tangledmind/models.py

331 lines
No EOL
12 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
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
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