Add basic lifebar
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f59ca154d1
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2 changed files with 43 additions and 27 deletions
9
main.py
9
main.py
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@ -5,7 +5,7 @@
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import pygame
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import pygame
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from models import Game, Perso, Carte, Camera, Enemy
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from models import Game, Player, Carte, Camera, Enemy, Hud
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pygame.init()
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pygame.init()
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@ -25,10 +25,11 @@ RED=(255,0,0)
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carte = Carte('map1')
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carte = Carte('map1')
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# possible positions: 300,300: 1400,1000: 2700,400, 2800,1600
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# possible positions: 300,300: 1400,1000: 2700,400, 2800,1600
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# click = 323
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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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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')
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camera = Camera(660,1570,screen_width,screen_height,0.3)
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camera = Camera(660,1570,screen_width,screen_height,0.3)
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enemies = [Enemy('Plop',(300,300),'perso.png')]
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enemies = [Enemy('Plop',(300,300),'perso.png')]
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game = Game(carte,perso,camera,enemies)
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hud = Hud(player)
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game = Game(carte,player,camera,enemies,hud)
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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@ -40,7 +41,7 @@ while not done:
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keystate = pygame.key.get_pressed() + pygame.mouse.get_pressed()
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keystate = pygame.key.get_pressed() + pygame.mouse.get_pressed()
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perso.check_keys(keystate,screen_width,screen_height,carte,camera)
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player.check_keys(keystate,screen_width,screen_height,carte,camera)
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screen.fill(BACKGROUND)
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screen.fill(BACKGROUND)
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61
models.py
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models.py
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@ -18,11 +18,12 @@ deceleration = 1.1
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class Game():
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class Game():
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def __init__(self,carte,perso,camera,enemies):
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def __init__(self,carte,player,camera,enemies,hud):
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self.carte = carte
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self.carte = carte
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self.perso = perso
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self.player = player
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self.camera = camera
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self.camera = camera
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self.enemies = enemies
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self.enemies = enemies
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self.hud = hud
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def draw(self,surface):
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def draw(self,surface):
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# draw the map
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# draw the map
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@ -30,7 +31,7 @@ class Game():
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# draw the projectiles and remove them if needed
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# draw the projectiles and remove them if needed
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to_remove = []
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to_remove = []
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for k,proj in enumerate(self.perso.projectiles):
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for k,proj in enumerate(self.player.projectiles):
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if not proj.is_out(self.carte,self):
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if not proj.is_out(self.carte,self):
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proj.move()
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proj.move()
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proj.draw(surface,self.camera)
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proj.draw(surface,self.camera)
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@ -38,18 +39,28 @@ class Game():
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to_remove.append(k)
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to_remove.append(k)
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if to_remove != []:
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if to_remove != []:
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for k in to_remove[::-1]:
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for k in to_remove[::-1]:
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del self.perso.projectiles[k]
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del self.player.projectiles[k]
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for enemy in self.enemies:
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for enemy in self.enemies:
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enemy.draw(surface,self.camera)
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enemy.draw(surface,self.camera)
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self.perso.draw(surface,self.camera)
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self.player.draw(surface,self.camera)
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self.camera.draw(surface)
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self.camera.draw(surface)
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self.hud.draw(surface)
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def get_offset(self):
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def get_offset(self):
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#Return the position of the elements on the screen (camera)
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#Return the position of the elements on the screen (camera)
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return (self.perso.posx-self.camera.posx,self.perso.posy-self.camera.posy)
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return (self.player.posx-self.camera.posx,self.player.posy-self.camera.posy)
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class Hud():
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def __init__(self,player):
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self.player = player
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self.ratio = 1
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def draw(self,surface):
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# draw the life bar
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pygame.draw.rect(surface,(255,0,0),(10,10,round(self.player.life/100*surface.get_width()/3),30),0)
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pygame.draw.rect(surface,(255,255,255),(10,10,int(surface.get_width()/3),30),3)
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class Carte():
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class Carte():
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@ -87,7 +98,7 @@ class Camera():
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return (int(self.posx-self.screen_width/2),int(self.posy-self.screen_height/2))
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return (int(self.posx-self.screen_width/2),int(self.posy-self.screen_height/2))
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class Perso():
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class Player():
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def __init__(self,name,posx,posy,center_screen,key_up,key_down,key_left,key_right,key_fire,texture,texture_canon,texture_proj):
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def __init__(self,name,posx,posy,center_screen,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.name = name
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self.posx = posx
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self.posx = posx
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@ -100,21 +111,26 @@ class Perso():
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self.key_right = key_right
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self.key_right = key_right
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self.key_fire = key_fire
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self.key_fire = key_fire
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self.img_perso = pygame.image.load(img_path+texture).convert_alpha()
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self.img_player = pygame.image.load(img_path+texture).convert_alpha()
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self.perso = self.img_perso
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self.player = self.img_player
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self.perso_rect = self.perso.get_rect()
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self.player_rect = self.player.get_rect()
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self.mask = pygame.mask.from_surface(self.img_perso)
