-# Example file showing a basic pygame "game loop"\r
+# Here we import everything we need\r
import pygame\r
import math\r
import csv\r
import random\r
-import datetime\r
\r
# pygame setup\r
pygame.init()\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 Waypoint:\r
def __init__(self, name: str) -> None:\r
+ """Create the corresponding waypoint according to the letter specified in name: str"""\r
self.name = name\r
match name.capitalize():\r
case "A":\r
self.connection = ("A", "G")\r
\r
def get_new_connected(self)-> object:\r
+ """Return a new waypoint connected to the current one"""\r
letter = random.choice(self.connection)\r
return Waypoint(letter)\r
\r
def get_direction(self, pointA: object, pointB: object)-> str:\r
+ """Helper that returns the direction: str from pointA: Waypoint, to pointB: Waypoint"""\r
a = pointA.name\r
b = pointB.name\r
if (a == "H" and b == "A") or (a == "G" and b == "E") or (a == "E" and b == "B") or (a == "F" and b == "D") or (a == "D" and b == "C"):\r
elif (a == "B" and b == "A") or (a == "C" and b == "B") or (a == "D" and b == "E") or (a == "G" and b == "H") or (a == "F" and b == "G"):\r
return "west"\r
else:\r
+ # If the direction is impossible\r
raise Exception("crash: POINT A and B impossible")\r
\r
class Pnj:\r
def __init__(self, x: int, y: int, sprite_path: str, direction: str, objectif: Waypoint, speed: int) -> None:\r
+ """Create a single pnj with the following attributes:\r
+ - x: int, x coordinate\r
+ - y: int, y coordinate\r
+ - sprite_path: str, the path to the sprite of the pnj\r
+ - direction: str, the direction can be "north", "south", "east", or "west"\r
+ - objectif: Waypoint, the goal of the pnj\r
+ - speed: int, the desired speed of the pnj"""\r
self.x = x\r
self.y = y\r
self.sprite = pygame.transform.scale_by(pygame.image.load(sprite_path), 3.0)\r
\r
def check_objectif(self):\r
"""\r
- Vérifie que l'objectif n'est pas atteint et renvoie true si un l'est, s'occupe aussi de réassigner un nouvel objectig\r
+ Vérifie que l'objectif n'est pas atteint et renvoie true si un l'est, s'occupe aussi de réassigner un nouvel objectif\r
"""\r
match self.direction:\r
case "north":\r
return False\r
\r
def kill(self):\r
+ """Kill the PNJ by replacing it with a blood splatter"""\r
self.sprite = pygame.transform.scale_by(pygame.image.load("assets/blood.png"), 3.0)\r
self.alive = False\r
player.killcounter += 1\r
\r
class Village:\r
def __init__(self, nb_pnj: int) -> None:\r
+ """This class defines the village of pnj in it's globality and nb_pnj (int) determines how many pnj should be generated"""\r
self.liste_pnj = []\r
+ # here we generate each pnj randomly and store it in liste_pnj\r
for i in range(nb_pnj):\r
start_waypoint = Waypoint(random.choice(("A", "B", "C", "D", "E", "F", "G", "H")))\r
objective_waypoint = start_waypoint.get_new_connected()\r
self.liste_pnj.append(Pnj(start_waypoint.x, start_waypoint.y, "assets/pnj/pnj"+str(random.randint(1,8))+".png", start_waypoint.get_direction(start_waypoint, objective_waypoint), objective_waypoint, random.randint(1, 4)))\r
-\r
- def ajouter_pnj_random(self)-> None:\r
- pass\r
-\r
+ \r
def update_pnj(self)-> None:\r
+ """Make each pnj move a little bit"""\r
for p in self.liste_pnj:\r
p.avance()\r
\r
def get_village_sprites(self)->list:\r
+ """Method that returns a list of tuple containing the coordinates and sprite of a pnj\r
+ The tuple is in this shape: (x, y, sprite)"""\r
village_sprites = []\r
- for p in self.liste_pnj:\r
+ for p in self.liste_pnj: \r
village_sprites.append((p.x, p.y, p.sprite))\r
return village_sprites\r
\r
def check_kill(self)->None:\r
+ """Check for each pnj if he is being killed by the player"""\r
player_rect = pygame.Rect(player.x-50, player.y-50, 100, 100)\r
for p in self.liste_pnj:\r
if p.alive and player_rect.collidepoint(p.x, p.y):\r
p.kill()\r
\r
def final_boss(self)->None:\r
+ """Called when all original pnj where killed, it create an army of really fast knight"""\r
for i in ("A", "B", "C", "D", "E", "F", "G", "H"):\r
start_waypoint = Waypoint(i)\r
objective_waypoint = start_waypoint.get_new_connected()\r
\r
class Player:\r
def __init__(self)-> None:\r
+ """This class defines how the player can behave, \r
+ it should be created as soon as possible and only once in the game"""\r
self.x = 800\r
self.y = 900\r
self.mov_speed = 8\r
self.killcounter = 0\r
\r
def rotate(self, angle: math.degrees)-> None:\r
+ """Rotate the player to the desired angle"""\r
self.angle += angle*self.rotate_speed\r
\r
def move(self, mov: int)-> None:\r
