Exemple #1
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 def __init__(self):
     super().__init__()
     self.sprite = pygame.image.load("assets/loading_screen.png").convert()
     self.sprite.set_alpha(0)
     self.should_update = True
     self.handle_event = True
     timer = Timer(5, self.animate_part_1, repeat=True, how_many=102)
     self.add_timer(timer)
     self.finish = False
Exemple #2
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    def __init__(self, ratio=1, color=(255, 255, 255, 255)):
        super().__init__()

        self.ratio = ratio
        self.color = color
        self.should_update = True

        # Constante de notre image...
        self.bar_rect = pygame.Rect(2, 2, 4 * 48 - 4, 24 - 4)

        self.add_timer(Timer(500, self.animation, True, infinite=True))
Exemple #3
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    def __init__(self):
        super().__init__()

        self.map.add_actor(ActorBackgroundWin())

        if StageManager().music_state:
            pygame.mixer.music.load(MUSIC_WIN)
            pygame.mixer.music.play()

        self.map.add_actor(ActorCredits())
        self.alpha = 0
        self.map.actors[1].sprite.set_alpha(self.alpha)
        self.add_timer(Timer(56, self.fade_in_image, True, 63))
Exemple #4
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    def __init__(self):
        super().__init__()

        self.state = ActorBomb.State.DETONATE
        self.should_update = True

        self.damage = 1  #Ca fait quand même beaucoup!!!
        self.radius = 192

        self.velocity = VECTOR_NULL

        self.fuse_timer = Timer(20, self.fuse, True, infinite=True)
        self.add_timer(self.fuse_timer)
        self.collidable = True
Exemple #5
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    def reload(self):
        super().reload()

        self.handle_event = True
        self.should_update = True
        self.etre_vivant = True

        self.allowed_attack = False  # Permet de ne pas tirer dès le début
        self.shoot_range = 500
        self.shoot_rate = 1000  # Période des tirs : en ms
        self.detection_range = 1000  # Distance à laquelle il perçoit un ennemi
        self.jump_range = 700
        self.jump_cd = 0
        self.jump_cd_max = 400
        self.jump_theta = 0  #angle définissant le jump
        self.jump_in = True
        self.jump_count = 0
        self.jump_count_max = 30
        self.jump_initial_pos = None
        self.jump_velocity = 12  #vitesse du saut
        self.theta = 0
        self.ammo_max = 3  # Le nombre de balles
        self.ammo = self.ammo_max  # Le nombre de balles max
        self.hp = 50  # vie su slime

        self.move_cd = 0
        self.move_cd_max = 125
        self.move_vect = None
        self.move_count = 0
        self.move_count_max = 75
        self.move_velocity = 2

        self.collidable = True
        self.should_update = True

        self.velocity = Vector(0, 0)

        self.add_timer(Timer(2000, self.allow_attack))
Exemple #6
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    def close(self):
        if self.is_open and self.timers == []:
            timer = Timer(200, self.close_animation, True, 2)

            self.add_timer(timer)
Exemple #7
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    def open(self):
        if not self.is_open and self.timers == []:
            timer = Timer(200, self.open_animation, True, 2)

            self.add_timer(timer)
Exemple #8
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 def reload_ammo(self):
     self.add_timer(Timer(2500, self.reload_ammo_callback))
    def update(self):
        super().update()

        if self.state == ActorPlayer.State.ALIVE:  # Le player peut jouer
            self.update_timers()
    
            self.walk = False
            self.direction = DIRECTION.NONE
            self.direction_walk = []
            for value in self.keys_move.values():
                if value[0]:
                    self.direction = value[1]
                    self.direction_walk.append(value[1])
                    self.walk = True
    
            self.shoot = False
            for value in self.keys_shoot.values():
                if value[0]:
                    self.direction = value[1]
                    self.shoot = True
                    break
    
            if self.walk:
                speed_x = 0
                speed_y = 0
                for direction in self.direction_walk:
                    speed_x += direction.value.x
                    speed_y += direction.value.y
    
                self.velocity.x = self.velocity_max * speed_x
                self.velocity.y = self.velocity_max * speed_y
            else:
                self.velocity.null()
    
            if self.velocity != VECTOR_NULL:
                self.has_moved = self.move(x=self.velocity.x, y=self.velocity.y)
    
            if not self.has_moved:
                self.velocity.null()
    
            if self.shoot and self.can_shoot:  # Fait tirer le player
                
                if  self.ammo > 0: # Si il reste des munitions
                    
                    #self.is_shooting = True     #inutile: pas de projet de faire animation de tirs en cours
                    self.can_shoot = False
                    self.add_timer(Timer(self.shoot_rate, self.turn_on_shoot))
        
                    # On lance la flèche
                    arrow = ActorArrowPlayer(self.direction, self.velocity)  
                    arrow.team = self.team
                    arrow.rect.x = self.rect.x + (self.rect.w - arrow.rect.w) / 2
                    arrow.rect.y = self.rect.y + (self.rect.h - arrow.rect.w) / 2
                    self.map.add_actor(arrow)
                    
                    #réduit les munitions
                    self.ammo -= 1
                
                
                else:
                    self.add_timer(Timer(1200, self.reload_ammo))
                    self.can_shoot = False

            # Pour BOMBER !
            if self.keys_other[pygame.K_f][0]:
                if not self.bomb_pressed_and_released and self.bomb_ammo > 0:
                    self.bomb()
            else:
                self.bomb_pressed_and_released = False

            if self.keys_other[pygame.K_SPACE][0]:
                if not self.charged:
                    self.state = ActorPlayer.State.CHARGE
        elif self.state == ActorPlayer.State.CHARGED:
            for value in self.keys_shoot.values():
                if value[0]:
                    arrow = ActorArrowChargedPlayer(value[1], VECTOR_NULL)
                    arrow.team = self.team
                    arrow.rect.x = self.rect.x + (self.rect.w - arrow.rect.w) / 2
                    arrow.rect.y = self.rect.y + (self.rect.h - arrow.rect.w) / 2
                    self.map.add_actor(arrow)

                    self.state = ActorPlayer.State.ALIVE

                    self.can_shoot = False
                    self.charged = False
                    self.add_timer(Timer(self.shoot_rate, self.turn_on_shoot))
                    break
Exemple #10
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 def animate_part_2(self, *args, **kwargs):
     self.add_timer(
         Timer(5, self.animate_part_3, repeat=True, infinite=True))
Exemple #11
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    def animate_part_1(self, *args, **kwargs):
        self.sprite.set_alpha(self.sprite.get_alpha() + 5)

        if self.sprite.get_alpha() >= 255:
            self.timers.pop(0)
            self.add_timer(Timer(1500, self.animate_part_2, repeat=False))