Beispiel #1
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    def createNewCell(cls) -> None:
        if time.time() - cls.ref_time > cls.DELTA_T_NEW_CELL:
            cls.ref_time = time.time()

            x = random.randrange(Cell.BASE_RADIUS,
                                 cls.size.x - Cell.BASE_RADIUS)
            y = random.randrange(Cell.BASE_RADIUS,
                                 cls.size.y - Cell.BASE_RADIUS)
            cell = Cell(Vect2d(x, y))

            ok = True

            for k in cls.creatures.keys():
                enemy_list = cls.creatures[k]

                for enemy in enemy_list:
                    if Vect2d.dist(enemy.pos,
                                   cell.pos) < cell.radius + enemy.radius:
                        ok = False

            x = int(cell.pos.x / cls.size.x * cls.grid_size.x)
            y = int(cell.pos.y / cls.size.y * cls.grid_size.y)

            if ok:
                cls.all_cells.append(cell)
                cls.grid[x][y].append(cell)

            if len(cls.all_cells) >= cls.MAX_CELLS:
                cls.deleteCell(0)
Beispiel #2
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    def __init__(self, pos: Vect2d, name: str, color: Color, creature_id: int) -> None:
        """Constructeur

        Args:
            pos (Vect2d): position de la créature
            name (str): nom de la créature
            color (Color): couleur de la créature
            creature_id (int): id de la famille de la créature
        """

        self.family = [self]
        self.invincibility_family_time = time.time()
        self.creature_id = creature_id
        self.killer_id = None

        self.pos = pos.copy()
        self.speed = Vect2d(0, 0)
        self.direction = Vect2d(0, 0)
        self.split_speed = 0
        self.inertia = 0

        self.radius = self.BASE_RADIUS
        self.color = color
        self.opposite_color = Color.oppositeColor(color)
        self.name = name
        self.img = Skins.getRandomSkin()

        self.score = Creature.BASE_SCORE
        self.is_alive = True
Beispiel #3
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    def drawCircle(cls,
                   pos: Vect2d,
                   color: Color,
                   radius: int,
                   base_pos: Vect2d = Vect2d(0, 0),
                   fill: bool = True) -> None:
        """Procédure pour dessiner un cercle à l'écran

        Args:
            pos (Vect2d): position du centre du cercle
            color (Color): couleur RGBA
            radius (int): rayon du cercle
            base_pos (Vect2d): position de référence de la fenêtre
            fill (bool): cercle rempli ou non
        """

        pos = pos.copy()

        if base_pos.length() != 0:
            pos = (pos - base_pos) * cls.zoom_factor

        pos = pos.toIntValues()

        radius = int(radius * cls.zoom_factor)

        if pos.x in range(-radius, cls.size.x + radius) and pos.y in range(
                -radius, cls.size.y + radius):
            if fill:
                pygame.gfxdraw.filled_circle(cls.window, pos.x, pos.y, radius,
                                             color)
                # Dessine un cercle plein

            pygame.gfxdraw.aacircle(cls.window, pos.x, pos.y, radius, color)
Beispiel #4
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    def init(cls) -> None:
        """Initialisation de la caméra"""

        Display.execWhenResized(cls.whenResized)

        cls.pos = Vect2d(0, 0)
        cls.window_center = Vect2d(0, 0)
Beispiel #5
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def buttonWin_Display(
    button: Button,
    mouse_pos: Vect2d,
) -> None:
    """Affichage du texte de fin"""

    min_size = max(button.size.x, button.size.y)

    font_size = min_size * 50 / 400

    Display.drawRect(Vect2d(0, 0), Display.size, (0, 0, 0, button.alpha))

    if button.alpha < 127:
        button.alpha += 1
    elif button.alpha < 255 and Map.game_finished:
        button.alpha += 1

    score = Map.player_infos.get("score", 0)
    tps = Map.player_infos.get("time", 0)

