Exemple #1
0
    def update(self):
        
        # peut-être déplacer plus de traitement du côté handle_event
        vertical_move = 1 if globals.keyPressed['down'] else -1 if globals.keyPressed['up'] else 0
        horizontal_move = 1 if globals.keyPressed['right'] else -1 if globals.keyPressed['left'] else 0
        if vertical_move != 0 or horizontal_move != 0:
            globals.hero.move((horizontal_move, vertical_move))
        else:
            self.state = 0 # on passe en idle
            self.change_animation(self.direction + '_idle')
        # oops, une ligne ne représenta pas un état pour un perso car "immobile" et "marche"
        # sont sur la même ligne... il faut adapter animatedsprite!

        AnimatedSprite.update(self) # update l'animation en cours
Exemple #2
0
    def update(self, adventure_state):

        # peut-être déplacer plus de traitement du côté handle_event
        horizontal_move, vertical_move = self.get_next_move(adventure_state)

        if vertical_move != 0 or horizontal_move != 0:
            self.move((horizontal_move, vertical_move))
        else:
            self.state = 0 # on passe en idle
            self.change_animation(self.direction + '_idle')
        # oops, une ligne ne représenta pas un état pour un perso car "immobile" et "marche"
        # sont sur la même ligne... il faut adapter animatedsprite!

        AnimatedSprite.update(self) # update l'animation en cours
Exemple #3
0
    def __init__(self, spritesheet_name, position, max_life, atk, max_speed) :
        
        animation_info_hash = {
            'down_idle': {'start': 0, 'end': 0, 'duration': 0},
            'down_walk': {'start': 0, 'end': 3, 'duration': 20},
            'left_idle': {'start': 4, 'end': 4, 'duration': 0},
            'left_walk': {'start': 4, 'end': 7, 'duration': 20},
            'right_idle': {'start': 8, 'end': 8, 'duration': 0},
            'right_walk': {'start': 8, 'end': 11, 'duration': 20},
            'up_idle': {'start': 12, 'end': 12, 'duration': 0},
            'up_walk': {'start': 12, 'end': 15, 'duration': 20},
        }
        AnimatedSprite.__init__(self, spritesheet_name, globals.CHARACTER_WIDTH, globals.CHARACTER_HEIGHT, animation_info_hash, 'down_idle')

        self.position = position
        self.direction = 'down'
        self.rect = pg.rect.Rect(position[0], position[1], globals.CHARACTER_WIDTH, globals.CHARACTER_HEIGHT) # will change
        self.speed = max_speed
        self.life = max_life
        self.atk = atk # attaque de l'entité
        self.state = 0 # Défini l'état de l'entité (0 : immobile, 1: mouvement, 2: attaque, 3: touché)
        self.aim = 0 # "angle" de visé de l'entité
Exemple #4
0
    def update(self, adventure_state):

        # déplacement continu sur un clic gauche prolongé
        if adventure_state.mouse_buttons['left']:
            # vérifier si la position recherchée est "convenable"
            self.target = adventure_state.mouse_buttons['left']

        if self.target is not None:
            self._step_to(self.target) # ou move_to avec mémoire
            # si le perso est assez proche de sa cible, arrêter le mouvement
            if vector.distance(self.position, self.target) < 5:
                self.target = None

        # if vertical_move != 0 or horizontal_move != 0:
        #     self.move((horizontal_move, vertical_move))
        # else:
        #     self.state = 0 # on passe en idle
        #     self.change_animation(self.direction + '_idle')
        # oops, une ligne ne représenta pas un état pour un perso car "immobile" et "marche"
        # sont sur la même ligne... il faut adapter animatedsprite!

        AnimatedSprite.update(self) # update l'animation en cours
Exemple #5
0
def main():
    images = load_images(path="../Assets/Foundation (d2) - copy")  # Make sure to provide the relative or full path to the images directory.
    player = AnimatedSprite(position=(0, 0), images=images)
    all_sprites = pygame.sprite.Group(player)  # Creates a sprite group and adds 'player' to it.

    running = True
    while True: 
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
                pygame.quit()
        
        while running:

            dt = 1   # Amount of seconds between each loop.

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()
                    

            all_sprites.update(dt)  # Calls the 'update' method on all sprites in the list (currently just the player).

