key_fire,texture):
def __init__(self,name,posx,posy,key_up,key_down,key_left,key_right,key_fire,texture,texture_proj):
self.name = name
self.posx = posx
self.posy = posy
@ -19,17 +33,17 @@ class Perso():
self.key_left = key_left
self.key_right = key_right
self.key_fire = key_fire
self.imgs = [pygame.image.load(texture+'_up_left.png'),
pygame.image.load(texture+'_up.png'),
pygame.image.load(texture+'_up_right.png'),
pygame.image.load(texture+'_left.png'),
pygame.image.load(texture+'_up.png'),
pygame.image.load(texture+'_right.png'),
pygame.image.load(texture+'_down_left.png'),
pygame.image.load(texture+'_down.png'),
pygame.image.load(texture+'_down_right.png'),]
self.img_matrix = np.array([[0,1,2],[3,4,5],[6,7,8]])
self.imgs = [pygame.image.load(img_path+texture+'_up_left.png'),
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+'_right.png'),
pygame.image.load(img_path+texture+'_down_left.png'),
pygame.image.load(img_path+texture+'_down.png'),
pygame.image.load(img_path+texture+'_down_right.png'),]
self.img = self.imgs[0]
self.texture_proj = texture_proj
self.size = self.img.get_size()
self.projectiles = []
@ -86,14 +100,14 @@ class Perso():
del self.projectiles[k]
# select img
index = self.img_matrix[self.direction[1]+1,self.direction[0]+1]
index = decision_matrix[self.direction[1]+1,self.direction[0]+1]
self.img = self.imgs[index]
surface.blit(self.img,(self.posx,self.posy))
#print("Projectiles for {}: {}".format(self.name,len(self.projectiles)))
def fire(self,name,texture):
if (time()-self.last_fire> 0.2):
new_proj = Projectile(name,texture,2,(self.posx+int(self.img.get_height()/2),self.posy+int(self.img.get_width()/2)),self.direction)
new_proj = Projectile(name,self.texture_proj,3,(self.posx+int(self.img.get_height()/2),self.posy+int(self.img.get_width()/2)),[self.direction[0],self.direction[1]])
self.projectiles.append(new_proj)
self.last_fire = time()
@ -107,16 +121,8 @@ class Projectile():
self.position = position
self.direction = direction
if direction[0]!=0:
if direction[0]>0:
self.img = pygame.image.load(texture+'_right.png')
else:
self.img = pygame.image.load(texture+'_left.png')
else:
if direction[1]>0:
self.img = pygame.image.load(texture+'_down.png')
else:
self.img = pygame.image.load(texture+'_up.png')
index = decision_matrix[self.direction[1]+1,self.direction[0]+1]
self.img = pygame.image.load(img_path+texture+suffix_matrix[index])
def move(self):
self.position = (self.position[0]+self.speed*self.direction[0],self.position[1]+self.speed*self.direction[1])

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