From c7a2d52b79ef61fc86b52e7d93e1623100a5db93 Mon Sep 17 00:00:00 2001 From: Arthur 'Grizzly' Grisel-Davy Date: Wed, 29 Apr 2020 10:34:28 -0400 Subject: [PATCH] Fix projectiles in new camera system --- main.py | 1 + models.py | 27 +++++++++++++++------------ 2 files changed, 16 insertions(+), 12 deletions(-) diff --git a/main.py b/main.py index abdee44..35a2c04 100644 --- a/main.py +++ b/main.py @@ -23,6 +23,7 @@ BLUE=(0,0,255) RED=(255,0,0) carte = Carte('map_1.png') +# click = 323 perso = Perso('Alice',660,1570,center_screen,pygame.K_z,pygame.K_s,pygame.K_q,pygame.K_d,323,'perso.png','canon.png','projectile1_right.png') camera = Camera(660,1570,screen_width,screen_height,0.3) game = Game(carte,perso,camera) diff --git a/models.py b/models.py index a90a4f1..44fa40b 100644 --- a/models.py +++ b/models.py @@ -32,7 +32,7 @@ class Game(): for k,proj in enumerate(self.perso.projectiles): if not proj.is_out(self.carte): proj.move() - #proj.draw(surface,camera) + proj.draw(surface,self.camera) else: to_remove.append(k) if to_remove != []: @@ -145,7 +145,6 @@ class Perso(): # perso in the box: if camera.box.collidepoint(posx_screen,posy_screen): - print("IN THE BOX") # X AXIS temp_pos = self.posx @@ -176,7 +175,6 @@ class Perso(): # perso not in the box else: - print("NOT IN THE BOX") # X AXIS temp_pos = self.posx self.posx = self.posx+self.speed[0] @@ -222,7 +220,6 @@ class Perso(): self.perso_rect = self.perso.get_rect() self.canon_rect = self.canon.get_rect() - # blit player and canon surface.blit(self.perso,(posx_screen-self.perso_rect.center[0],posy_screen-self.perso_rect.center[1])) surface.blit(self.canon,(posx_screen-self.canon_rect.center[0],posy_screen-self.canon_rect.center[1])) @@ -235,28 +232,34 @@ class Perso(): self.projectiles.append(new_proj) self.last_fire = time() - class Projectile(pygame.sprite.Sprite): def __init__(self,name,texture,position,speed,angle): self.name = name self.speed = speed - self.pos_init = position - self.deplacement = [0,0] + self.posx = position[0] + self.posy = position[1] + #self.deplacement = [0,0] 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() self.mask = pygame.mask.from_surface(self.img) def move(self): - self.deplacement = (round(self.deplacement[0]+self.speed*self.direction[0]),round(self.deplacement[1]+self.speed*self.direction[1])) + self.posx = round(self.posx+self.speed*self.direction[0]) + self.posy = round(self.posy+self.speed*self.direction[1]) + #self.deplacement = (round(self.deplacement[0]+self.speed*self.direction[0]),round(self.deplacement[1]+self.speed*self.direction[1])) - def draw(self,surface,offset): - surface.blit(self.img,(offset[0]+self.pos_init[0]+self.deplacement[0]-self.rect[0],offset[1]+self.pos_init[1]+self.deplacement[1]-self.rect[1])) + def draw(self,surface,camera): + # Get position on screen + offsetx,offsety = camera.get_offset() + posx_screen = self.posx-offsetx + posy_screen = self.posy-offsety + + surface.blit(self.img,(posx_screen-self.rect[0],posy_screen-self.rect[1])) def is_out(self,carte): - abs_pos = (self.pos_init[0]+self.deplacement[0],self.pos_init[1]+self.deplacement[1]) - if carte.mask.overlap(self.mask, (abs_pos[0]-self.rect.center[0],abs_pos[1]-self.rect.center[1])): + if carte.mask.overlap(self.mask, (self.posx-self.rect.center[0],self.posy-self.rect.center[1])): # if (self.deplacement[0]+surface.get_width()/2<0-self.img.get_width() or # self.deplacement[1]+surface.get_height()/2<0-self.img.get_height() or # self.deplacement[0]+surface.get_width()/2>surface.get_width()+self.img.get_width() or