Jeu-GTC/game.py

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# Example file showing a basic pygame "game loop"
import pygame
import math
import csv
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import random
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# pygame setup
pygame.init()
screen = pygame.display.set_mode((1080,720))
clock = pygame.time.Clock()
running = True
dt = 0
player_sprite = pygame.Rect(100,100,50,50)
mur = pygame.Rect(500,100,100,100)
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class Waypoint:
def __init__(self, name: str) -> None:
self.name = name
match name.capitalize():
case "A":
self.x = 800
self.y = 900
self.connection = ("B", "H")
case "B":
self.x = 1575
self.y = 900
self.connection = ("A", "E", "C")
case "C":
self.x = 2500
self.y = 900
self.connection = ("B", "D")
case "D":
self.x = 2500
self.y = 1600
self.connection = ("C", "E", "F")
case "E":
self.x = 1575
self.y = 1600
self.connection = ("B", "D", "G")
case "F":
self.x = 2500
self.y = 2200
self.connection = ("D", "G")
case "G":
self.x = 1575
self.y = 2200
self.connection = ("H", "E", "F")
case "H":
self.x = 800
self.y = 2200
self.connection = ("A", "G")
def get_new_connected(self)-> object:
letter = random.choice(self.connection)
return Waypoint(letter)
def get_direction(self, pointA: object, pointB: object)-> str:
a = pointA.name
b = pointB.name
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"):
return "north"
elif (a == "A" and b == "H") or (a == "E" and b == "G") or (a == "B" and b == "E") or (a == "D" and b == "F") or (a == "C" and b == "D"):
return "south"
elif (a == "A" and b == "B") or (a == "B" and b == "C") or (a == "E" and b == "D") or (a == "H" and b == "G") or (a == "G" and b == "F"):
return "east"
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"):
return "west"
else:
raise Exception("crash: POINT A and B impossible")
class Pnj:
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def __init__(self, x: int, y: int, sprite_path: str, direction: str, objectif: Waypoint, speed: int) -> None:
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self.x = x
self.y = y
self.sprite = pygame.transform.scale_by(pygame.image.load(sprite_path), 3.0)
self.direction = direction
self.objectif = objectif
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self.speed = speed
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def avance(self):
'''
Vérifie que l'objectif n'est pas atteint et avance le pnj dans la direction
'''
if self.check_objectif():
return
else:
match self.direction:
case "north":
self.y -= self.speed
case "south":
self.y += self.speed
case "east":
self.x += self.speed
case "west":
self.x -= self.speed
case _:
pass
def check_objectif(self):
"""
Vérifie que l'objectif n'est pas atteint et renvoie true si un l'est, s'occupe aussi de réassigner un nouvel objectig
"""
match self.direction:
case "north":
if self.y <= self.objectif.y:
new_objectif = self.objectif.get_new_connected()
self.direction = self.objectif.get_direction(self.objectif, new_objectif)
self.objectif = new_objectif
return True
case "south":
if self.y >= self.objectif.y:
new_objectif = self.objectif.get_new_connected()
self.direction = self.objectif.get_direction(self.objectif, new_objectif)
self.objectif = new_objectif
return True
case "east":
if self.x >= self.objectif.x:
new_objectif = self.objectif.get_new_connected()
self.direction = self.objectif.get_direction(self.objectif, new_objectif)
self.objectif = new_objectif
return True
case "west":
if self.x <= self.objectif.x:
new_objectif = self.objectif.get_new_connected()
self.direction = self.objectif.get_direction(self.objectif, new_objectif)
self.objectif = new_objectif
return True
return False
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class Village:
def __init__(self, nb_pnj: int) -> None:
self.liste_pnj = []
for i in range(nb_pnj):
start_waypoint = Waypoint(random.choice(("A", "B", "C", "D", "E", "F", "G", "H")))
objective_waypoint = start_waypoint.get_new_connected()
self.liste_pnj.append(Pnj(start_waypoint.x, start_waypoint.y, "assets/MiniPeasant.png", start_waypoint.get_direction(start_waypoint, objective_waypoint), objective_waypoint, random.randint(1, 4)))
