# -*- coding: UTF-8 -*- ### Tangled Mind ### Author: Arthur 'Grizzly' Grisel-Davy import pygame from time import time from math import atan, degrees,radians, cos, sin from utils import * img_path = 'asset/' max_fire_rate = 10 # in fires per seconds cap_speed = 10 acceleration = 2 deceleration = 1.1 class Game(): def __init__(self,carte,player,camera,enemies,hud): self.carte = carte self.player = player self.camera = camera self.enemies = enemies self.hud = hud def draw(self,surface): # draw the map self.carte.draw(surface,self.camera) # draw the projectiles and remove them if needed to_remove = [] for k,proj in enumerate(self.player.projectiles): if not proj.is_out(self.carte,self): proj.move() proj.draw(surface,self.camera) else: to_remove.append(k) if to_remove != []: for k in to_remove[::-1]: del self.player.projectiles[k] for enemy in self.enemies: enemy.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.player.posx-self.camera.posx,self.player.posy-self.camera.posy) class Hud(): def __init__(self,player): self.player = player self.ratio = 1 self.font = pygame.font.SysFont('GlacialIndifference-Regular', 72) 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) text = self.font.render(str(self.player.ammo), True, (255, 255, 255)) surface.blit(text, (int(surface.get_width()-1.5*text.get_width()),int(surface.get_height()-1.5*text.get_height()))) class Carte(): def __init__(self,n): self.carte, self.player_start_pos, self.back = map_generator(n) def draw(self,surface,camera): offsetx,offsety = camera.get_offset() for room in self.carte: surface.blit(self.back,(room[2][0]-offsetx,room[2][1]-offsety)) surface.blit(room[0],(room[2][0]-offsetx,room[2][1]-offsety)) def collision(self,thing): #print(f"player in position {thing.posx,thing.posy}") for room in self.carte: if room[1].overlap(thing.mask, (thing.posx-thing.rect.center[0]-room[2][0],thing.posy-thing.rect.center[1]-room[2][1])): return True return False class Camera(): def __init__(self,start_pos,screen_width,screen_height,box_ratio): self.posx = start_pos[0] self.posy = start_pos[1] self.screen_height = screen_height self.screen_width = screen_width self.box_ratio = box_ratio self.box = pygame.Rect(int(screen_width*box_ratio), int(screen_height*box_ratio), int(screen_width*(1-2*box_ratio)), int(screen_height*(1-2*box_ratio))) def draw(self,surface): pass # pygame.draw.line(surface, (255,0,0), (int(surface.get_width()/2-20),int(surface.get_height()/2)), (int(surface.get_width()/2+20),int(surface.get_height()/2)), 3) # pygame.draw.line(surface, (255,0,0), (int(surface.get_width()/2),int(surface.get_height()/2-20)), (int(surface.get_width()/2),int(surface.get_height()/2+20)), 3) # pygame.draw.rect(surface, (0,255,0), self.box, 3) def get_offset(self): return (int(self.posx-self.screen_width/2),int(self.posy-self.screen_height/2)) class Player(): def __init__(self,name,start_pos,center_screen,key_up,key_down,key_left,key_right,key_fire,texture,texture_canon,texture_proj): self.name = name self.posx = start_pos[0] self.posy = start_pos[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_player = pygame.image.load(img_path+texture).convert_alpha() self.player = self.img_player self.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_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 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 print("PLOP") 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) # get pos of player on screen to check collision with the movement box offsetx,offsety = camera.get_offset() posx_screen = self.posx-offsetx posy_screen = self.posy-offsety # 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.collision(self): self.posx = temp_pos self.speed[0] = 0 # Recalculate position on screen to detect an exit of the box posx_screen = self.posx-offsetx if not camera.box.collidepoint(posx_screen,posy_screen): # Exit of the box, move the box so that the player stays in it camera.posx = camera.posx + self.speed[0] # Y AXIS temp_pos = self.posy self.posy = self.posy+self.speed[1] if carte.collision(self): self.posy = temp_pos self.speed[1] = 0 # Recalculate position on screen to detect an exit of the box posy_screen = self.posy-offsety if not camera.box.collidepoint(posx_screen,posy_screen): # Exit of the box, move the box so that the player stays in it camera.posy = camera.posy + self.speed[1] # player not in the box else: # X AXIS temp_pos = self.posx self.posx = self.posx+self.speed[0] if carte.collision(self): self.posx = temp_pos self.speed[0] = 0 # 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.collision(self): self.posy = temp_pos self.speed[1] = 0 # If the player really move, camera follow else: camera.posy = camera.posy + self.posy-temp_pos if keystate[self.key_fire]: self.fire('bullet','asset/projectile') def draw(self,surface,camera): #Get offset and compute player position in screen offsetx,offsety = camera.get_offset() posx_screen = self.posx-offsetx posy_screen = self.posy-offsety #Calculate canon rotation: x_mouse, y_mouse = pygame.mouse.get_pos() if x_mouse==posx_screen: x_mouse+=0.1 self.degres_canon = -1*degrees(atan((y_mouse-posy_screen)/(x_mouse-posx_screen))) if x_mouse < posx_screen: self.degres_canon = 180+self.degres_canon self.canon = pygame.transform.rotate(self.img_canon,self.degres_canon) # Get rects self.rect = self.player.get_rect() self.canon_rect = self.canon.get_rect() # blit player and canon surface.blit(self.player,(posx_screen-self.rect.center[0],posy_screen-self.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) def fire(self,name,texture): if (time()-self.last_fire> 1/max_fire_rate): new_proj = Projectile(name,self.texture_proj,(self.posx,self.posy),20,self.degres_canon) self.projectiles.append(new_proj) self.last_fire = time() self.ammo = self.ammo -1 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(): def __init__(self,name,texture,position,speed,angle): self.name = name self.speed = speed self.posx = position[0] self.posy = position[1] #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() self.mask = pygame.mask.from_surface(self.img) def move(self): self.posx = round(self.posx+self.speed*self.direction[0]) self.posy = round(self.posy+self.speed*self.direction[1]) #self.deplacement = (round(self.deplacement[0]+self.speed*self.direction[0]),round(self.deplacement[1]+self.speed*self.direction[1])) def draw(self,surface,camera): # Get position on screen offsetx,offsety = camera.get_offset() posx_screen = self.posx-offsetx posy_screen = self.posy-offsety surface.blit(self.img,(posx_screen-self.rect[0],posy_screen-self.rect[1])) 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.collision(self): 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