+ """Move the player in the direction he is looking or backward if mov is negative"""\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
\r
class Game:\r
def __init__(self):\r
+ """The main class that defines the game and it's behaviour, \r
+ it should be created only once during the game, as soon as possible"""\r
self.is_paused = False\r
self.pnj_number = 20\r
pygame.font.init()\r
self.load_collisions()\r
\r
def load_sprites(self):\r
+ """Useful to load sprites in memory, should be called as soon as possible to avoid errors"""\r
self.perso_sprite = pygame.image.load("assets/Horse2.png")\r
self.map_sprite = pygame.image.load("assets/map3.png")\r
\r
def load_collisions(self):\r
+ """Load all collisions stored in the sheets located in assets/collisions.csv, \r
+ should be called as soon as possible to avoid errors"""\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
+ def test_collision(self, objet: pygame.Rect, l_collisions: list) -> bool:\r
+ """This is an helper to check if there is collision between an object (pygame.Rect) and a list\r
+ of collisions containing pygame.Rect"""\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
+ """This is only for debuging and should be called in display_all() if in debug mode,\r
+ but not on the final game"""\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
#pygame.draw.rect(screen, "blue",pygame.Rect(player.x-50, player.y-50, 100, 100))\r
\r
def display_ui(self):\r
+ """Handle the display of the killcounter and time,\r
+ should be called at each frames"""\r
color = "black"\r
+\r
if player.killcounter < game.pnj_number:\r
kill_surface = self.font.render("Kills: "+str(player.killcounter)+"\\"+str(game.pnj_number), False, color)\r
else:\r
screen.blit(time_surface, (740,0))\r
\r
def check_input(self):\r
+ """Here we check all possible user input and execut and action acordingly"""\r
keys = pygame.key.get_pressed()\r
if keys[pygame.K_z]:\r
_ = player.move(1)\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
+ """Draw the player after applying a rotozoom in the center of the screen"""\r
img = pygame.transform.rotozoom(self.perso_sprite, -player.angle-90, 1)\r
screen.blit(img, (540-img.get_rect().centerx, 360-img.get_rect().centery))\r
\r
def draw_village(self):\r
+ """Draw each sprite of the village"""\r
for s in village.get_village_sprites():\r
screen.blit(s[2], (540-player.x + s[0] - s[2].get_rect().centerx, 360-player.y + s[1] - s[2].get_rect().centery))\r
\r
def display_all(self):\r
- # fill the screen with a color to wipe away anything from last frame\r
+ """This is a helper that will render everything needed on the screen"""\r
+ # fill the screen with a color to wipe away anything from last frame and draw the map\r
screen.fill("gray")\r
screen.blit(self.map_sprite, (540-player.x, 360-player.y))\r
\r
self.draw_village()\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
+ # We display them at the end so it's on top of all\r
+ #self.display_debug_text()\r
self.display_ui()\r
\r
- # flip() the display to put your work on screen\r
+ # flip() the display to put our work on screen\r
pygame.display.flip()\r
\r
def game_over(self)->None:\r
+ """Create a gameover loop displaying the scoreboard and an image"""\r
screen.blit(pygame.image.load("assets/gameover.png"), (0,0))\r
seconds = pygame.time.get_ticks()/1000\r
seconds = seconds % (24 * 3600)\r
if event.type == pygame.QUIT:\r
exit()\r
\r
+# Here we create the principal objects that will always be used during the game\r
player = Player()\r
game = Game()\r
-#pnj = Pnj(800, 900, "assets/MiniPeasant.png", "south", Waypoint("H"), 3)\r
village = Village(game.pnj_number)\r
\r
-# start music\r
+# start music with -1 meaning infinite loop\r
pygame.mixer.music.load("assets/music.mp3")\r
pygame.mixer.music.play(-1)\r
\r
-\r
+# Infinite game loop\r
while running:\r
# poll for events\r
- # pygame.QUIT event means the user clicked X to close your window\r
+ # pygame.QUIT event means the user clicked X on the window\r
for event in pygame.event.get():\r
if event.type == pygame.QUIT:\r
running = False\r
# make all the pnj move and do their pnj stuff\r
village.update_pnj()\r
\r
+ # Here we check all inputs from the user and do what is requiered\r
game.check_input()\r
\r
+ # Here we display everything to the screen\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 is delta time in seconds since last frame\r
dt = clock.tick(60) / 1000\r
\r
+# cleanly quit the pygame instance\r
pygame.quit()
\ No newline at end of file