]> git.ayabusa.dev Git - jeu-gtc.git/commitdiff
init commit
authorayabusa <lebgpub@gmail.com>
Tue, 22 Oct 2024 14:15:06 +0000 (16:15 +0200)
committerayabusa <lebgpub@gmail.com>
Tue, 22 Oct 2024 14:15:06 +0000 (16:15 +0200)
assets/collisions.csv [new file with mode: 0644]
assets/map.png [new file with mode: 0644]
assets/map.tmx [new file with mode: 0644]
assets/map2.png [new file with mode: 0644]
assets/map3.png [new file with mode: 0644]
assets/map3col.png [new file with mode: 0644]
assets/mapBAK.jpg [new file with mode: 0644]
assets/map_col.jpg [new file with mode: 0644]
assets/perso_sprite.png [new file with mode: 0644]
game.py [new file with mode: 0644]

diff --git a/assets/collisions.csv b/assets/collisions.csv
new file mode 100644 (file)
index 0000000..9173a22
--- /dev/null
@@ -0,0 +1,13 @@
+starting_point_x,starting_point_y,len_x,len_y\r
+0,0,620,3020\r
+0,0,3120,670\r
+0,2550,3120,470\r
+2550,0,570,3020\r
+970,1070,440,310\r
+970,1500,220,270\r
+1190,1600,280,170\r
+980,1900,500,200\r
+1640,1035,490,345\r
+2130,1175,265,210\r
+1795,1780,355,315\r
+2150,1900,245,195
\ No newline at end of file
diff --git a/assets/map.png b/assets/map.png
new file mode 100644 (file)
index 0000000..a6d1628
Binary files /dev/null and b/assets/map.png differ
diff --git a/assets/map.tmx b/assets/map.tmx
new file mode 100644 (file)
index 0000000..febeb67
--- /dev/null
@@ -0,0 +1,1556 @@
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+ <tileset firstgid="497" source="../../../../Downloads/The Fan-tasy Tileset (Free)/Tiled/Tilesets/Objects_Rocks.tsx"/>
+ <tileset firstgid="502" source="../../../../Downloads/The Fan-tasy Tileset (Free)/Tiled/Tilesets/Objects_Props.tsx"/>
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+ </layer>
+</map>
diff --git a/assets/map2.png b/assets/map2.png
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diff --git a/assets/map3.png b/assets/map3.png
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index 0000000..b191bdb
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diff --git a/assets/map3col.png b/assets/map3col.png
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diff --git a/assets/mapBAK.jpg b/assets/mapBAK.jpg
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diff --git a/assets/map_col.jpg b/assets/map_col.jpg
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diff --git a/assets/perso_sprite.png b/assets/perso_sprite.png
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diff --git a/game.py b/game.py
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index 0000000..404be86
--- /dev/null
+++ b/game.py
@@ -0,0 +1,118 @@
+# Example file showing a basic pygame "game loop"\r
+import pygame\r
+import math\r
+import csv\r
+\r
+# pygame setup\r
+pygame.init()\r
+screen = pygame.display.set_mode((1080,720))\r
+clock = pygame.time.Clock()\r
+running = True\r
+dt = 0\r
+\r
+player_sprite = pygame.Rect(100,100,50,50)\r
+mur = pygame.Rect(500,100,100,100)\r
+\r
+class Player:\r
+    def __init__(self)-> None:\r
+        self.x = 800\r
+        self.y = 900\r
+        self.mov_speed = 8\r
+        self.rotate_speed = 5\r
+        self.angle = 90\r
+\r
+    def rotate(self, angle: math.degrees)-> None:\r
+        self.angle += angle*self.rotate_speed\r
+    \r
+    def move(self, mov: int)-> None:\r
+        new_x = self.x + self.mov_speed*mov*math.cos(math.radians(self.angle))\r
+        new_y = self.y + self.mov_speed*mov*math.sin(math.radians(self.angle))\r
+        if(game.test_collision(pygame.Rect(new_x-50, new_y-50, 100, 100), game.collisions) == False):\r
+            self.x = new_x\r
+            self.y = new_y\r
+\r
+class Game:\r
+    def __init__(self):\r
+        self.is_paused = False\r
+        pygame.font.init()\r
+        self.font = pygame.font.SysFont('Comic Sans MS', 30)\r
+        self.load_sprites()\r
+        self.load_collisions()\r
+    \r
+    def load_sprites(self):\r
+        self.perso_sprite = pygame.image.load("assets/perso_sprite.png")\r
+        self.map_sprite = pygame.image.load("assets/map3.png")\r
+    \r
+    def load_collisions(self):\r
+        self.collisions = []\r
+        with open('assets/collisions.csv', 'r', newline='') as file:\r
+            reader = csv.DictReader(file)\r
+            for row in reader:\r
+                self.collisions.append(pygame.Rect(float(row["starting_point_x"]), float(row["starting_point_y"]), float(row["len_x"]), float(row["len_y"])))\r
+\r
+    def test_collision(self, objet: pygame.Rect, l_collisions) -> bool:\r
+        for col in l_collisions:\r
+            if objet.colliderect(col):\r
+                return True\r
+        return False\r
+\r
+    def display_debug_text(self):\r
+        angle_surface = self.font.render("angle: "+str(player.angle), False, (0, 0, 0))\r
+        x_surface = self.font.render("x: "+str(player.x), False, (0, 0, 0))\r
+        y_surface = self.font.render("y: "+str(player.y), False, (0, 0, 0))\r
+        screen.blit(angle_surface, (0,0))\r
+        screen.blit(x_surface, (0,30))\r
+        screen.blit(y_surface, (0,60))\r
+        #pygame.draw.rect(screen, "blue",pygame.Rect(player.x-50, player.y-50, 100, 100))\r
+\r
+    def check_input(self):\r
+        keys = pygame.key.get_pressed()\r
+        if keys[pygame.K_z]:\r
+            _ = player.move(1)\r
+        if keys[pygame.K_s]:\r
+            _ = player.move(-1)\r
+        if keys[pygame.K_q]:\r
+            player.rotate(-1)\r
+        if keys[pygame.K_d]:\r
+            player.rotate(1)\r
+    \r
+    def draw_player(self):\r
+        #pygame.draw.rect(screen, "red", pygame.Rect(player.x, player.y, 50, 50))\r
+        img = pygame.transform.rotozoom(self.perso_sprite, -player.angle-90, 0.2)\r
+        screen.blit(img, (540-img.get_rect().centerx, 360-img.get_rect().centery))\r
+\r
+    def display_all(self):\r
+        # fill the screen with a color to wipe away anything from last frame\r
+        screen.fill("purple")\r
+        screen.blit(self.map_sprite, (540-player.x, 360-player.y))\r
+\r
+        self.draw_player()\r
+\r
+        # We display it at the end so it's on top of all\r
+        self.display_debug_text()\r
+\r
+        # flip() the display to put your work on screen\r
+        pygame.display.flip()\r
+\r
+\r
+\r
+player = Player()\r
+game = Game()\r
+\r
+while running:\r
+    # poll for events\r
+    # pygame.QUIT event means the user clicked X to close your window\r
+    for event in pygame.event.get():\r
+        if event.type == pygame.QUIT:\r
+            running = False\r
+\r
+    game.check_input()\r
+    \r
+    game.display_all()\r
+\r
+    # limits FPS to 60\r
+    # dt is delta time in seconds since last frame, used for framerate-\r
+    # independent physics.\r
+    dt = clock.tick(60) / 1000\r
+\r
+pygame.quit()
\ No newline at end of file