Netoyage et ebauche de collisions
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489d6b6446
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2 changed files with 47 additions and 51 deletions
11
main.py
11
main.py
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@ -5,13 +5,14 @@
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import pygame
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import pygame
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from models import Perso, Carte
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from models import Game, Perso, Carte
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pygame.init()
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pygame.init()
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screen_width = 1200
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screen_width = 1200
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screen_height = 800
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screen_height = 800
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center_screen = (int(screen_width/2),int(screen_height/2))
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screen = pygame.display.set_mode((screen_width, screen_height))
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screen = pygame.display.set_mode((screen_width, screen_height))
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done = False
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done = False
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@ -21,8 +22,9 @@ WHITE=(255,255,255)
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BLUE=(0,0,255)
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BLUE=(0,0,255)
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RED=(255,0,0)
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RED=(255,0,0)
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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')
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carte = Carte('map_1.png')
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carte = Carte('map_1.png')
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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')
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game = Game(carte,perso)
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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@ -34,12 +36,11 @@ while not done:
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keystate = pygame.key.get_pressed() + pygame.mouse.get_pressed()
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keystate = pygame.key.get_pressed() + pygame.mouse.get_pressed()
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perso.check_keys(keystate,screen_width,screen_height)
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perso.check_keys(keystate,screen_width,screen_height,carte)
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screen.fill(BACKGROUND)
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screen.fill(BACKGROUND)
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carte.draw(screen,(0,0),perso)
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game.draw(screen)
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perso.draw(screen)
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pygame.display.flip()
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pygame.display.flip()
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87
models.py
87
models.py
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@ -5,8 +5,6 @@
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import pygame
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import pygame
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from time import time
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from time import time
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import numpy as np
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from numpy import sqrt
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from math import atan, degrees,radians, cos, sin
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from math import atan, degrees,radians, cos, sin
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img_path = 'asset/'
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img_path = 'asset/'
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@ -14,31 +12,50 @@ img_path = 'asset/'
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cap_speed = 10
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cap_speed = 10
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deceleration = 1.1
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deceleration = 1.1
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class Game():
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def __init__(self,carte,perso):
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self.carte = carte
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self.perso = perso
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def draw(self,surface):
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self.carte.draw(surface,self.perso)
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self.perso.draw(surface)
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class Carte():
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class Carte():
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def __init__(self,texture):
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def __init__(self,texture):
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self.img = pygame.image.load('maps/'+texture).convert_alpha()
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self.img = pygame.image.load('maps/'+texture).convert_alpha()
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self.rect = self.img.get_rect()
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self.mask = pygame.mask.from_surface(self.img)
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def draw(self,surface,position,perso):
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def draw(self,surface,perso):
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surface.blit(self.img,(-perso.startx-perso.posx,-perso.starty-perso.posy))
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surface.blit(self.img,(perso.posx_screen-perso.posx,perso.posy_screen-perso.posy))
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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,key_fire,texture,texture_canon,texture_proj):
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def __init__(self,name,posx,posy,center_screen,key_up,key_down,key_left,key_right,key_fire,texture,texture_canon,texture_proj):
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self.name = name
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self.name = name
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self.startx = posx
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self.posx = posx
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self.posx = posx
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self.starty = posy
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self.posy = posy
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self.posy = posy
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self.posx_screen = center_screen[0]
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self.posy_screen = center_screen[1]
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self.speed = [0,0]
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self.speed = [0,0]
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self.direction = [0,-1]
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self.key_up = key_up
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self.key_up = key_up
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self.key_down = key_down
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self.key_down = key_down
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self.key_left = key_left
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self.key_left = key_left
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self.key_right = key_right
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self.key_right = key_right
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self.key_fire = key_fire
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self.key_fire = key_fire
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self.img = pygame.image.load(img_path+texture).convert_alpha()
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self.img = pygame.image.load(img_path+texture).convert_alpha()
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self.perso_rect = self.img.get_rect()
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self.mask = pygame.mask.from_surface(self.img)
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print(self.mask)
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self.canon = pygame.image.load(img_path+texture_canon).convert_alpha()
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self.canon = pygame.image.load(img_path+texture_canon).convert_alpha()
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self.canon_rect = self.canon.get_rect()
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self.degres_perso = 0
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self.degres_perso = 0
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self.degres_canon = 0
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self.degres_canon = 0
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self.texture_proj = texture_proj
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self.texture_proj = texture_proj
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@ -47,7 +64,7 @@ class Perso():
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self.projectiles = []
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self.projectiles = []
