Fix projectiles in new camera system
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parent
33822302ca
commit
c7a2d52b79
2 changed files with 16 additions and 12 deletions
1
main.py
1
main.py
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@ -23,6 +23,7 @@ BLUE=(0,0,255)
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RED=(255,0,0)
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carte = Carte('map_1.png')
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# click = 323
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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')
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camera = Camera(660,1570,screen_width,screen_height,0.3)
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game = Game(carte,perso,camera)
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27
models.py
27
models.py
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@ -32,7 +32,7 @@ class Game():
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for k,proj in enumerate(self.perso.projectiles):
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if not proj.is_out(self.carte):
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proj.move()
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#proj.draw(surface,camera)
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proj.draw(surface,self.camera)
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else:
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to_remove.append(k)
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if to_remove != []:
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@ -145,7 +145,6 @@ class Perso():
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# perso in the box:
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if camera.box.collidepoint(posx_screen,posy_screen):
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print("IN THE BOX")
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# X AXIS
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temp_pos = self.posx
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@ -176,7 +175,6 @@ class Perso():
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# perso not in the box
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else:
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print("NOT IN THE BOX")
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# X AXIS
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temp_pos = self.posx
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self.posx = self.posx+self.speed[0]
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@ -222,7 +220,6 @@ class Perso():
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self.perso_rect = self.perso.get_rect()
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self.canon_rect = self.canon.get_rect()
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# blit player and canon
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surface.blit(self.perso,(posx_screen-self.perso_rect.center[0],posy_screen-self.perso_rect.center[1]))
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surface.blit(self.canon,(posx_screen-self.canon_rect.center[0],posy_screen-self.canon_rect.center[1]))
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@ -235,28 +232,34 @@ class Perso():
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self.projectiles.append(new_proj)
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self.last_fire = time()
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class Projectile(pygame.sprite.Sprite):
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def __init__(self,name,texture,position,speed,angle):
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self.name = name
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self.speed = speed
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self.pos_init = position
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self.deplacement = [0,0]
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self.posx = position[0]
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self.posy = position[1]
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#self.deplacement = [0,0]
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self.direction = direction = [cos(radians(angle)),-sin(radians(angle))]
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self.img = pygame.transform.rotate(pygame.image.load(img_path+texture).convert_alpha(),angle)
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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 move(self):
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self.deplacement = (round(self.deplacement[0]+self.speed*self.direction[0]),round(self.deplacement[1]+self.speed*self.direction[1]))
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self.posx = round(self.posx+self.speed*self.direction[0])
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self.posy = round(self.posy+self.speed*self.direction[1])
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#self.deplacement = (round(self.deplacement[0]+self.speed*self.direction[0]),round(self.deplacement[1]+self.speed*self.direction[1]))
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def draw(self,surface,offset):
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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]))
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def draw(self,surface,camera):
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# Get position on screen
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offsetx,offsety = camera.get_offset()
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posx_screen = self.posx-offsetx
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posy_screen = self.posy-offsety
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surface.blit(self.img,(posx_screen-self.rect[0],posy_screen-self.rect[1]))
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def is_out(self,carte):
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abs_pos = (self.pos_init[0]+self.deplacement[0],self.pos_init[1]+self.deplacement[1])
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if carte.mask.overlap(self.mask, (abs_pos[0]-self.rect.center[0],abs_pos[1]-self.rect.center[1])):
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if carte.mask.overlap(self.mask, (self.posx-self.rect.center[0],self.posy-self.rect.center[1])):
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# if (self.deplacement[0]+surface.get_width()/2<0-self.img.get_width() or
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# self.deplacement[1]+surface.get_height()/2<0-self.img.get_height() or
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# self.deplacement[0]+surface.get_width()/2>surface.get_width()+self.img.get_width() or
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