# Example file showing a basic pygame "game loop" import pygame import math import csv # 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) 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 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)) 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)) 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() 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 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()