    Display.drawText(button.text,
                     button.pos + button.size / 2,
                     color=button.color,
                     size=font_size)

    Display.drawText("Score : " + str(score),
                     button.pos + button.size / 2 + Vect2d(0, button.size.y),
                     color=button.color,
                     size=font_size)

    Display.drawText("Temps : " + str(tps) + " secondes",
                     button.pos + button.size / 2 +
                     Vect2d(0, button.size.y * 2),
                     color=button.color,
                     size=font_size)
Beispiel #6
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    def speedEnemies(self, map_size: Vect2d) -> tuple:
        dist_target = float("inf")
        dist_hunter = float("inf")

        speed_target = None
        speed_hunter = None

        can_split = False

        score_target = None

        for enemy_pos, enemy_radius, enemy_score in self.creatures_info:
            dist = Vect2d.dist(self.pos,
                               enemy_pos) - self.radius - enemy_radius

            if Creature.canEat(enemy_score, self.score):
                if dist < dist_hunter:
                    speed_hunter = enemy_pos - self.pos
                    dist_hunter = dist

            elif Creature.canEat(self.score, enemy_score):
                if dist < dist_target:
                    speed_target = enemy_pos - self.pos
                    dist_target = dist
                    score_target = enemy_score

        if score_target is not None:
            if score_target < self.score // 2:
                if dist_target > self.radius and dist_target < self.radius * 2:
                    can_split = True

        if speed_hunter is None:
            speed_hunter = Vect2d(0, 0)

        if speed_target is None:
            speed_target = Vect2d(0, 0)

        coeff_target = 1 - dist_target / map_size.length()
        coeff_target = abs(coeff_target**3)

        if coeff_target == float("inf"):
            coeff_target = 0
        elif coeff_target >= 1:
            coeff_target = 1

        coeff_target = coeff_target if coeff_target != float("inf") else 0

        coeff_hunter = 1 - dist_hunter / map_size.length()
        coeff_hunter = abs(coeff_hunter**3)

        if coeff_hunter == float("inf"):
            coeff_hunter = 0
        elif coeff_hunter >= 1:
            coeff_hunter = 1

        return speed_target, coeff_target, speed_hunter, coeff_hunter, can_split
Beispiel #7
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    def drawRect(cls,
                 pos: Vect2d,
                 size: Vect2d,
                 color: Color,
                 base_pos: Vect2d = Vect2d(0, 0),
                 fill: bool = True) -> None:
        """Procédure pour dessiner un rectangle à l'écran

        Args:
            pos (Vect2d): position du coin en haut à gauche rectangle
            size (Vect2d): taille du rectangle
            color (Color): couleur RGBA
            base_pos (Vect2d): position de référence de la fenêtre
            fill (bool): rectangle rempli ou non
        """

        size = size.copy()
        pos = pos.copy()

        if base_pos.length() != 0:
            pos = (pos - base_pos) * cls.zoom_factor

        pos = pos.toIntValues()

        if base_pos.length() != 0:
            size *= cls.zoom_factor

        size = size.toIntValues()

        rect = pygame.Rect(pos.toTuple(), size.toTuple())

        if fill:
            pygame.gfxdraw.box(cls.window, rect, color)
        else:
            pygame.gfxdraw.rectangle(cls.window, rect, color)
Beispiel #8
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    def setMousePos(cls, mouse_pos: Vect2d) -> None:
        """Applique la nouvelle position de la souris

        Args:
            mouse_pos (Vect2d): nouvelle position
        """

        for player in cls.creatures[cls.player_id]:
            player.mouse_pos = mouse_pos - Vect2d(Display.size.x / 2,
                                                  Display.size.y / 2)
            player.mouse_pos += Camera.pos - player.pos + Vect2d(
                Display.size.x / 2, Display.size.y / 2)
Beispiel #9
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    def applyMenu(cls, width: int, height: int) -> None:
        """Procédure appelée pour afficher le menu

