Refonte des collisions
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b76e3b45d6
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@ -2,7 +2,7 @@ import pygame
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class BaseObject():
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class BaseObject():
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def __init__(self,x,y,game,w=10,h=10):
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def __init__(self,x,y,game,w=10,h=10):
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self.rect = [x,y,w,h]
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self.rect = pygame.Rect([x,y,w,h])
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self.baserect = self.rect.copy()
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self.baserect = self.rect.copy()
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self.game = game
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self.game = game
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self.sprite = game.sprite_lib["icon.png"]
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self.sprite = game.sprite_lib["icon.png"]
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@ -15,125 +15,99 @@ class Player(BaseObject):
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self.speed = 300
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self.speed = 300
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self.gravity = 800
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self.gravity = 1500
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self.maxgrav = 400
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self.maxgravity = 800
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self.jump = -400
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self.jump = -600
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self.vertical = self.maxgrav
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self.vertical = self.maxgravity
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self.collisionrects = self.getrects()
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self.hrest = 0
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self.vrest = 0
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def step(self):
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def step(self):
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keys = self.game.inputs["keys"]
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keys = self.game.inputs["keys"]
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hor=keys["right"]["pressed"]-keys["left"]["pressed"]
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hor=keys["right"]["pressed"]-keys["left"]["pressed"]
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# Check if on ground
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# Si je suis sur le sol
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self.onground = False
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self.onground = False
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targetpos = self.getgridpos(0,1)
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if self.checkcollisions(0,1):
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pos = [targetpos["dl"],targetpos["dr"]]
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for x in range(pos[0]["x"],pos[1]["x"]+1):
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if pos[0]["y"]>=0 and pos[0]["y"]<len(self.grid):
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if x>=0 and x<len(self.grid[pos[0]["y"]]):
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if self.grid[pos[0]["y"]][x]==1:
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self.onground = True
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self.onground = True
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break
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self.vertical=0
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# Check if under ceiling
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self.onceiling = False
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targetpos = self.getgridpos(0,-1)
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pos = [targetpos["ul"],targetpos["ur"]]
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for x in range(pos[0]["x"],pos[1]["x"]+1):
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if pos[0]["y"]>=0 and pos[0]["y"]<len(self.grid):
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if x>=0 and x<len(self.grid[pos[0]["y"]]):
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if self.grid[pos[0]["y"]][x]==1:
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self.onceiling= True
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break
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if not self.onground:
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self.vertical += self.gravity*self.game.dt
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self.vertical = min(self.maxgrav,self.vertical)
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else:
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else:
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if keys["up"]["timer"]==1:
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self.vertical+=self.gravity*self.game.dt
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self.vertical = min(self.maxgravity,self.vertical)
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self.jumped = False
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if self.onground:
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if 0<keys["up"]["timer"]<=3:
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self.vertical = self.jump
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self.vertical = self.jump
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else:
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self.jumped = True
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self.vertical = 0
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if self.onceiling and self.vertical < 0:
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self.vertical = 0
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self.move(hor*self.speed*self.game.dt,self.vertical*self.game.dt)
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self.move(hor*self.speed*self.game.dt,self.vertical*self.game.dt)
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if self.jumped:
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print(self.vertical*self.game.dt)
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def getgridpos(self,modx=0,mody=0):
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def getrects(self):
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result = {}
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result = []
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for y in range(len(self.grid)):
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result["ul"] = {}
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for x in range(len(self.grid[y])):
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result["ul"]["y"] = int((self.rect[1]+mody)/self.tileh)
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if self.grid[y][x]>0:
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result["ul"]["x"] = int((self.rect[0]+modx)/self.tilew)
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result.append(self.game.pygame.Rect([x*self.tilew,y*self.tileh,self.tilew,self.tileh]))
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result["ur"] = {}
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result["ur"]["y"] = result["ul"]["y"]
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result["ur"]["x"] = int((self.rect[0]+self.rect[2]+modx)/self.tilew)
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result["dl"] = {}
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result["dl"]["y"] = int((self.rect[1]+self.rect[3]+mody)/self.tileh)
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result["dl"]["x"] = result["ul"]["x"]
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result["dr"] = {}
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result["dr"]["y"] = result["dl"]["y"]
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result["dr"]["x"] = result["ur"]["x"]
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return result
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return result
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def move(self,hor,ver):
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def move(self,movex,movey):
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if hor>0:
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colpoints = ["ur","dr"]
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elif hor<0:
