# -*- coding: UTF-8 -*- ### Tangled Mind ### Author: Arthur 'Grizzly' Grisel-Davy import pygame from time import time from math import atan, degrees,radians, cos, sin img_path = 'asset/' cap_speed = 10 acceleration = 2 deceleration = 1.1 class Game(): def __init__(self,carte,perso): self.carte = carte self.perso = perso def draw(self,surface): # draw the map self.carte.draw(surface,self.perso.get_draw_offset()) # draw the projectiles and remove them if needed to_remove = [] for k,proj in enumerate(self.perso.projectiles): if not proj.is_out(surface): proj.move() proj.draw(surface, self.perso.get_draw_offset()) else: to_remove.append(k) if to_remove != []: for k in to_remove[::-1]: del self.perso.projectiles[k] self.perso.draw(surface) class Carte(): def __init__(self,texture): self.img = pygame.image.load('maps/'+texture).convert_alpha() self.rect = self.img.get_rect() self.mask = pygame.mask.from_surface(self.img) def draw(self,surface,offset): surface.blit(self.img,offset) class Perso(): 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 self.posy = posy self.posx_screen = center_screen[0] self.posy_screen = center_screen[1] self.speed = [0,0] self.key_up = key_up self.key_down = key_down self.key_left = key_left self.key_right = key_right self.key_fire = key_fire self.img = pygame.image.load(img_path+texture).convert_alpha() self.perso_rect = self.img.get_rect() self.mask = pygame.mask.from_surface(self.img) self.canon = pygame.image.load(img_path+texture_canon).convert_alpha() self.canon_rect = self.canon.get_rect() self.degres_perso = 0 self.degres_canon = 0 self.texture_proj = texture_proj self.size = self.img.get_size() self.projectiles = [] self.last_fire = time() def check_keys(self,keystate,screen_width,screen_height,carte): # If an interresting key is pressed if keystate[self.key_left] or keystate[self.key_right] or keystate[self.key_up] or keystate[self.key_down]: if keystate[self.key_left]: self.speed[0] -= acceleration if self.speed[0] < -cap_speed: self.speed[0] = -cap_speed if keystate[self.key_right]: self.speed[0] += acceleration if self.speed[0] > cap_speed: self.speed[0] = cap_speed if keystate[self.key_up]: self.speed[1] -= acceleration if self.speed[1] < -cap_speed: self.speed[1] = -cap_speed if keystate[self.key_down]: self.speed[1] += acceleration if self.speed[1] > cap_speed: self.speed[1] = cap_speed # Begin the deceleration if not (keystate[self.key_left] or keystate[self.key_right]): self.speed[0] = int(self.speed[0]/deceleration) if not (keystate[self.key_up] or keystate[self.key_down]): self.speed[1] = int(self.speed[1]/deceleration) # Update the position on x axis 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])): self.posx = self.posx-self.speed[0] # Update the position on y axis 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])): self.posy = self.posy-self.speed[1] if keystate[self.key_fire]: self.fire('fireball','asset/projectile') def draw(self,surface): #Calculate player rotation: if self.speed[0]!=0: self.degres_perso = -1*degrees(atan(self.speed[1]/self.speed[0])) if self.speed[0] < 0: self.degres_perso = 180+self.degres_perso else: self.degres_perso = ((self.speed[1]>0)*2-1)*-90 perso = pygame.transform.rotate(self.img,self.degres_perso) #Calculate canon rotation: x_mouse, y_mouse = pygame.mouse.get_pos() if x_mouse==self.posx_screen: x_mouse+=0.1 self.degres_canon = -1*degrees(atan((y_mouse-self.posy_screen)/(x_mouse-self.posx_screen))) if x_mouse < self.posx_screen: self.degres_canon = 180+self.degres_canon canon = pygame.transform.rotate(self.canon,self.degres_canon) # Get rects self.perso_rect = perso.get_rect() self.canon_rect = canon.get_rect() # Blits surface.blit(perso,(self.posx_screen-self.perso_rect.center[0],self.posy_screen-self.perso_rect.center[1])) hitbox = pygame.Rect(self.posx_screen-self.perso_rect.center[0],self.posy_screen-self.perso_rect.center[1],self.perso_rect[2],self.perso_rect[3]) #print(hitbox) surface.blit(canon,(self.posx_screen-self.canon_rect.center[0],self.posy_screen-self.canon_rect.center[1])) #pygame.draw.rect(surface, (255,0,0), hitbox, 2) def fire(self,name,texture): if (time()-self.last_fire> 0.2): new_proj = Projectile(name,self.texture_proj,(self.posx,self.posy),20,self.degres_canon) self.projectiles.append(new_proj) self.last_fire = time() def get_draw_offset(self): return((self.posx_screen-self.posx,self.posy_screen-self.posy)) class Projectile(): def __init__(self,name,texture,position,speed,angle): self.name = name self.speed = speed self.pos_init = position self.deplacement = [0,0] self.direction = direction = [cos(radians(angle)),-sin(radians(angle))] self.img = pygame.transform.rotate(pygame.image.load(img_path+texture).convert_alpha(),angle) self.rect = self.img.get_rect() def move(self): self.deplacement = (round(self.deplacement[0]+self.speed*self.direction[0]),round(self.deplacement[1]+self.speed*self.direction[1])) def draw(self,surface,offset): surface.blit(self.img,(offset[0]+self.pos_init[0]+self.deplacement[0]-self.rect[0],offset[1]+self.pos_init[1]+self.deplacement[1]-self.rect[1])) def is_out(self,surface): 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