        Args:
            width (int): largeur de la fenêtre
            height (int): hauteur de la fenêtre
        """

        cls.buttons.append(Button(pos=Vect2d(width/4, height/3),
                                  size=Vect2d(width/2, height/3),
                                  text="Jouer",
                                  on_click=cls.play,
                                  when_display=buttonStart_Display,
                                  when_init=buttonStart_Init))
Beispiel #10
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    def drawLine(cls,
                 pos1: Vect2d,
                 pos2: Vect2d,
                 color: Color,
                 base_pos: Vect2d = Vect2d(0, 0),
                 width: int = 1) -> None:
        """Procédure pour dessiner une ligne à l'écran

        Args:
            pos1 (Vect2d): position de départ
            pos2 (Vect2d): position d'arrivée
            color (Color): couleur de la ligne
            base_pos (Vect2d): position de référence de la fenêtre
            width (int): largeur de la ligne
        """

        pos1 = pos1.copy()
        pos2 = pos2.copy()

        if base_pos.length() != 0:
            pos1 = (pos1 - base_pos) * cls.zoom_factor
            pos2 = (pos2 - base_pos) * cls.zoom_factor

        pos1 = pos1.toIntValues()
        pos2 = pos2.toIntValues()

        if width == 1:
            pygame.gfxdraw.line(cls.window, pos1.x, pos1.y, pos2.x, pos2.y,
                                color)
        else:
            pygame.draw.line(cls.window, color, pos1.toTuple(), pos2.toTuple(),
                             width)
Beispiel #11
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    def init(cls, width: int, height: int, framerate: int) -> None:
        """Initialisation de l'affichage

        Args:
            width (int): largeur de la fenêtre
            height (int): hauteur de la fenêtre
            start_fullscreen (bool): plein écran au démarrage ou non
            framerate (int): nombre d'images par seconde
        """

        cls.setCursorArrow()
        # On définit le curseur comme étant une flèche

        cls.screen_size = Vect2d(pygame.display.Info().current_w,
                                 pygame.display.Info().current_h)
        # Taille de l'écran

        cls.size = Vect2d(width, height)
        # Taille de la fenêtre

        os.environ['SDL_VIDEO_WINDOW_POS'] = "{0},{1}".format(
            *((cls.screen_size - cls.size) / 2).toTuple())
        os.environ['SDL_VIDEO_CENTERED'] = '0'
        # Centre la fenêtre

        cls.windowed_size = cls.size.copy()
        # La taille fenêtre sera la même que la taille actuelle

        cls.framerate = framerate
        cls.real_framerate = cls.framerate

        ICON_PATH = "data/icon.png"

        try:
            f = open(ICON_PATH, 'r')
        except FileNotFoundError:
            print("Icône introuvable")
        else:
            f.close()

            icon = pygame.image.load(ICON_PATH)
            pygame.display.set_icon(icon)
            # On charge l'icône de la fenêtre

        cls.resize(cls.size.x, cls.size.y)
        # Cette opération va créer la fenêtre

        cls.updateFrame()
Beispiel #12
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    def reset(cls) -> None:
        """Réinitialise la map"""

        cls.start_time = time.time()

        cls.game_finished = False

        cls.player_infos = {}

        cls.all_cells = []

        cls.ref_time = -1 * cls.DELTA_T_NEW_CELL

        cls.grid = [[[] for y in range(cls.grid_size.y)]
                    for x in range(cls.grid_size.x)]

        cls.creatures = {}

        cls.player_id = cls.generateId()
        cls.focused_creature_id = cls.player_id

        player = Player(Vect2d(cls.size.x / 2, cls.size.y / 2), "Player",
                        Color.randomColor(), cls.player_id)

        cls.creatures[cls.player_id] = [player]
        # Création du joueur

        cls.bushes = []

