Déplacements en 2D et collisions de grille
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gamedata/assets/empty.png
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gamedata/assets/empty.png
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@ -2,6 +2,97 @@ from gamedata.objects.base import BaseObject
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class Player(BaseObject):
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def __init__(self,x,y,game):
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self.sprite = game.sprite_lib["icon.png"]
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super().__init__(x,y,game,self.sprite.get_width(),self.sprite.get_height())
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tileset = game.gameloop.findname("TilesetRenderer")[0]
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self.grid = tileset.collisiongrid
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self.tilew = tileset.tilew
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self.tileh = tileset.tileh
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def step(self):
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keys = self.game.inputs["keys"]
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self.rect[0]+=keys["right"]["pressed"]-keys["left"]["pressed"]
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hor=keys["right"]["pressed"]-keys["left"]["pressed"]
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ver=keys["down"]["pressed"]-keys["up"]["pressed"]
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self.move(hor*300*self.game.dt,ver*300*self.game.dt)
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def getgridpos(self,modx=0,mody=0):
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result = {}
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result["ul"] = {}
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result["ul"]["y"] = int((self.rect[1]+mody)/self.tileh)
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result["ul"]["x"] = int((self.rect[0]+modx)/self.tilew)
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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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def move(self,hor,ver):
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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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while abs(hor)>0:
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if abs(hor)>self.tilew:
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diffx = self.tilew*abs(hor)/hor
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else:
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diffx = hor
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newpos = self.getgridpos(diffx,0) # Future position
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canmove = True
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upy = newpos[colpoints[0]]["y"]
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downy = newpos[colpoints[1]]["y"]
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for posy in range(upy,downy+1): # Je vérifie qu'elle n'est pas en colision
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x = newpos[colpoints[0]]["x"]
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if posy>=0 and posy < len(self.grid):
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if x>=0 and x < len(self.grid[posy]):
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if self.grid[posy][x]==1:
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canmove = False
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break
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if canmove:
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hor-=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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while abs(ver)>0:
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if abs(ver)>self.tileh:
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diffy = self.tileh*abs(ver)/ver
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else:
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diffy = ver
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newpos = self.getgridpos(0,diffy) # Future position
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canmove = True
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leftx = newpos[colpoints[0]]["x"]
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rightx = newpos[colpoints[1]]["x"]
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for posx in range(leftx,rightx+1): # Je vérifie qu'elle n'est pas en colision
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y = newpos[colpoints[0]]["y"]
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if y>=0 and y<len(self.grid):
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if posx>=0 and posx<len(self.grid[y]):
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if self.grid[y][posx]==1:
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canmove = False
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break
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if canmove:
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ver-=diffy
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self.rect[1]+=diffy
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else:
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vstoped = True
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ver = 0
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@ -9,11 +9,12 @@ class TilesetRenderer(BaseObject):
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self.tilew = 64
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self.tileh = 64
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self.sprite = game.sprite_lib["solid.png"]
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self.solid = game.sprite_lib["solid.png"]
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self.empty = game.sprite_lib["empty.png"]
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self.collisiongrid = [
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[0,0,0,0,0,0,0],
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[0,0,0,0,1,0,0],
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[1,0,0,0,1,0,0],
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[1,1,0,0,0,0,0],
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[1,1,0,0,0,0,0],
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[1,1,0,0,0,1,1],
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@ -26,5 +27,5 @@ class TilesetRenderer(BaseObject):
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for x in range(len(self.collisiongrid[y])):
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data = self.collisiongrid[y][x]
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if data==1:
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self.game.window.blit(self.sprite,(self.rect[0]+x*self.tilew,self.rect[1]+y*self.tileh))
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sprites = [self.empty,self.solid]
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self.game.window.blit(sprites[data],(self.rect[0]+x*self.tilew,self.rect[1]+y*self.tileh))
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@ -19,6 +19,7 @@ class GameLoop():
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# Retournes tout les objets portants ce nom
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result = []
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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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result.append(i)
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return result
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@ -16,10 +16,10 @@ def main(game):
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def fight(game):
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game.gameloop.reinit()
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p1 = Player(50,50,game)
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tileset = TilesetRenderer(0,0,game)
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game.gameloop.summon(p1)
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game.gameloop.summon(tileset)
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p1 = Player(70,50,game)
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game.gameloop.summon(p1)
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def options(game):
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game.gameloop.reinit()
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