def ajouter_pnj_random(self)-> None:
pass
def update_pnj(self)-> None:
for p in self.liste_pnj:
p.avance()
def get_village_sprites(self)->list:
village_sprites = []
for p in self.liste_pnj:
village_sprites.append((p.x, p.y, p.sprite))
return village_sprites
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class Player:
def __init__(self)-> None:
self.x = 800
self.y = 900
self.mov_speed = 8
self.rotate_speed = 5
self.angle = 90
def rotate(self, angle: math.degrees)-> None:
self.angle += angle*self.rotate_speed
def move(self, mov: int)-> None:
new_x = self.x + self.mov_speed*mov*math.cos(math.radians(self.angle))
new_y = self.y + self.mov_speed*mov*math.sin(math.radians(self.angle))
if(game.test_collision(pygame.Rect(new_x-50, new_y-50, 100, 100), game.collisions) == False):
self.x = new_x
self.y = new_y
elif(game.test_collision(pygame.Rect(self.x-50, new_y-50, 100, 100), game.collisions) == False):
self.y = new_y
elif(game.test_collision(pygame.Rect(new_x-50, self.y-50, 100, 100), game.collisions) == False):
self.x = new_x
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class Game:
def __init__(self):
self.is_paused = False
pygame.font.init()
self.font = pygame.font.SysFont('Comic Sans MS', 30)
self.load_sprites()
self.load_collisions()
def load_sprites(self):
self.perso_sprite = pygame.image.load("assets/perso_sprite.png")
self.map_sprite = pygame.image.load("assets/map3.png")
def load_collisions(self):
self.collisions = []
with open('assets/collisions.csv', 'r', newline='') as file:
reader = csv.DictReader(file)
for row in reader:
self.collisions.append(pygame.Rect(float(row["starting_point_x"]), float(row["starting_point_y"]), float(row["len_x"]), float(row["len_y"])))
def test_collision(self, objet: pygame.Rect, l_collisions) -> bool:
for col in l_collisions:
if objet.colliderect(col):
return True
return False
def display_debug_text(self):
angle_surface = self.font.render("angle: "+str(player.angle), False, (0, 0, 0))
x_surface = self.font.render("x: "+str(player.x), False, (0, 0, 0))
y_surface = self.font.render("y: "+str(player.y), False, (0, 0, 0))
screen.blit(angle_surface, (0,0))
screen.blit(x_surface, (0,30))
screen.blit(y_surface, (0,60))
#pygame.draw.rect(screen, "blue",pygame.Rect(player.x-50, player.y-50, 100, 100))
def check_input(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_z]:
_ = player.move(1)
if keys[pygame.K_s]:
_ = player.move(-1)
if keys[pygame.K_q]:
player.rotate(-1)
if keys[pygame.K_d]:
player.rotate(1)
def draw_player(self):
#pygame.draw.rect(screen, "red", pygame.Rect(player.x, player.y, 50, 50))
img = pygame.transform.rotozoom(self.perso_sprite, -player.angle-90, 0.2)
screen.blit(img, (540-img.get_rect().centerx, 360-img.get_rect().centery))
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def draw_village(self):
for s in village.get_village_sprites():
screen.blit(s[2], (540-player.x + s[0] - s[2].get_rect().centerx, 360-player.y + s[1] - s[2].get_rect().centery))
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def display_all(self):
# fill the screen with a color to wipe away anything from last frame
screen.fill("purple")
screen.blit(self.map_sprite, (540-player.x, 360-player.y))
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self.draw_village()
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self.draw_player()
# We display it at the end so it's on top of all
self.display_debug_text()
# flip() the display to put your work on screen
pygame.display.flip()
player = Player()
game = Game()
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#pnj = Pnj(800, 900, "assets/MiniPeasant.png", "south", Waypoint("H"), 3)
village = Village(20)
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while running:
# poll for events
# pygame.QUIT event means the user clicked X to close your window
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
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# make all the pnj move and do their pnj stuff
village.update_pnj()
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game.check_input()
game.display_all()
# limits FPS to 60
# dt is delta time in seconds since last frame, used for framerate-
# independent physics.
dt = clock.tick(60) / 1000
pygame.quit()