        for i in range(config.NB_BUSHES):
            cls.createBush()
Beispiel #13
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    def updateFrame(cls, color: Color = Color.BLACK) -> None:
        """Procédure pour mettre à jour la fenêtre"""

        pygame.display.flip()
        # On met à jour l'écran

        if len(color) == 3:
            cls.window.fill(color)
            # On efface l'arrière-plan
        else:
            cls.drawRect(Vect2d(0, 0), cls.size, color)

        cls.updateTitle()

        del cls.frametimes[0]
        cls.frametimes.append(time.time() - cls.last_frametime)

        frametime = sum(cls.frametimes) / len(cls.frametimes)

        if frametime == 0:
            cls.real_framerate = float("inf")
        else:
            cls.real_framerate = round(1 / frametime)

        cls.last_frametime = time.time()
        # On met à jour les frametimes

        cls.clock.tick(cls.framerate)
        # Pour actualiser la fenêtre après un certain temps

        cls.framecount += 1
Beispiel #14
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    def detectCellHitbox(cls, creature: Creature) -> None:
        for i in range(len(cls.all_cells) - 1, -1, -1):
            cell_i = cls.all_cells[i]

            if Vect2d.distSq(creature.pos, cell_i.pos) < (creature.radius +
                                                          cell_i.radius)**2:
                creature.score += cell_i.score
                cls.deleteCell(i)
Beispiel #15
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    def whenResized(cls, width: int, height: int) -> None:
        """Quand la fenêtre change de taille

        Args:
            width (int): nouvelle largeur de la fenêtre
            height (int): nouvelle hauteur de la fenêtre
        """

        cls.window_center = Vect2d(width, height) / 2
Beispiel #16
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    def createEnemy(cls) -> None:
        """Crée un nouvel ennemi en évitant le spawn-kill, apparition sur une
        autre créature"""

        ok = False
        timed_out = False
        compt = 0

        while not ok and not timed_out:
            ok = True

            pos = Vect2d(
                random.randrange(Creature.BASE_RADIUS * 2,
                                 cls.size.x - Creature.BASE_RADIUS * 2),
                random.randrange(Creature.BASE_RADIUS * 2,
                                 cls.size.y - Creature.BASE_RADIUS * 2))

            for k in cls.creatures.keys():
                creatures_list = cls.creatures[k]

                for creature in creatures_list:
                    if Vect2d.dist(pos, creature.pos) < (Creature.BASE_RADIUS +
                                                         creature.radius) * 2:
                        ok = False

            if compt == 10:
                timed_out = True

            compt += 1

        if not timed_out:
            enemy_id = cls.generateId()

            if cls.all_usernames is None:
                size = random.randint(3, 5)
                name = cls.generateNewName(size)
            else:
                name = cls.all_usernames[random.randrange(
                    len(cls.all_usernames))]

            enemy = Enemy(pos, name, Color.randomColor(), enemy_id)

            cls.creatures[enemy_id] = [enemy]
Beispiel #17
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    def resize(cls, w: int, h: int) -> None:
        """Fonction pour changer la taille de la fenêtre
        Cette fonction va recréer la fenêtre

        Args:
            w (int): nouvelle largeur de la fenêtre
            h (int): nouvelle hauteur de la fenêtre
        """

        if cls.is_fullscreen:
            cls.window = pygame.display.set_mode((w, h), pygame.FULLSCREEN)
        else:
            cls.window = pygame.display.set_mode((w, h), pygame.RESIZABLE)
            cls.windowed_size = Vect2d(w, h)

        cls.size = Vect2d(w, h)

        for func in cls.exec_when_resized:
            func(w, h)
Beispiel #18
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    def drawTriangle(cls,
                     pos: Vect2d,
                     color: Color,
                     radius: int,
                     angle: float,
                     base_pos: Vect2d = Vect2d(0, 0),
                     fill: bool = True) -> None:
        """Procédure pour dessiner un triangle à l'écran