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self.last_fire = time()
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self.last_fire = time()
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def check_keys(self,keystate,screen_width,screen_height):
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def check_keys(self,keystate,screen_width,screen_height,carte):
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# If an interresting key is pressed
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# If an interresting key is pressed
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if keystate[self.key_left] or keystate[self.key_right] or keystate[self.key_up] or keystate[self.key_down]:
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if keystate[self.key_left] or keystate[self.key_right] or keystate[self.key_up] or keystate[self.key_down]:
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@ -64,18 +81,6 @@ class Perso():
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if keystate[self.key_down]:
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if keystate[self.key_down]:
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self.speed[1] = cap_speed
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self.speed[1] = cap_speed
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if not keystate[self.key_left] and not keystate[self.key_right]:
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self.direction[0] = 0
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if not keystate[self.key_up] and not keystate[self.key_down]:
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self.direction[1] = 0
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# Cap the speed
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if abs(self.speed[0])>cap_speed:
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self.speed[0] = self.speed[0]/abs(self.speed[0])*cap_speed
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if abs(self.speed[1])>cap_speed:
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self.speed[1] = self.speed[1]/abs(self.speed[1])*cap_speed
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# Begin the deceleration
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# Begin the deceleration
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self.speed[0] = int(self.speed[0]/deceleration)
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self.speed[0] = int(self.speed[0]/deceleration)
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self.speed[1] = int(self.speed[1]/deceleration)
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self.speed[1] = int(self.speed[1]/deceleration)
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@ -84,17 +89,9 @@ class Perso():
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self.posx = self.posx+self.speed[0]
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self.posx = self.posx+self.speed[0]
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self.posy = self.posy+self.speed[1]
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self.posy = self.posy+self.speed[1]
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# Select the direction based on the closest cardinals+bissectrices vectors
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if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):#,pygame.sprite.collide_mask):
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if self.speed != [0,0]:
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self.posx = self.posx-self.speed[0]
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direction=[]
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self.posy = self.posy-self.speed[1]
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min_dist = 1000
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for a in [-1,0,1]:
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for b in [-1,0,1]:
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dist = sqrt((self.speed[0]-a)**2+(self.speed[1]-b)**2)
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if dist < min_dist:
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min_dist = dist
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direction = [a,b]
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self.direction = direction
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if keystate[self.key_fire]:
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if keystate[self.key_fire]:
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@ -115,36 +112,34 @@ class Perso():
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del self.projectiles[k]
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del self.projectiles[k]
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#Calculate player rotation:
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#Calculate player rotation:
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if self.direction[0]!=0:
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if self.speed[0]!=0:
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self.degres_perso = -1*degrees(atan(self.direction[1]/self.direction[0]))
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self.degres_perso = -1*degrees(atan(self.speed[1]/self.speed[0]))
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if self.direction[0] < 0:
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if self.speed[0] < 0:
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self.degres_perso = 180+self.degres_perso
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self.degres_perso = 180+self.degres_perso
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else:
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else:
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self.degres_perso = ((self.direction[1]>0)*2-1)*-90
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self.degres_perso = ((self.speed[1]>0)*2-1)*-90
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perso = pygame.transform.rotate(self.img,self.degres_perso)
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perso = pygame.transform.rotate(self.img,self.degres_perso)
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#Calculate canon rotation:
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#Calculate canon rotation:
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x_mouse, y_mouse = pygame.mouse.get_pos()
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x_mouse, y_mouse = pygame.mouse.get_pos()
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if x_mouse==self.startx:
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if x_mouse==self.posx_screen:
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x_mouse+=0.1
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x_mouse+=0.1
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self.degres_canon = -1*degrees(atan((y_mouse-self.starty)/(x_mouse-self.startx)))
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self.degres_canon = -1*degrees(atan((y_mouse-self.posy_screen)/(x_mouse-self.posx_screen)))
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if x_mouse < self.startx:
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if x_mouse < self.posx_screen:
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self.degres_canon = 180+self.degres_canon
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self.degres_canon = 180+self.degres_canon
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canon = pygame.transform.rotate(self.canon,self.degres_canon)
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canon = pygame.transform.rotate(self.canon,self.degres_canon)
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# Get rects
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# Get rects
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perso_rect = self.img.get_rect()
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self.perso_rect = self.img.get_rect()
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canon_rect = canon.get_rect()
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self.canon_rect = canon.get_rect()
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# Blits
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# Blits
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surface.blit(perso,(self.startx-perso_rect.center[0],self.starty-perso_rect.center[1]))
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surface.blit(perso,(self.posx_screen-self.perso_rect.center[0],self.posy_screen-self.perso_rect.center[1]))
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surface.blit(canon,(self.startx-canon_rect.center[0],self.starty-canon_rect.center[1]))
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surface.blit(canon,(self.posx_screen-self.canon_rect.center[0],self.posy_screen-self.canon_rect.center[1]))
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#pygame.draw.circle(surface, (200,0,0), (self.posx,self.posy), 10)
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def fire(self,name,texture):
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def fire(self,name,texture):
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if (time()-self.last_fire> 0.2):
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if (time()-self.last_fire> 0.2):
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new_proj = Projectile(name,self.texture_proj,(self.startx,self.starty),20,self.degres_canon)
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new_proj = Projectile(name,self.texture_proj,(self.posx_screen,self.posy_screen),20,self.degres_canon)
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self.projectiles.append(new_proj)
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self.projectiles.append(new_proj)
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self.last_fire = time()
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self.last_fire = time()
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