118 lines
3.8 KiB
Python
118 lines
3.8 KiB
Python
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# Example file showing a basic pygame "game loop"
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import pygame
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import math
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import csv
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# pygame setup
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pygame.init()
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screen = pygame.display.set_mode((1080,720))
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clock = pygame.time.Clock()
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running = True
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dt = 0
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player_sprite = pygame.Rect(100,100,50,50)
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mur = pygame.Rect(500,100,100,100)
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class Player:
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def __init__(self)-> None:
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self.x = 800
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self.y = 900
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self.mov_speed = 8
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self.rotate_speed = 5
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self.angle = 90
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def rotate(self, angle: math.degrees)-> None:
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self.angle += angle*self.rotate_speed
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def move(self, mov: int)-> None:
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new_x = self.x + self.mov_speed*mov*math.cos(math.radians(self.angle))
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new_y = self.y + self.mov_speed*mov*math.sin(math.radians(self.angle))
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if(game.test_collision(pygame.Rect(new_x-50, new_y-50, 100, 100), game.collisions) == False):
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self.x = new_x
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self.y = new_y
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class Game:
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def __init__(self):
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self.is_paused = False
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pygame.font.init()
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self.font = pygame.font.SysFont('Comic Sans MS', 30)
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self.load_sprites()
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self.load_collisions()
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def load_sprites(self):
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self.perso_sprite = pygame.image.load("assets/perso_sprite.png")
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self.map_sprite = pygame.image.load("assets/map3.png")
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def load_collisions(self):
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self.collisions = []
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with open('assets/collisions.csv', 'r', newline='') as file:
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reader = csv.DictReader(file)
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for row in reader:
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self.collisions.append(pygame.Rect(float(row["starting_point_x"]), float(row["starting_point_y"]), float(row["len_x"]), float(row["len_y"])))
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def test_collision(self, objet: pygame.Rect, l_collisions) -> bool:
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for col in l_collisions:
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if objet.colliderect(col):
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return True
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return False
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def display_debug_text(self):
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angle_surface = self.font.render("angle: "+str(player.angle), False, (0, 0, 0))
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x_surface = self.font.render("x: "+str(player.x), False, (0, 0, 0))
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y_surface = self.font.render("y: "+str(player.y), False, (0, 0, 0))
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screen.blit(angle_surface, (0,0))
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screen.blit(x_surface, (0,30))
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screen.blit(y_surface, (0,60))
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#pygame.draw.rect(screen, "blue",pygame.Rect(player.x-50, player.y-50, 100, 100))
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def check_input(self):
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keys = pygame.key.get_pressed()
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if keys[pygame.K_z]:
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_ = player.move(1)
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if keys[pygame.K_s]:
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_ = player.move(-1)
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if keys[pygame.K_q]:
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player.rotate(-1)
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if keys[pygame.K_d]:
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player.rotate(1)
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def draw_player(self):
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#pygame.draw.rect(screen, "red", pygame.Rect(player.x, player.y, 50, 50))
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img = pygame.transform.rotozoom(self.perso_sprite, -player.angle-90, 0.2)
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screen.blit(img, (540-img.get_rect().centerx, 360-img.get_rect().centery))
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def display_all(self):
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# fill the screen with a color to wipe away anything from last frame
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screen.fill("purple")
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screen.blit(self.map_sprite, (540-player.x, 360-player.y))
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self.draw_player()
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# We display it at the end so it's on top of all
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self.display_debug_text()
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# flip() the display to put your work on screen
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pygame.display.flip()
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player = Player()
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game = Game()
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while running:
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# poll for events
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# pygame.QUIT event means the user clicked X to close your window
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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game.check_input()
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game.display_all()
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# limits FPS to 60
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# dt is delta time in seconds since last frame, used for framerate-
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# independent physics.
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dt = clock.tick(60) / 1000
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pygame.quit()
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