tangledmind/models.py

176 lines
6.2 KiB
Python

# -*- 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):
self.carte.draw(surface,self.perso)
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,perso):
surface.blit(self.img,(perso.posx_screen-perso.posx,perso.posy_screen-perso.posy))
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)
print(self.mask)
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
self.posx = self.posx+self.speed[0]
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])):#,pygame.sprite.collide_mask):
self.posx = self.posx-self.speed[0]
self.posy = self.posy-self.speed[1]
if keystate[self.key_fire]:
self.fire('fireball','asset/projectile')
def draw(self,surface):
# Make all projectiles move or disepear and draw them
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]
#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]))
surface.blit(canon,(self.posx_screen-self.canon_rect.center[0],self.posy_screen-self.canon_rect.center[1]))
def fire(self,name,texture):
if (time()-self.last_fire> 0.2):
new_proj = Projectile(name,self.texture_proj,(self.posx_screen,self.posy_screen),20,self.degres_canon)
self.projectiles.append(new_proj)
self.last_fire = time()
class Projectile():
def __init__(self,name,texture,position,speed,angle):
self.name = name
self.speed = speed
self.position = position
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.position = (round(self.position[0]+self.speed*self.direction[0]),round(self.position[1]+self.speed*self.direction[1]))
def draw(self,surface):
surface.blit(self.img,(self.position[0]-self.rect[0],self.position[1]-self.rect[1]))
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