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colpoints = ["ul","dl"]
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hstoped = False
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hstoped = False
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hor = int(movex+self.hrest)
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self.hrest = movex+self.hrest-hor
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while abs(hor)>0:
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while abs(hor)>0:
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if abs(hor)>self.tilew:
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if hor>=self.tilew:
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diffx = self.tilew*abs(hor)/hor
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diffx = self.tilew
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elif hor<=-self.tilew:
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diffx = -self.tilew
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else:
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else:
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diffx = hor
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diffx = hor
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newpos = self.getgridpos(diffx,0) # Future position
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rect = self.checkcollisions(diffx,0)
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canmove = True
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if rect:
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upy = newpos[colpoints[0]]["y"]
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hor = 0
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downy = newpos[colpoints[1]]["y"]
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self.hrest = 0
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for posy in range(upy,downy+1): # Je vérifie qu'elle n'est pas en colision
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hstopped = True
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x = newpos[colpoints[0]]["x"]
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if diffx>0:
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if posy>=0 and posy < len(self.grid):
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self.rect.right = rect.left
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if x>=0 and x < len(self.grid[posy]):
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else:
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if self.grid[posy][x]==1:
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self.rect.left = rect.right
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canmove = False
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else:
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break
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if canmove:
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hor-=diffx
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hor-=diffx
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self.rect[0]+=diffx
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self.rect[0]+=diffx
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else:
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hstoped = True
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hor = 0
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if ver>0:
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colpoints = ["dl","dr"]
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elif ver<0:
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colpoints = ["ul","ur"]
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vstoped = False
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vstoped = False
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ver = int(movey+self.vrest)
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self.vrest = movey+self.vrest-ver
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while abs(ver)>0:
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while abs(ver)>0:
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if abs(ver)>self.tileh:
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if abs(ver)>self.tileh:
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diffy = self.tileh*abs(ver)/ver
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diffy = self.tileh*abs(ver)/ver
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else:
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else:
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diffy = ver
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diffy = ver
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newpos = self.getgridpos(0,diffy) # Future position
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rect = self.checkcollisions(0,diffy)
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canmove = True
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if rect:
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leftx = newpos[colpoints[0]]["x"]
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vstopped = True
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rightx = newpos[colpoints[1]]["x"]
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ver = 0
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for posx in range(leftx,rightx+1): # Je vérifie qu'elle n'est pas en colision
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self.vrest = 0
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y = newpos[colpoints[0]]["y"]
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if diffy>0:
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if y>=0 and y<len(self.grid):
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self.rect.bottom = rect.top
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if posx>=0 and posx<len(self.grid[y]):
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else:
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if self.grid[y][posx]==1:
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self.rect.top = rect.bottom
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canmove = False
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else:
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break
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if canmove:
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ver-=diffy
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ver-=diffy
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self.rect[1]+=diffy
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self.rect[1]+=diffy
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else:
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vstoped = True
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def checkcollisions(self,offx,offy):
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ver = 0
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temprect = self.rect.copy()
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temprect[0]+=offx
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temprect[1]+=offy
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result = False
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for rect in self.collisionrects:
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if temprect.colliderect(rect):
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result = rect
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break
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return result
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@ -19,7 +19,6 @@ class GameLoop():
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# Retournes tout les objets portants ce nom
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# Retournes tout les objets portants ce nom
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result = []
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result = []
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for i in self.objects.values():
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for i in self.objects.values():
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print(type(i).__name__)
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if type(i).__name__==name: # Si le nom de la classe correspond au nom donné, je retourne la classe
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if type(i).__name__==name: # Si le nom de la classe correspond au nom donné, je retourne la classe
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result.append(i)
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result.append(i)
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return result
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return result
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