Tirer des missiles
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parent
230259d941
commit
7062491b66
3 changed files with 49 additions and 9 deletions
BIN
asset/missile.png
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BIN
asset/missile.png
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After Width: | Height: | Size: 355 B |
10
main.py
10
main.py
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@ -5,7 +5,7 @@
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import pygame
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from models import perso
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from models import Perso
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pygame.init()
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@ -20,8 +20,8 @@ WHITE=(255,255,255)
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BLUE=(0,0,255)
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RED=(255,0,0)
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perso1 = perso('Alice',200,200,pygame.K_o,pygame.K_l,pygame.K_k,pygame.K_m,'asset/perso1')
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perso2 = perso('Bjorn',600,600,pygame.K_z,pygame.K_s,pygame.K_q,pygame.K_d,'asset/perso2')
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perso1 = Perso('Alice',200,200,pygame.K_o,pygame.K_l,pygame.K_k,pygame.K_m,pygame.K_SPACE,'asset/perso1')
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perso2 = Perso('Bjorn',600,600,pygame.K_z,pygame.K_s,pygame.K_q,pygame.K_d,pygame.K_SPACE,'asset/perso2')
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speed = 1
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@ -32,8 +32,8 @@ while not done:
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keystate = pygame.key.get_pressed()
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perso1.check_move(keystate,screen_width,screen_height,speed)
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perso2.check_move(keystate,screen_width,screen_height,speed)
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perso1.check_keys(keystate,screen_width,screen_height,speed)
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perso2.check_keys(keystate,screen_width,screen_height,speed)
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screen.fill(BACKGROUND)
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48
models.py
48
models.py
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@ -4,45 +4,85 @@
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### Author: Arthur 'Grizzly' Grisel-Davy
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import pygame
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from time import time
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class perso():
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class Perso():
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def __init__(self,name,posx,posy,key_up,key_down,key_left,key_right,texture):
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def __init__(self,name,posx,posy,key_up,key_down,key_left,key_right,key_fire,texture):
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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.direction = (0,-1)
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self.key_up = key_up
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self.key_down = key_down
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self.key_left = key_left
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self.key_right = key_right
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self.key_fire = key_fire
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self.img_up = pygame.image.load(texture+'_up.png')
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self.img_down = pygame.image.load(texture+'_down.png')
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self.img_right = pygame.image.load(texture+'_right.png')
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self.img_left = pygame.image.load(texture+'_left.png')
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self.img = self.img_up
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self.size = self.img.get_size()
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self.projectiles = []
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self.last_fire = time()
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def check_move(self,keystate,screen_width,screen_height,speed):
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def check_keys(self,keystate,screen_width,screen_height,speed):
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if keystate[self.key_left]:
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self.posx -= speed
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if self.posx <0:
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self.posx=0
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self.img = self.img_left
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self.direction = (-1,0)
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if keystate[self.key_right]:
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self.posx += speed
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if self.posx+self.size[0] > screen_width:
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self.posx = screen_width-self.size[0]
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self.img = self.img_right
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self.direction = (1,0)
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if keystate[self.key_up]:
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self.posy -= speed
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if self.posy < 0:
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self.posy = 0
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self.img = self.img_up
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self.direction = (0,-1)
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if keystate[self.key_down]:
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self.posy += speed
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if self.posy+self.size[1] > screen_height:
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self.posy = screen_height-self.size[1]
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self.img = self.img_down
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self.direction = (0,1)
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if keystate[self.key_fire]:
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self.fire('asset/missile')
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def draw(self,surface):
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surface.blit(self.img,(self.posx,self.posy))
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surface.blit(self.img,(self.posx,self.posy))
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for proj in self.projectiles:
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proj.move()
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proj.draw(surface)
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def fire(self,name):
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print(time())
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if (time()-self.last_fire> 0.2):
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new_proj = Projectile(name,2,(self.posx,self.posy),self.direction)
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self.projectiles.append(new_proj)
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self.last_fire = time()
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class Projectile():
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def __init__(self,name,speed,position,direction):
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self.name = name
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self.img = pygame.image.load(name+'.png')
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self.speed = speed
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self.position = position
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self.direction = direction
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def move(self):
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self.position = (self.position[0]+self.speed*self.direction[0],self.position[1]+self.speed*self.direction[1])
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def draw(self,surface):
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surface.blit(self.img,self.position)
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