        Args:
            pos (Vect2d): position du centre du rectangle
            color (Color): couleur RGBA
            radius (int): distance du centre aux sommets
            base_pos (Vect2d): position de référence de la fenêtre
            fill (bool): triangle rempli ou non
        """

        pos = pos.copy()

        if base_pos.length() != 0:
            pos = (pos - base_pos) * cls.zoom_factor

        pos = pos.toIntValues()

        nodes = []
        # Sommets du triangle

        for i in range(3):
            local_angle = 2 * i * math.pi / 3 + angle

            nodes.append(
                int(pos.x + math.cos(local_angle) * radius * cls.zoom_factor))
            nodes.append(
                int(pos.y + math.sin(local_angle) * radius * cls.zoom_factor))

        if fill:
            pygame.gfxdraw.filled_trigon(cls.window, *nodes, color)
            # Triangle plein

        pygame.gfxdraw.aatrigon(cls.window, *nodes, color)
Beispiel #19
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    def drawImg(cls,
                img: pygame.Surface,
                pos: Vect2d,
                base_pos: Vect2d = Vect2d(0, 0),
                radius: int = None) -> None:
        """Procédure pour dessiner une image circulaire à l'écran

        Args:
            img (pygame.Surface): image à dessiner
            pos (Vect2d): position de l'image
            base_pos (Vect2d): position de référence de la fenêtre
            radius (int): rayon désiré de l'image
        """

        pos = pos.copy()

        if base_pos.length() != 0:
            pos = (pos - base_pos) * cls.zoom_factor

        pos = pos.toIntValues()

        radius = int(radius * cls.zoom_factor)

        if radius is not None:
            pos -= Vect2d(radius, radius)
            img = pygame.transform.smoothscale(img, (radius * 2, radius * 2))
            # On agrandit (ou réduit) la taille de l'image

        cls.window.blit(img, pos.toTuple())
Beispiel #20
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    def applyWin(cls, width: int, height: int) -> None:
        """Procédure appelée pour afficher la victoire du jeu

        Args:
            width (int): largeur de la fenêtre
            height (int): hauteur de la fenêtre
        """

        cls.buttons.append(Button(pos=Vect2d(width/4, height/5),
                                  size=Vect2d(width/2, height/10),
                                  text="Gagné !",
                                  when_display=buttonWin_Display,
                                  when_init=lambda b: buttonWinOrEnd_Init(b, cls.first_try, Color.GREEN)))

        cls.buttons.append(Button(pos=Vect2d(width/5, 3*height/5),
                                  size=Vect2d(width/5, height/5),
                                  text="Rejouer",
                                  on_click=cls.play,
                                  when_display=buttonEndChoice_Display,
                                  when_init=lambda b: buttonWinOrEnd_Init(b, cls.first_try, Color.GREEN)))

        cls.buttons.append(Button(pos=Vect2d(3*width/5, 3*height/5),
                                  size=Vect2d(width/5, height/5),
                                  text="Quitter",
                                  on_click=cls.quit,
                                  when_display=buttonEndChoice_Display,
                                  when_init=lambda b: buttonWinOrEnd_Init(b, cls.first_try, Color.GREEN)))
Beispiel #21
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    def init(cls, width: int, height: int) -> None:
        """Initialisation de la map

        Args:
            width (int): largeur de la map
            height (int): hauteur de la map
        """

        Creature.notifyMapNewCreature = cls.createCreatureFromParent

        cls.size = Vect2d(width, height)

        cls.MAX_CELLS = config.MAX_CELLS
        cls.NB_CELL_PER_SECOND = config.NB_CELL_PER_SECOND
        cls.DELTA_T_NEW_CELL = config.DELTA_T_NEW_CELL
        cls.MAX_SPLIT = config.MAX_SPLIT

        cls.grid_size = Vect2d(config.GRID_WIDTH, config.GRID_HEIGHT)

