Add basic lifebar
This commit is contained in:
parent
f59ca154d1
commit
f0eec65dad
2 changed files with 43 additions and 27 deletions
9
main.py
9
main.py
|
@ -5,7 +5,7 @@
|
|||
|
||||
import pygame
|
||||
|
||||
from models import Game, Perso, Carte, Camera, Enemy
|
||||
from models import Game, Player, Carte, Camera, Enemy, Hud
|
||||
|
||||
pygame.init()
|
||||
|
||||
|
@ -25,10 +25,11 @@ RED=(255,0,0)
|
|||
carte = Carte('map1')
|
||||
# possible positions: 300,300: 1400,1000: 2700,400, 2800,1600
|
||||
# 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')
|
||||
player = Player('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)
|
||||
enemies = [Enemy('Plop',(300,300),'perso.png')]
|
||||
game = Game(carte,perso,camera,enemies)
|
||||
hud = Hud(player)
|
||||
game = Game(carte,player,camera,enemies,hud)
|
||||
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
|
@ -40,7 +41,7 @@ while not done:
|
|||
|
||||
keystate = pygame.key.get_pressed() + pygame.mouse.get_pressed()
|
||||
|
||||
perso.check_keys(keystate,screen_width,screen_height,carte,camera)
|
||||
player.check_keys(keystate,screen_width,screen_height,carte,camera)
|
||||
|
||||
|
||||
screen.fill(BACKGROUND)
|
||||
|
|
61
models.py
61
models.py
|
@ -18,11 +18,12 @@ deceleration = 1.1
|
|||
|
||||
|
||||
class Game():
|
||||
def __init__(self,carte,perso,camera,enemies):
|
||||
def __init__(self,carte,player,camera,enemies,hud):
|
||||
self.carte = carte
|
||||
self.perso = perso
|
||||
self.player = player
|
||||
self.camera = camera
|
||||
self.enemies = enemies
|
||||
self.hud = hud
|
||||
|
||||
def draw(self,surface):
|
||||
# draw the map
|
||||
|
@ -30,7 +31,7 @@ class Game():
|
|||
|
||||
# draw the projectiles and remove them if needed
|
||||
to_remove = []
|
||||
for k,proj in enumerate(self.perso.projectiles):
|
||||
for k,proj in enumerate(self.player.projectiles):
|
||||
if not proj.is_out(self.carte,self):
|
||||
proj.move()
|
||||
proj.draw(surface,self.camera)
|
||||
|
@ -38,18 +39,28 @@ class Game():
|
|||
to_remove.append(k)
|
||||
if to_remove != []:
|
||||
for k in to_remove[::-1]:
|
||||
del self.perso.projectiles[k]
|
||||
del self.player.projectiles[k]
|
||||
|
||||
for enemy in self.enemies:
|
||||
enemy.draw(surface,self.camera)
|
||||
|
||||
self.perso.draw(surface,self.camera)
|
||||
self.player.draw(surface,self.camera)
|
||||
self.camera.draw(surface)
|
||||
self.hud.draw(surface)
|
||||
|
||||
def get_offset(self):
|
||||
#Return the position of the elements on the screen (camera)
|
||||
return (self.perso.posx-self.camera.posx,self.perso.posy-self.camera.posy)
|
||||
return (self.player.posx-self.camera.posx,self.player.posy-self.camera.posy)
|
||||
|
||||
class Hud():
|
||||
def __init__(self,player):
|
||||
self.player = player
|
||||
self.ratio = 1
|
||||
|
||||
def draw(self,surface):
|
||||
# draw the life bar
|
||||
pygame.draw.rect(surface,(255,0,0),(10,10,round(self.player.life/100*surface.get_width()/3),30),0)
|
||||
pygame.draw.rect(surface,(255,255,255),(10,10,int(surface.get_width()/3),30),3)
|
||||
|
||||
|
||||
class Carte():
|
||||
|
@ -87,7 +98,7 @@ class Camera():
|
|||
return (int(self.posx-self.screen_width/2),int(self.posy-self.screen_height/2))
|
||||
|
||||
|
||||
class Perso():
|
||||
class Player():
|
||||
def __init__(self,name,posx,posy,center_screen,key_up,key_down,key_left,key_right,key_fire,texture,texture_canon,texture_proj):
|
||||
self.name = name
|
||||
self.posx = posx
|
||||
|
@ -100,21 +111,26 @@ class Perso():
|
|||
self.key_right = key_right
|
||||
self.key_fire = key_fire
|
||||
|
||||
self.img_perso = pygame.image.load(img_path+texture).convert_alpha()
|
||||
self.perso = self.img_perso
|
||||
self.perso_rect = self.perso.get_rect()
|
||||
self.mask = pygame.mask.from_surface(self.img_perso)
|
||||
