added gameover

This commit is contained in:
ayabusa 2024-10-23 20:11:41 +02:00
parent 4281545f3c
commit 2bd9fec9f9
9 changed files with 43 additions and 4 deletions

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47
game.py
View File

@ -77,11 +77,14 @@ class Pnj:
self.direction = direction
self.objectif = objectif
self.speed = speed
self.alive = True
def avance(self):
'''
Vérifie que l'objectif n'est pas atteint et avance le pnj dans la direction
'''
if not self.alive:
return
if self.check_objectif():
return
else:
@ -128,6 +131,15 @@ class Pnj:
return True
return False
def kill(self):
self.sprite = pygame.transform.scale_by(pygame.image.load("assets/blood.png"), 3.0)
self.alive = False
player.killcounter += 1
if player.killcounter == game.pnj_number:
village.final_boss()
elif player.killcounter >= game.pnj_number+8:
game.game_over()
class Village:
def __init__(self, nb_pnj: int) -> None:
self.liste_pnj = []
@ -149,6 +161,19 @@ class Village:
village_sprites.append((p.x, p.y, p.sprite))
return village_sprites
def check_kill(self)->None:
player_rect = pygame.Rect(player.x-50, player.y-50, 100, 100)
for p in self.liste_pnj:
if p.alive and player_rect.collidepoint(p.x, p.y):
p.kill()
def final_boss(self)->None:
for i in ("A", "B", "C", "D", "E", "F", "G", "H"):
start_waypoint = Waypoint(i)
objective_waypoint = start_waypoint.get_new_connected()
self.liste_pnj.append(Pnj(start_waypoint.x, start_waypoint.y, "assets/pnj/knight.png", start_waypoint.get_direction(start_waypoint, objective_waypoint), objective_waypoint, 10))
class Player:
def __init__(self)-> None:
self.x = 800
@ -156,6 +181,7 @@ class Player:
self.mov_speed = 8
self.rotate_speed = 5
self.angle = 90
self.killcounter = 0
def rotate(self, angle: math.degrees)-> None:
self.angle += angle*self.rotate_speed
@ -170,17 +196,19 @@ class Player:
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
village.check_kill()
class Game:
def __init__(self):
self.is_paused = False
self.pnj_number = 5
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.perso_sprite = pygame.image.load("assets/Horse2.png")
self.map_sprite = pygame.image.load("assets/map3.png")
def load_collisions(self):
@ -200,9 +228,11 @@ class Game:
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))
kill_surface = self.font.render("kills: "+str(player.killcounter), False, (0, 0, 0))
screen.blit(angle_surface, (0,0))
screen.blit(x_surface, (0,30))
screen.blit(y_surface, (0,60))
screen.blit(kill_surface, (0,90))
#pygame.draw.rect(screen, "blue",pygame.Rect(player.x-50, player.y-50, 100, 100))
def check_input(self):
@ -218,7 +248,7 @@ class Game:
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)
img = pygame.transform.rotozoom(self.perso_sprite, -player.angle-90, 1)
screen.blit(img, (540-img.get_rect().centerx, 360-img.get_rect().centery))
def draw_village(self):
@ -227,7 +257,7 @@ class Game:
def display_all(self):
# fill the screen with a color to wipe away anything from last frame
screen.fill("purple")
screen.fill("gray")
screen.blit(self.map_sprite, (540-player.x, 360-player.y))
self.draw_village()
@ -239,10 +269,19 @@ class Game:
# flip() the display to put your work on screen
pygame.display.flip()
def game_over(self)->None:
screen.blit(pygame.image.load("assets/gameover.png"), (0,0))
# flip() the display to put your work on screen
pygame.display.flip()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
player = Player()
game = Game()
#pnj = Pnj(800, 900, "assets/MiniPeasant.png", "south", Waypoint("H"), 3)
village = Village(20)
village = Village(game.pnj_number)
while running:
# poll for events