Framerate cap and rotating canon
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1dd0e781d8
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4 changed files with 66 additions and 27 deletions
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@ -25,9 +25,9 @@
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Before Width: | Height: | Size: 41 KiB After Width: | Height: | Size: 42 KiB |
BIN
asset/canon.png
Normal file
BIN
asset/canon.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 265 B |
21
main.py
21
main.py
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@ -6,6 +6,7 @@
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import pygame
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from models import Perso
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pygame.init()
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@ -20,23 +21,25 @@ WHITE=(255,255,255)
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BLUE=(0,0,255)
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RED=(255,0,0)
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perso1 = Perso('Alice',200,200,pygame.K_o,pygame.K_l,pygame.K_k,pygame.K_m,pygame.K_SPACE,'perso1','projectile1')
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perso2 = Perso('Bjorn',600,600,pygame.K_z,pygame.K_s,pygame.K_q,pygame.K_d,pygame.K_SPACE,'perso2','projectile2')
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perso = Perso('Alice',200,200,pygame.K_z,pygame.K_s,pygame.K_q,pygame.K_d,pygame.K_SPACE,'perso1','canon.png','projectile1')
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speed = 1
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clock = pygame.time.Clock()
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while not done:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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done = True
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keystate = pygame.key.get_pressed()
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perso1.check_keys(keystate,screen_width,screen_height,speed)
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perso2.check_keys(keystate,screen_width,screen_height,speed)
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perso.check_keys(keystate,screen_width,screen_height)
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screen.fill(BACKGROUND)
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perso1.draw(screen)
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perso2.draw(screen)
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pygame.display.flip()
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perso.draw(screen)
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pygame.display.flip()
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clock.tick(30)
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49
models.py
49
models.py
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@ -7,6 +7,7 @@ import pygame
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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
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decision_matrix = np.array([[0,1,2],[3,4,5],[6,7,8]])
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suffix_matrix = ['_up_left.png',
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@ -20,12 +21,12 @@ suffix_matrix = ['_up_left.png',
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'_down_right.png',]
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img_path = 'asset/'
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cap_speed = 2
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cap_speed = 10
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deceleration = 1.1
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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_proj):
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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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self.name = name
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self.posx = posx
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self.posy = posy
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@ -36,23 +37,24 @@ class Perso():
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self.key_left = key_left
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self.key_right = key_right
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self.key_fire = key_fire
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self.imgs = [pygame.image.load(img_path+texture+'_up_left.png'),
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pygame.image.load(img_path+texture+'_up.png'),
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pygame.image.load(img_path+texture+'_up_right.png'),
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pygame.image.load(img_path+texture+'_left.png'),
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pygame.image.load(img_path+texture+'_down.png'),
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pygame.image.load(img_path+texture+'_right.png'),
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pygame.image.load(img_path+texture+'_down_left.png'),
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pygame.image.load(img_path+texture+'_down.png'),
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pygame.image.load(img_path+texture+'_down_right.png'),]
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self.imgs = [pygame.image.load(img_path+texture+'_up_left.png').convert_alpha(),
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pygame.image.load(img_path+texture+'_up.png').convert_alpha(),
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pygame.image.load(img_path+texture+'_up_right.png').convert_alpha(),
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pygame.image.load(img_path+texture+'_left.png').convert_alpha(),
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pygame.image.load(img_path+texture+'_down.png').convert_alpha(),
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pygame.image.load(img_path+texture+'_right.png').convert_alpha(),
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pygame.image.load(img_path+texture+'_down_left.png').convert_alpha(),
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pygame.image.load(img_path+texture+'_down.png').convert_alpha(),
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pygame.image.load(img_path+texture+'_down_right.png').convert_alpha(),]
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self.img = self.imgs[0]
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self.canon = pygame.image.load(img_path+texture_canon).convert_alpha()
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self.texture_proj = texture_proj
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self.size = self.img.get_size()
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self.projectiles = []
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self.last_fire = time()
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def check_keys(self,keystate,screen_width,screen_height,speed):
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def check_keys(self,keystate,screen_width,screen_height):
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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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@ -122,8 +124,25 @@ class Perso():
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# select img
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index = decision_matrix[self.direction[1]+1,self.direction[0]+1]
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self.img = self.imgs[index]
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surface.blit(self.img,(self.posx,self.posy))
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#print("Projectiles for {}: {}".format(self.name,len(self.projectiles)))
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#Calculate canon rotation:
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x_mouse, y_mouse = pygame.mouse.get_pos()
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if x_mouse==self.posx:
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x_mouse+=0.1
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degres = degrees(abs(atan((y_mouse-self.posy)/(x_mouse-self.posx))))
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if y_mouse > self.posy:
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degres = -degres
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if x_mouse < self.posx:
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degres = 180-degres
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canon = pygame.transform.rotate(self.canon,degres)
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# Get rects
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perso_rect = self.img.get_rect()
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canon_rect = canon.get_rect()
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surface.blit(self.img,(self.posx-perso_rect.center[0],self.posy-perso_rect.center[1]))
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surface.blit(canon,(self.posx-canon_rect.center[0],self.posy-canon_rect.center[1]))
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def fire(self,name,texture):
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if (time()-self.last_fire> 0.2):
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@ -142,7 +161,7 @@ class Projectile():
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self.direction = direction
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index = decision_matrix[self.direction[1]+1,self.direction[0]+1]
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self.img = pygame.image.load(img_path+texture+suffix_matrix[index])
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self.img = pygame.image.load(img_path+texture+suffix_matrix[index]).convert_alpha()
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def move(self):
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self.position = (self.position[0]+self.speed*self.direction[0],self.position[1]+self.speed*self.direction[1])
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