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self.mask = pygame.mask.from_surface(self.img_player)
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self.img_canon = pygame.image.load(img_path+texture_canon).convert_alpha()
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self.img_canon = pygame.image.load(img_path+texture_canon).convert_alpha()
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self.canon = self.img_canon
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self.canon = self.img_canon
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self.canon_rect = self.canon.get_rect()
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self.canon_rect = self.canon.get_rect()
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self.degres_perso = 0
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self.degres_player = 0
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self.degres_canon = 0
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self.degres_canon = 0
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self.texture_proj = texture_proj
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self.texture_proj = texture_proj
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self.projectiles = []
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self.projectiles = []
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self.last_fire = time()
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self.last_fire = time()
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# RP attributes:
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self.life = 100
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self.ammo = 50
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def check_keys(self,keystate,screen_width,screen_height,carte,camera):
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def check_keys(self,keystate,screen_width,screen_height,carte,camera):
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# If an interresting key is pressed
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# If an interresting key is pressed
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@ -147,13 +163,13 @@ class Perso():
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posx_screen = self.posx-offsetx
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posx_screen = self.posx-offsetx
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posy_screen = self.posy-offsety
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posy_screen = self.posy-offsety
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# perso in the box:
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# player in the box:
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if camera.box.collidepoint(posx_screen,posy_screen):
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if camera.box.collidepoint(posx_screen,posy_screen):
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# X AXIS
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# X AXIS
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temp_pos = self.posx
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temp_pos = self.posx
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self.posx = self.posx+self.speed[0]
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self.posx = self.posx+self.speed[0]
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if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
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if carte.mask.overlap(self.mask, (self.posx-self.player_rect.center[0],self.posy-self.player_rect.center[1])):
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self.posx = temp_pos
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self.posx = temp_pos
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self.speed[0] = 0
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self.speed[0] = 0
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@ -166,7 +182,7 @@ class Perso():
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# Y AXIS
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# Y AXIS
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temp_pos = self.posy
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temp_pos = self.posy
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self.posy = self.posy+self.speed[1]
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self.posy = self.posy+self.speed[1]
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if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
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if carte.mask.overlap(self.mask, (self.posx-self.player_rect.center[0],self.posy-self.player_rect.center[1])):
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self.posy = temp_pos
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self.posy = temp_pos
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self.speed[1] = 0
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self.speed[1] = 0
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@ -177,25 +193,25 @@ class Perso():
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camera.posy = camera.posy + self.speed[1]
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camera.posy = camera.posy + self.speed[1]
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# perso not in the box
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# player not in the box
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else:
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else:
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# X AXIS
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# X AXIS
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temp_pos = self.posx
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temp_pos = self.posx
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self.posx = self.posx+self.speed[0]
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self.posx = self.posx+self.speed[0]
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if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
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if carte.mask.overlap(self.mask, (self.posx-self.player_rect.center[0],self.posy-self.player_rect.center[1])):
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self.posx = temp_pos
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self.posx = temp_pos
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self.speed[0] = 0
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self.speed[0] = 0
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# If the perso really move, camera follow
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# If the player really move, camera follow
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else:
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else:
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camera.posx = camera.posx + self.posx-temp_pos
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camera.posx = camera.posx + self.posx-temp_pos
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# Y AXIS
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# Y AXIS
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temp_pos = self.posy
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temp_pos = self.posy
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self.posy = self.posy+self.speed[1]
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self.posy = self.posy+self.speed[1]
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if carte.mask.overlap(self.mask, (self.posx-self.perso_rect.center[0],self.posy-self.perso_rect.center[1])):
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if carte.mask.overlap(self.mask, (self.posx-self.player_rect.center[0],self.posy-self.player_rect.center[1])):
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self.posy = temp_pos
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self.posy = temp_pos
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self.speed[1] = 0
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self.speed[1] = 0
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# If the perso really move, camera follow
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# If the player really move, camera follow
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else:
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else:
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camera.posy = camera.posy + self.posy-temp_pos
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camera.posy = camera.posy + self.posy-temp_pos
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@ -221,11 +237,11 @@ class Perso():
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self.canon = pygame.transform.rotate(self.img_canon,self.degres_canon)
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self.canon = pygame.transform.rotate(self.img_canon,self.degres_canon)
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# Get rects
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# Get rects
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self.perso_rect = self.perso.get_rect()
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self.player_rect = self.player.get_rect()
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self.canon_rect = self.canon.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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# 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.player,(posx_screen-self.player_rect.center[0],posy_screen-self.player_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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surface.blit(self.canon,(posx_screen-self.canon_rect.center[0],posy_screen-self.canon_rect.center[1]))
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#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)
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#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)
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@ -258,7 +274,6 @@ class Enemy():
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del game.enemies[index]
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del game.enemies[index]
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class Projectile(pygame.sprite.Sprite):
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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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def __init__(self,name,texture,position,speed,angle):
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