Add pause screen as transp overlay

master
grisel-davy 4 years ago
parent 9c71bd0312
commit ca7d32cb3e

@ -12,4 +12,12 @@ acceleration : 2
deceleration : 1.1
# Projectile
max_fire_rate : 10
max_fire_rate : 10
# Controls (not used yet)
up : z
right : d
down : s
left : q
fire :
pause : escape

@ -4,6 +4,7 @@
### Author: Arthur 'Grizzly' Grisel-Davy
import pygame
import yaml
from models import Game, Player, Carte, Camera, Enemy, Hud
@ -14,7 +15,6 @@ 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
BACKGROUND=(200,200,200)
@ -22,9 +22,22 @@ WHITE=(255,255,255)
BLUE=(0,0,255)
RED=(255,0,0)
# with open(r'./config.yaml') as file:
# data = yaml.load(file,Loader=yaml.FullLoader)
# up = pygame.key.key_code(data['up'])
# right = pygame.key.key_code(data['right'])
# down = pygame.key.key_code(data['down'])
# left = pygame.key.key_code(data['left'])
# pause = pygame.key.key_code(data['pause'])
# print(up,right,down,left,pause)
pause_screen = pygame.Surface((screen_width,screen_height))
pause_screen.set_alpha(128)
pause_screen.fill((255,255,255))
carte = Carte(n=5)
# possible positions: 300,300: 1400,1000: 2700,400, 2800,1600
# click = 323
start_pos = carte.player_start_pos
player = Player('Alice',start_pos,center_screen,pygame.K_z,pygame.K_s,pygame.K_q,pygame.K_d,323,'perso.png','canon.png','projectile1_right.png')
camera = Camera(start_pos,screen_width,screen_height,0.3)
@ -34,21 +47,30 @@ game = Game(carte,player,camera,[],hud)
clock = pygame.time.Clock()
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
keystate = pygame.key.get_pressed() + pygame.mouse.get_pressed()
keystate = pygame.key.get_pressed() + pygame.mouse.get_pressed()
if keystate[pygame.K_ESCAPE]:
game.pause = not game.pause
if not game.pause:
player.check_keys(keystate,screen_width,screen_height,carte,camera)
screen.fill(BACKGROUND)
game.draw(screen)
if game.pause:
screen.blit(pause_screen, (0,0))
screen.fill(BACKGROUND)
game.draw(screen)
pygame.display.flip()
pygame.display.flip()
clock.tick(60)
clock.tick(60)

@ -24,6 +24,7 @@ with open(r'./config.yaml') as file:
class Game():
def __init__(self,carte,player,camera,enemies,hud):
self.pause = False
self.carte = carte
self.player = player
self.camera = camera
@ -38,7 +39,8 @@ class Game():
to_remove = []
for k,proj in enumerate(self.player.projectiles):
if not proj.is_out(self.carte,self):
proj.move()
if not self.pause:
proj.move()
proj.draw(surface,self.camera)
else:
to_remove.append(k)
@ -49,7 +51,7 @@ class Game():
for enemy in self.enemies:
enemy.draw(surface,self.camera)
self.player.draw(surface,self.camera)
self.player.draw(surface,self.camera,self)
self.camera.draw(surface)
self.hud.draw(surface)
@ -234,7 +236,7 @@ class Player():
self.fire('bullet','asset/projectile')
def draw(self,surface,camera):
def draw(self,surface,camera,game):
#Get offset and compute player position in screen
offsetx,offsety = camera.get_offset()
@ -242,13 +244,14 @@ class Player():
posy_screen = self.posy-offsety
#Calculate canon rotation:
x_mouse, y_mouse = pygame.mouse.get_pos()
if x_mouse==posx_screen:
x_mouse+=0.1
self.degres_canon = -1*degrees(atan((y_mouse-posy_screen)/(x_mouse-posx_screen)))
if x_mouse < posx_screen:
self.degres_canon = 180+self.degres_canon
self.canon = pygame.transform.rotate(self.img_canon,self.degres_canon)
if not game.pause:
x_mouse, y_mouse = pygame.mouse.get_pos()
if x_mouse==posx_screen:
x_mouse+=0.1
self.degres_canon = -1*degrees(atan((y_mouse-posy_screen)/(x_mouse-posx_screen)))
if x_mouse < posx_screen:
self.degres_canon = 180+self.degres_canon
self.canon = pygame.transform.rotate(self.img_canon,self.degres_canon)
# Get rects
self.rect = self.player.get_rect()

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