Add enemies that can die

master
grisel-davy 4 years ago
parent 387890a069
commit f59ca154d1

@ -25,9 +25,9 @@
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After

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@ -5,7 +5,7 @@
import pygame
from models import Game, Perso, Carte, Camera
from models import Game, Perso, Carte, Camera, Enemy
pygame.init()
@ -23,10 +23,12 @@ BLUE=(0,0,255)
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')
camera = Camera(660,1570,screen_width,screen_height,0.3)
game = Game(carte,perso,camera)
enemies = [Enemy('Plop',(300,300),'perso.png')]
game = Game(carte,perso,camera,enemies)
clock = pygame.time.Clock()

@ -18,10 +18,11 @@ deceleration = 1.1
class Game():
def __init__(self,carte,perso,camera):
def __init__(self,carte,perso,camera,enemies):
self.carte = carte
self.perso = perso
self.camera = camera
self.enemies = enemies
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):
if not proj.is_out(self.carte):
if not proj.is_out(self.carte,self):
proj.move()
proj.draw(surface,self.camera)
else:
@ -39,6 +40,9 @@ class Game():
for k in to_remove[::-1]:
del self.perso.projectiles[k]
for enemy in self.enemies:
enemy.draw(surface,self.camera)
self.perso.draw(surface,self.camera)
self.camera.draw(surface)
@ -62,7 +66,6 @@ class Carte():
surface.blit(self.wall,(self.posx-offsetx,self.posy-offsety))
class Camera():
def __init__(self,start_posx,start_posy,screen_width,screen_height,box_ratio):
self.posx = start_posx
@ -233,6 +236,29 @@ class Perso():
self.projectiles.append(new_proj)
self.last_fire = time()
class Enemy():
def __init__(self,name,position,texture):
self.name = name
self.posx = position[0]
self.posy = position[1]
self.img = pygame.image.load(img_path+texture).convert_alpha()
self.rect = self.img.get_rect()
self.mask = pygame.mask.from_surface(self.img)
def draw(self,surface,camera):
offsetx,offsety = camera.get_offset()
posx_screen = self.posx-offsetx
posy_screen = self.posy-offsety
surface.blit(self.img,(posx_screen-self.rect.center[0],posy_screen-self.rect.center[1]))
def die(self,game,index):
print(f"{self.name} died with honor.")
del game.enemies[index]
class Projectile(pygame.sprite.Sprite):
def __init__(self,name,texture,position,speed,angle):
@ -259,12 +285,20 @@ class Projectile(pygame.sprite.Sprite):
surface.blit(self.img,(posx_screen-self.rect[0],posy_screen-self.rect[1]))
def is_out(self,carte):
def is_out(self,carte,game):
# A projectile is out if it touches a wall or an enemy. Otherwise it continues.
impact = False
# Touchs a wall
if carte.mask.overlap(self.mask, (self.posx-self.rect.center[0],self.posy-self.rect.center[1])):
# if (self.deplacement[0]+surface.get_width()/2<0-self.img.get_width() or
# self.deplacement[1]+surface.get_height()/2<0-self.img.get_height() or
# self.deplacement[0]+surface.get_width()/2>surface.get_width()+self.img.get_width() or
# self.deplacement[1]+surface.get_height()/2>surface.get_height()+self.img.get_height()):
return True
else:
return False
impact = True
# Touchs an enemy
for k,enemy in enumerate(game.enemies):
if enemy.mask.overlap(self.mask, (enemy.posx+enemy.rect.center[0]-self.posx-self.rect.center[0],enemy.posy+enemy.rect.center[1]-self.posy-self.rect.center[1])):
print("Impact on enemy {} at position {}".format(enemy.name,(enemy.posx,enemy.posy)))
enemy.die(game,k)
impact = True
return impact
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