self.img_player = pygame.image.load(img_path+texture).convert_alpha()
|
||||
self.player = self.img_player
|
||||
self.player_rect = self.player.get_rect()
|
||||
self.mask = pygame.mask.from_surface(self.img_player)
|
||||
|
||||
self.img_canon = pygame.image.load(img_path+texture_canon).convert_alpha()
|
||||
self.canon = self.img_canon
|
||||
self.canon_rect = self.canon.get_rect()
|
||||
self.degres_perso = 0
|
||||
self.degres_player = 0
|
||||
self.degres_canon = 0
|
||||
self.texture_proj = texture_proj
|
||||
|
||||
self.projectiles = []
|
||||
self.last_fire = time()
|
||||
|
||||
# RP attributes:
|
||||
self.life = 100
|
||||
self.ammo = 50
|
||||
|
||||
|
||||
def check_keys(self,keystate,screen_width,screen_height,carte,camera):
|
||||
|
||||
# If an interresting key is pressed
|
||||
|
@ -147,13 +163,13 @@ class Perso():
|
|||
posx_screen = self.posx-offsetx
|
||||
posy_screen = self.posy-offsety
|
||||
|
||||
# perso in the box:
|
||||
# player in the box:
|
||||
if camera.box.collidepoint(posx_screen,posy_screen):
|
||||
|
||||
# X AXIS
|
||||
temp_pos = self.posx
|
||||
self.posx = self.posx+self.speed[0]
|
||||
if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
|
||||
if carte.mask.overlap(self.mask, (self.posx-self.player_rect.center[0],self.posy-self.player_rect.center[1])):
|
||||
self.posx = temp_pos
|
||||
self.speed[0] = 0
|
||||
|
||||
|
@ -166,7 +182,7 @@ class Perso():
|
|||
# Y AXIS
|
||||
temp_pos = self.posy
|
||||
self.posy = self.posy+self.speed[1]
|
||||
if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
|
||||
if carte.mask.overlap(self.mask, (self.posx-self.player_rect.center[0],self.posy-self.player_rect.center[1])):
|
||||
self.posy = temp_pos
|
||||
self.speed[1] = 0
|
||||
|
||||
|
@ -177,25 +193,25 @@ class Perso():
|
|||
camera.posy = camera.posy + self.speed[1]
|
||||
|
||||
|
||||
# perso not in the box
|
||||
# player not in the box
|
||||
else:
|
||||
# X AXIS
|
||||
temp_pos = self.posx
|
||||
self.posx = self.posx+self.speed[0]
|
||||
if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
|
||||
if carte.mask.overlap(self.mask, (self.posx-self.player_rect.center[0],self.posy-self.player_rect.center[1])):
|
||||
self.posx = temp_pos
|
||||
self.speed[0] = 0
|
||||
# If the perso really move, camera follow
|
||||
# If the player really move, camera follow
|
||||
else:
|
||||
camera.posx = camera.posx + self.posx-temp_pos
|
||||
|
||||
# Y AXIS
|
||||
temp_pos = self.posy
|
||||
self.posy = self.posy+self.speed[1]
|
||||
if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
|
||||
if carte.mask.overlap(self.mask, (self.posx-self.player_rect.center[0],self.posy-self.player_rect.center[1])):
|
||||
self.posy = temp_pos
|
||||
self.speed[1] = 0
|
||||
# If the perso really move, camera follow
|
||||
# If the player really move, camera follow
|
||||
else:
|
||||
camera.posy = camera.posy + self.posy-temp_pos
|
||||
|
||||
|
@ -221,11 +237,11 @@ class Perso():
|
|||
self.canon = pygame.transform.rotate(self.img_canon,self.degres_canon)
|
||||
|
||||
# Get rects
|
||||
self.perso_rect = self.perso.get_rect()
|
||||
self.player_rect = self.player.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.player,(posx_screen-self.player_rect.center[0],posy_screen-self.player_rect.center[1]))
|
||||
surface.blit(self.canon,(posx_screen-self.canon_rect.center[0],posy_screen-self.canon_rect.center[1]))
|
||||
|
||||
#pygame.draw.rect(surface, (255,0,0), (int(move_box_ratio*scwidth),int(move_box_ratio*scheight),int(scwidth*(1-2*move_box_ratio)),int(scheight*(1-2*move_box_ratio))), 2)
|
||||
|
@ -258,7 +274,6 @@ class Enemy():
|
|||
del game.enemies[index]
|
||||
|
||||
|
||||
|
||||
class Projectile(pygame.sprite.Sprite):
|
||||
|
||||
def __init__(self,name,texture,position,speed,angle):
|
||||
|
|
Loading…
Reference in a new issue