            
            
            screen.fill(bg_color)
            all_sprites.draw(screen)
            pygame.display.update()
            clock.tick(100)
            if player.index == 56:
                running = False
                break
        
        screen.blit(home_image, (0, 0))
        screen.blit(play, [115, 300])
        pygame.display.update()
        
        playing1 = True
        while playing1:
            for event in pygame.event.get():
                if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                    ## if mouse is pressed get position of cursor ##
                    pos = pygame.mouse.get_pos()
                    ## check if cursor is on button ##
                    if play_button.collidepoint(pos):
                        playing1=False            
                        break                   

                        #Group all of Ryan's code as a function and call it when mouse is pressed
        #main1(screen, screen_settings.bg_color, clock)
        while True:
            global ball_speed_x
            global ball_speed_y
            global ball_angle_increment
            global ball_angle
            global ball_velocity_increment
            global ball_velocity
            global gravity
            global lives
            global intro 
            global walking
            global player_x
            global playing
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()


            while intro:
                for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        pygame.quit()
                        sys.exit()

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_LEFT:
                        player_x -= 1.5
                        walking = True
                    if event.key == pygame.K_RIGHT:
                        player_x += 1.5
                        walking = True
                if event.type == pygame.KEYUP:
                    if event.key == pygame.K_LEFT:
                        walking = False
                    if event.key == pygame.K_RIGHT:
                        walking = False
                    if event.key == pygame.K_RETURN:
                        if player_x < screen_width / 100 * 25 and player_x > screen_width / 100 * 18:
                            intro = False
                            playing = True
                            break

           
                #print(walking)
                player_animation()
                clock.tick(60)
        
        
        
        # Key Actions
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_DOWN:
                    ball_angle_increment += 0.02
                if event.key == pygame.K_UP:
                    ball_angle_increment -= 0.02
                if event.key == pygame.K_LEFT:
                    ball_velocity_increment -= 0.01
                if event.key == pygame.K_RIGHT:
                    ball_velocity_increment += 0.01
                if event.key == pygame.K_RETURN:
                    if ball_speed_x == 0 or ball_speed_y == 0:
                        ball_speed_x = ball_velocity * math.cos(ball_angle * math.pi/180)
                        ball_speed_y = ball_velocity * math.sin(ball_angle * math.pi/180)
                    else:
                        j = 5
                        
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_DOWN:
                    ball_angle_increment = 0
                if event.key == pygame.K_UP:
                    ball_angle_increment = 0
                if event.key == pygame.K_LEFT:
                    ball_velocity_increment = 0
                if event.key == pygame.K_RIGHT:
                    ball_velocity_increment = 0
            

            
            ball_animation()
            update()
            #ball_velocity += ball_velocity_increment
            #ball_angle += ball_angle_increment
            ball_speed_y += gravity/60


            launcher_copy = pygame.transform.rotate(launcher, -1 * ball_angle)
            screen.blit(launcher_copy, (screen_width / 120 * 27 - int(launcher_copy.get_width() / 4), screen_height / 120 * 95 - int(launcher_copy.get_height() /2)))  
            


            '''
            ball_animation()
            update()
            #ball_velocity += ball_velocity_increment
            #ball_angle += ball_angle_increment
            ball_speed_y += gravity/60  
            '''
            '''
            #Visuals
            screen.fill(bg_color)
            screen.blit(background, (0,0))
            screen.blit(target, (screen_width * i/48, screen_height * 36/40))
            target_rect = pygame.Rect(screen_width * i/48, screen_height * 69/72, target.get_width(), 2)
            pygame.draw.ellipse(screen, (0,200,200), ball)
            pygame.draw.rect(screen, (0,0,0), line)
            text = font.render("Angle " + str(-1 * ball_angle), 30, (200,0,0))
            text1 = font.render("Velocity " + str(ball_velocity), 30, (200,0,0))
            textlives = font.render("Lives Left: " + str(lives), 30, (200,0,0))
            screen.blit(textlives, (screen_width * 6/8, screen_height * 1/12))
            screen.blit(text1, (screen_width/6, screen_height/8))
            screen.blit(text, (screen_width/6, screen_height/12))
            #Launcher Animation
            launcher_copy = pygame.transform.rotate(launcher, -1 * ball_angle)
            screen.blit(launcher_copy, (screen_width / 120 * 27 - int(launcher_copy.get_width() / 4), screen_height / 120 * 95 - int(launcher_copy.get_height() /2)))
            '''

            pygame.display.flip()
            clock.tick(30)