Netoyage et ebauche de collisions

master
grisel-davy 4 years ago
parent 489d6b6446
commit bf22a5e62d

@ -5,13 +5,14 @@
import pygame
from models import Perso, Carte
from models import Game, Perso, Carte
pygame.init()
screen_width = 1200
screen_height = 800
center_screen = (int(screen_width/2),int(screen_height/2))
screen = pygame.display.set_mode((screen_width, screen_height))
done = False
@ -21,8 +22,9 @@ WHITE=(255,255,255)
BLUE=(0,0,255)
RED=(255,0,0)
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')
perso = Perso('Alice',660,1570,center_screen,pygame.K_z,pygame.K_s,pygame.K_q,pygame.K_d,323,'perso1_right.png','canon.png','projectile1_right.png')
game = Game(carte,perso)
clock = pygame.time.Clock()
@ -34,12 +36,11 @@ while not done:
keystate = pygame.key.get_pressed() + pygame.mouse.get_pressed()
perso.check_keys(keystate,screen_width,screen_height)
perso.check_keys(keystate,screen_width,screen_height,carte)
screen.fill(BACKGROUND)
carte.draw(screen,(0,0),perso)
perso.draw(screen)
game.draw(screen)
pygame.display.flip()

@ -5,8 +5,6 @@
import pygame
from time import time
import numpy as np
from numpy import sqrt
from math import atan, degrees,radians, cos, sin
img_path = 'asset/'
@ -14,31 +12,50 @@ img_path = 'asset/'
cap_speed = 10
deceleration = 1.1
class Game():
def __init__(self,carte,perso):
self.carte = carte
self.perso = perso
def draw(self,surface):
self.carte.draw(surface,self.perso)
self.perso.draw(surface)
class Carte():
def __init__(self,texture):
self.img = pygame.image.load('maps/'+texture).convert_alpha()
self.rect = self.img.get_rect()
self.mask = pygame.mask.from_surface(self.img)
def draw(self,surface,position,perso):
surface.blit(self.img,(-perso.startx-perso.posx,-perso.starty-perso.posy))
def draw(self,surface,perso):
surface.blit(self.img,(perso.posx_screen-perso.posx,perso.posy_screen-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):
def __init__(self,name,posx,posy,center_screen,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.posx_screen = center_screen[0]
self.posy_screen = center_screen[1]
self.speed = [0,0]
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 = pygame.image.load(img_path+texture).convert_alpha()
self.perso_rect = self.img.get_rect()
self.mask = pygame.mask.from_surface(self.img)
print(self.mask)
self.canon = pygame.image.load(img_path+texture_canon).convert_alpha()
self.canon_rect = self.canon.get_rect()
self.degres_perso = 0
self.degres_canon = 0
self.texture_proj = texture_proj
@ -47,7 +64,7 @@ class Perso():
self.projectiles = []
self.last_fire = time()
def check_keys(self,keystate,screen_width,screen_height):
def check_keys(self,keystate,screen_width,screen_height,carte):
# If an interresting key is pressed
if keystate[self.key_left] or keystate[self.key_right] or keystate[self.key_up] or keystate[self.key_down]:
@ -64,18 +81,6 @@ class Perso():
if keystate[self.key_down]:
self.speed[1] = cap_speed
if not keystate[self.key_left] and not keystate[self.key_right]:
self.direction[0] = 0
if not keystate[self.key_up] and not keystate[self.key_down]:
self.direction[1] = 0
# Cap the speed
if abs(self.speed[0])>cap_speed:
self.speed[0] = self.speed[0]/abs(self.speed[0])*cap_speed
if abs(self.speed[1])>cap_speed:
self.speed[1] = self.speed[1]/abs(self.speed[1])*cap_speed
# Begin the deceleration
self.speed[0] = int(self.speed[0]/deceleration)
self.speed[1] = int(self.speed[1]/deceleration)
@ -84,17 +89,9 @@ class Perso():
self.posx = self.posx+self.speed[0]
self.posy = self.posy+self.speed[1]
# Select the direction based on the closest cardinals+bissectrices vectors
if self.speed != [0,0]:
direction=[]
min_dist = 1000
for a in [-1,0,1]:
for b in [-1,0,1]:
dist = sqrt((self.speed[0]-a)**2+(self.speed[1]-b)**2)
if dist < min_dist:
min_dist = dist
direction = [a,b]
self.direction = direction
if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):#,pygame.sprite.collide_mask):
self.posx = self.posx-self.speed[0]
self.posy = self.posy-self.speed[1]
if keystate[self.key_fire]:
@ -115,36 +112,34 @@ class Perso():
del self.projectiles[k]
#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:
if self.speed[0]!=0:
self.degres_perso = -1*degrees(atan(self.speed[1]/self.speed[0]))
if self.speed[0] < 0:
self.degres_perso = 180+self.degres_perso
else:
self.degres_perso = ((self.direction[1]>0)*2-1)*-90
self.degres_perso = ((self.speed[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.startx:
if x_mouse==self.posx_screen:
x_mouse+=0.1
self.degres_canon = -1*degrees(atan((y_mouse-self.starty)/(x_mouse-self.startx)))
if x_mouse < self.startx:
self.degres_canon = -1*degrees(atan((y_mouse-self.posy_screen)/(x_mouse-self.posx_screen)))
if x_mouse < self.posx_screen:
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()
self.perso_rect = self.img.get_rect()
self.canon_rect = canon.get_rect()
# Blits
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)
surface.blit(perso,(self.posx_screen-self.perso_rect.center[0],self.posy_screen-self.perso_rect.center[1]))
surface.blit(canon,(self.posx_screen-self.canon_rect.center[0],self.posy_screen-self.canon_rect.center[1]))
def fire(self,name,texture):
if (time()-self.last_fire> 0.2):
new_proj = Projectile(name,self.texture_proj,(self.startx,self.starty),20,self.degres_canon)
new_proj = Projectile(name,self.texture_proj,(self.posx_screen,self.posy_screen),20,self.degres_canon)
self.projectiles.append(new_proj)
self.last_fire = time()

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