        cls.CREATURES_MAX_SIZE = config.NB_ENEMIES + 1

        try:
            f = open("./data/usernames.txt", 'r')
        except FileNotFoundError:
            print("Pas de fichier usernames.txt")
            cls.all_usernames = None
        else:
            cls.all_usernames = []

            line = f.readline()

            while line != "":
                line = line.replace('\n', '')
                line = line.replace('\r', '')

                cls.all_usernames.append(line)
                line = f.readline()

            f.close()
        cls.reset()
Beispiel #22
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    def createBush(cls) -> None:
        """Crée un buisson qui ne soit pas en collision avec un autre buisson"""

        ok = False
        timeout = 0

        while not ok and timeout < 1000:
            ok = True

            pos = Vect2d(
                random.randrange(Bush.RADIUS * 2,
                                 cls.size.x - Bush.RADIUS * 2),
                random.randrange(Bush.RADIUS * 2,
                                 cls.size.x - Bush.RADIUS * 2))

            for bush in cls.bushes:
                if Vect2d.dist(pos, bush.pos) < Bush.RADIUS * 4:
                    ok = False

            timeout += 1

        if ok:
            cls.bushes.append(Bush(pos))
Beispiel #23
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    def handleBushSplit(cls) -> None:
        """Gère le split lié aux buissons"""

        for k in cls.creatures.keys():
            creatures_list = cls.creatures[k]

            for creature in creatures_list:
                if creature.radius > Bush.RADIUS:
                    for bush in cls.bushes:
                        if Vect2d.dist(bush.pos,
                                       creature.pos) < creature.radius:
                            bush.hit()
                            creature.split(is_player=(
                                creature.creature_id == cls.player_id),
                                           override_limit=True)
Beispiel #24
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    def getMapPos(self, size: Vect2d, grid_size: Vect2d) -> Vect2d:
        """Permet de translater une position absolue en position dans une grille

        Args:
            size (Vect2d): taille de l'espace d'origine
            grid_size (Vect2d): taille de l'espace d'arrivée

        Returns:
            Vect2d: les 2 positions
        """

        pos_x = int(self.pos.x/size.x * grid_size.x)
        pos_y = int(self.pos.y/size.y * grid_size.y)

        return Vect2d(pos_x, pos_y)
Beispiel #25
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    def searchCellDest(self, radius: int, map_size: Vect2d) -> None:
        maxi = 0
        liste_pos_maxi = []

        score = 0

        grid_size = Vect2d(len(self.map_cell), len(self.map_cell[0]))

        map_pos = self.getMapPos(map_size, grid_size)

        for x in range(map_pos.x - radius, map_pos.x + radius + 1):
            for y in range(map_pos.y - radius, map_pos.y + radius + 1):
                if x in range(grid_size.x) and y in range(grid_size.y):
                    taille = len(self.map_cell[x][y])

                    if taille == maxi:
                        liste_pos_maxi += [(x, y)]
                    elif taille > maxi:
                        maxi = taille
                        liste_pos_maxi = [(x, y)]

        distance_mini = float("inf")
        coords_mini = None

        for x, y in liste_pos_maxi:
            for j in range(len(self.map_cell[x][y])):
                pos = self.map_cell[x][y][j]

                dist = Vect2d.dist(pos, self.pos)

                if dist < distance_mini:
                    score = len(self.map_cell[x][y])
                    distance_mini = dist
                    coords_mini = self.map_cell[x][y][j]

        return coords_mini, score
Beispiel #26
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    def getFocusedPos(cls) -> Vect2d:
        """Retourne la position de focus, pour la caméra

        Returns:
            pos (Vect2d): position
        """

        pos = Vect2d(0, 0)

        for creature in cls.creatures[cls.focused_creature_id]:
            pos += creature.pos

        pos /= len(cls.creatures[cls.focused_creature_id])

        return pos
Beispiel #27
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    def __init__(self, pos: Vect2d, name: str, color: 'Color',
                 creature_id: int) -> None:
        """Constructeur

