align all sprites

master
grisel-davy 4 years ago
parent defd4946d9
commit a93f0dc9bd

@ -21,7 +21,7 @@ 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','canon.png','projectile1_right.png')
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')
clock = pygame.time.Clock()

@ -9,16 +9,6 @@ import numpy as np
from numpy import sqrt
from math import atan, degrees,radians, cos, sin
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/'
cap_speed = 10
@ -37,18 +27,10 @@ class Perso():
self.key_left = key_left
self.key_right = key_right
self.key_fire = key_fire
self.imgs = [pygame.image.load(img_path+texture+'_up_left.png').convert_alpha(),
pygame.image.load(img_path+texture+'_up.png').convert_alpha(),
pygame.image.load(img_path+texture+'_up_right.png').convert_alpha(),
pygame.image.load(img_path+texture+'_left.png').convert_alpha(),
pygame.image.load(img_path+texture+'_down.png').convert_alpha(),
pygame.image.load(img_path+texture+'_right.png').convert_alpha(),
pygame.image.load(img_path+texture+'_down_left.png').convert_alpha(),
pygame.image.load(img_path+texture+'_down.png').convert_alpha(),
pygame.image.load(img_path+texture+'_down_right.png').convert_alpha(),]
self.img = self.imgs[0]
self.img = pygame.image.load(img_path+texture).convert_alpha()
self.canon = pygame.image.load(img_path+texture_canon).convert_alpha()
self.degres = 0
self.degres_perso = 0
self.degres_canon = 0
self.texture_proj = texture_proj
self.size = self.img.get_size()
@ -123,31 +105,38 @@ class Perso():
del self.projectiles[k]
# select img
index = decision_matrix[self.direction[1]+1,self.direction[0]+1]
self.img = self.imgs[index]
#Calculate player rotation:
if self.direction[0]!=0:
self.degres_perso = -1*degrees(atan(self.direction[1]/self.direction[0]))
if self.direction[0] < 0:
self.degres_perso = 180+self.degres_perso
else:
self.degres_perso = ((self.direction[1]>0)*2-1)*-90
perso = pygame.transform.rotate(self.img,self.degres_perso)
#Calculate canon rotation:
x_mouse, y_mouse = pygame.mouse.get_pos()
if x_mouse==self.posx:
x_mouse+=0.1
self.degres = degrees(abs(atan((y_mouse-self.posy)/(x_mouse-self.posx))))
if y_mouse > self.posy:
self.degres = -self.degres
self.degres_canon = -1*degrees(atan((y_mouse-self.posy)/(x_mouse-self.posx)))
if x_mouse < self.posx:
self.degres = 180-self.degres
canon = pygame.transform.rotate(self.canon,self.degres)
self.degres_canon = 180+self.degres_canon
canon = pygame.transform.rotate(self.canon,self.degres_canon)
# Get rects
perso_rect = self.img.get_rect()
canon_rect = canon.get_rect()
surface.blit(self.img,(self.posx-perso_rect.center[0],self.posy-perso_rect.center[1]))
# 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]))
#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,10,(self.posx+int(self.img.get_height()/2),self.posy+int(self.img.get_width()/2)),self.degres)
new_proj = Projectile(name,self.texture_proj,(self.posx,self.posy),20,self.degres_canon)
self.projectiles.append(new_proj)
self.last_fire = time()
@ -155,18 +144,18 @@ class Perso():
class Projectile():
def __init__(self,name,texture,speed,position,angle):
def __init__(self,name,texture,position,speed,angle):
self.name = name
self.speed = speed
self.position = position
self.direction = direction = [cos(radians(angle)),-sin(radians(angle))]
self.img = pygame.transform.rotate(pygame.image.load(img_path+texture).convert_alpha(),angle)
self.rect = self.img.get_rect()
def move(self):
self.position = (int(self.position[0]+self.speed*self.direction[0]),int(self.position[1]+self.speed*self.direction[1]))
self.position = (round(self.position[0]+self.speed*self.direction[0]),round(self.position[1]+self.speed*self.direction[1]))
def draw(self,surface):
surface.blit(self.img,self.position)
surface.blit(self.img,(self.position[0]-self.rect[0],self.position[1]-self.rect[1]))
def is_out(self,surface):
if (self.position[0]<0-self.img.get_width() or

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