Tirer des missiles

master
grisel-davy 4 years ago
parent 230259d941
commit 7062491b66

Binary file not shown.

After

Width:  |  Height:  |  Size: 355 B

@ -5,7 +5,7 @@
import pygame
from models import perso
from models import Perso
pygame.init()
@ -20,8 +20,8 @@ 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,'asset/perso1')
perso2 = perso('Bjorn',600,600,pygame.K_z,pygame.K_s,pygame.K_q,pygame.K_d,'asset/perso2')
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')
speed = 1
@ -32,8 +32,8 @@ while not done:
keystate = pygame.key.get_pressed()
perso1.check_move(keystate,screen_width,screen_height,speed)
perso2.check_move(keystate,screen_width,screen_height,speed)
perso1.check_keys(keystate,screen_width,screen_height,speed)
perso2.check_keys(keystate,screen_width,screen_height,speed)
screen.fill(BACKGROUND)

@ -4,45 +4,85 @@
### Author: Arthur 'Grizzly' Grisel-Davy
import pygame
from time import time
class perso():
class Perso():
def __init__(self,name,posx,posy,key_up,key_down,key_left,key_right,texture):
def __init__(self,name,posx,posy,key_up,key_down,key_left,key_right,key_fire,texture):
self.name = name
self.posx = posx
self.posy = posy
self.direction = (0,-1)
self.key_up = key_up
self.key_down = key_down
self.key_left = key_left
self.key_right = key_right
self.key_fire = key_fire
self.img_up = pygame.image.load(texture+'_up.png')
self.img_down = pygame.image.load(texture+'_down.png')
self.img_right = pygame.image.load(texture+'_right.png')
self.img_left = pygame.image.load(texture+'_left.png')
self.img = self.img_up
self.size = self.img.get_size()
self.projectiles = []
self.last_fire = time()
def check_move(self,keystate,screen_width,screen_height,speed):
def check_keys(self,keystate,screen_width,screen_height,speed):
if keystate[self.key_left]:
self.posx -= speed
if self.posx <0:
self.posx=0
self.img = self.img_left
self.direction = (-1,0)
if keystate[self.key_right]:
self.posx += speed
if self.posx+self.size[0] > screen_width:
self.posx = screen_width-self.size[0]
self.img = self.img_right
self.direction = (1,0)
if keystate[self.key_up]:
self.posy -= speed
if self.posy < 0:
self.posy = 0
self.img = self.img_up
self.direction = (0,-1)
if keystate[self.key_down]:
self.posy += speed
if self.posy+self.size[1] > screen_height:
self.posy = screen_height-self.size[1]
self.img = self.img_down
self.direction = (0,1)
if keystate[self.key_fire]:
self.fire('asset/missile')
def draw(self,surface):
surface.blit(self.img,(self.posx,self.posy))
for proj in self.projectiles:
proj.move()
proj.draw(surface)
def fire(self,name):
print(time())
if (time()-self.last_fire> 0.2):
new_proj = Projectile(name,2,(self.posx,self.posy),self.direction)
self.projectiles.append(new_proj)
self.last_fire = time()
class Projectile():
def __init__(self,name,speed,position,direction):
self.name = name
self.img = pygame.image.load(name+'.png')
self.speed = speed
self.position = position
self.direction = direction
def move(self):
self.position = (self.position[0]+self.speed*self.direction[0],self.position[1]+self.speed*self.direction[1])
def draw(self,surface):
surface.blit(self.img,(self.posx,self.posy))
surface.blit(self.img,self.position)
Loading…
Cancel
Save