        Args:
            pos (Vect2d): position du centre de l'ennemi
            name (str): nom de l'ennemi
            color (Color): couleur de l'ennemi
            creature_id (int): id de la famille de la créature
        """

        super().__init__(pos, name, color, creature_id)

        self.map_cell = None
        self.creatures_info = None

        self.speed = Vect2d(random.random() * 2 - 1, random.random() * 2 - 1)
Beispiel #28
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    def detectEnemyHitbox(cls) -> None:
        """Gère la hitbox des créatures"""

        for k1 in cls.creatures.keys():
            for k2 in cls.creatures.keys():
                enemy_list_1 = cls.creatures[k1]
                enemy_list_2 = cls.creatures[k2]

                for enemy_1 in enemy_list_1:
                    for enemy_2 in enemy_list_2:
                        if enemy_1 is not enemy_2 and enemy_1.is_alive and enemy_2.is_alive:
                            dist = Vect2d.dist(enemy_1.pos, enemy_2.pos)

                            if k1 == k2:
                                t1 = time.time(
                                ) - enemy_1.invincibility_family_time
                                t2 = time.time(
                                ) - enemy_2.invincibility_family_time

                                if t1 > Creature.SPLIT_TIME and t2 > Creature.SPLIT_TIME:
                                    if dist <= max(enemy_1.radius,
                                                   enemy_2.radius):
                                        enemy_1.kill(enemy_2.score)
                                        enemy_2.killed(k1)

                                        family_tmp = []

                                        for creature in enemy_1.family:
                                            if creature is not enemy_2:
                                                family_tmp.append(creature)

                                        enemy_1.family = family_tmp
                            else:
                                if Creature.canEat(enemy_1.radius,
                                                   enemy_2.radius):
                                    if dist <= max(enemy_1.radius,
                                                   enemy_2.radius):
                                        enemy_1.kill(enemy_2.score)
                                        enemy_2.killed(k1)
Beispiel #29
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def buttonEnd_Display(button: Button, mouse_pos: Vect2d) -> None:
    """Affichage du texte de fin"""

    min_size = max(button.size.x, button.size.y)

    font_size = min_size * 50 / 400
    # Taille de la police

    Display.drawRect(Vect2d(0, 0), Display.size, (0, 0, 0, button.alpha))
    # Fondu transparent

    if button.alpha < 127:
        # Si le jeu est en cours on a un fondu jusqu'à 50%
        button.alpha += 1
    elif button.alpha < 255 and Map.game_finished:
        # Sinon le fondu se fait jusqu'à 100%
        button.alpha += 1

    Display.drawText(button.text,
                     button.pos + button.size / 2,
                     color=button.color,
                     size=font_size)
Beispiel #30
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class Player(Creature):
    """Créature joueur

    Attributs:
        mouse_pos (Vect2d): position de la souris
    """

    mouse_pos = Vect2d()

    def __init__(self, pos: Vect2d, name: str, color: 'Color', creature_id: int) -> None:
        """Constructeur

        Args:
            pos (Vect2d): position du joueur
            name (str): nom du joueur
            color (Color): couleur du joueur
            creature_id (int): id de la famille du joueur
        """

        super().__init__(pos, name, color, creature_id)

    def update(self, map_size: Vect2d) -> None:
        """Met à jour le joueur

        Args:
            map_size (Vect2d): taille de la map
        """

        if self.mouse_pos.lengthSq() > self.BASE_RADIUS**2:
            coeff_dist_mouse = 1
        else:
            coeff_dist_mouse = self.mouse_pos.length()/self.BASE_RADIUS
            coeff_dist_mouse = coeff_dist_mouse**2

        self.speed = self.mouse_pos.normalize()*coeff_dist_mouse + self.speed*0.95

        self.direction = self.speed.normalize()*coeff_dist_mouse
        self.applySpeed(map_size)