# -*- coding: UTF-8 -*- ### Tangled Mind ### Author: Arthur 'Grizzly' Grisel-Davy import pygame from time import time class Perso(): def __init__(self,name,posx,posy,key_up,key_down,key_left,key_right,key_fire,texture): self.name = name self.posx = posx self.posy = posy self.direction = (0,-1) 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_up = pygame.image.load(texture+'_up.png') self.img_down = pygame.image.load(texture+'_down.png') self.img_right = pygame.image.load(texture+'_right.png') self.img_left = pygame.image.load(texture+'_left.png') self.img = self.img_up self.size = self.img.get_size() self.projectiles = [] self.last_fire = time() def check_keys(self,keystate,screen_width,screen_height,speed): if keystate[self.key_left]: self.posx -= speed if self.posx <0: self.posx=0 self.img = self.img_left self.direction = (-1,0) if keystate[self.key_right]: self.posx += speed if self.posx+self.size[0] > screen_width: self.posx = screen_width-self.size[0] self.img = self.img_right self.direction = (1,0) if keystate[self.key_up]: self.posy -= speed if self.posy < 0: self.posy = 0 self.img = self.img_up self.direction = (0,-1) if keystate[self.key_down]: self.posy += speed if self.posy+self.size[1] > screen_height: self.posy = screen_height-self.size[1] self.img = self.img_down self.direction = (0,1) if keystate[self.key_fire]: self.fire('fireball','asset/projectile') def draw(self,surface): to_remove = [] for k,proj in enumerate(self.projectiles): if not proj.is_out(surface): proj.move() proj.draw(surface) else: to_remove.append(k) if to_remove != []: for k in to_remove[::-1]: del self.projectiles[k] surface.blit(self.img,(self.posx,self.posy)) print("Projectiles for {}: {}".format(self.name,len(self.projectiles))) def fire(self,name,texture): if (time()-self.last_fire> 0.2): new_proj = Projectile(name,texture,2,(self.posx+int(self.img.get_height()/2),self.posy+int(self.img.get_width()/2)),self.direction) self.projectiles.append(new_proj) self.last_fire = time() class Projectile(): def __init__(self,name,texture,speed,position,direction): self.name = name self.speed = speed self.position = position self.direction = direction if direction[0]!=0: if direction[0]>0: self.img = pygame.image.load(texture+'_right.png') else: self.img = pygame.image.load(texture+'_left.png') else: if direction[1]>0: self.img = pygame.image.load(texture+'_down.png') else: self.img = pygame.image.load(texture+'_up.png') def move(self): self.position = (self.position[0]+self.speed*self.direction[0],self.position[1]+self.speed*self.direction[1]) def draw(self,surface): surface.blit(self.img,self.position) def is_out(self,surface): if (self.position[0]<0-self.img.get_width() or self.position[1]<0-self.img.get_height() or self.position[0]>surface.get_width()+self.img.get_width() or self.position[1]>surface.get_height()+self.img.get_height()): return True else: return False