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| import pygame
import math
import random
from pygame.locals import *
from pygame.math import Vector2
pygame.init()
*
*
#Ouverture de la fenêtre Pygame
fenetre = pygame.display.set_mode((1280,720))
*
*
pygame.mixer.music.load("Maple leaf rag.mp3")
son=pygame.mixer.Sound("pas.wav")
son.set_volume(0.1)
*
#Chargement et collage du fond
fond = pygame.image.load("Map.png").convert()
fond = pygame.transform.scale(fond , (1280,720))
fenetre.blit(fond, (0,0))
*
pygame.time.set_timer(USEREVENT+1, 1000)
pygame.time.set_timer(USEREVENT+2, 1000)
FPS = 60
clock = pygame.time.Clock()
pygame.mixer.music.play()
RATE_DASH = 300
*
class ZOMBIE(pygame.sprite.Sprite):
*
****def __init__(self, position):
********super(ZOMBIE, self).__init__()
*
********self.image = pygame.image.load("perso.png").convert_alpha()
********self.rect = self.image.get_rect(topleft=position)
********self.position = pygame.math.Vector2(position)
********self.speed = 1
*
****def hunt_JOUEUR(self, JOUEUR):
********JOUEUR_position = JOUEUR.rect.topleft
********direction = JOUEUR_position - self.position
********velocity = direction.normalize() * self.speed
*
********self.position += velocity
********self.rect.topleft = self.position
*
****def update(self, JOUEUR):
********self.hunt_JOUEUR(JOUEUR)
*
*
class JOUEUR(pygame.sprite.Sprite):
*
****def __init__(self, position):
********super(JOUEUR, self).__init__()
*
********self.image = pygame.Surface((32, 32))
********self.image.fill(pygame.Color('blue'))
********self.rect = self.image.get_rect(topleft=position)
*
********self.position = pygame.math.Vector2(position)
********self.velocity = pygame.math.Vector2(0, 0)
********self.angle = 0
********self.speed = 3
********self.vie = 100
********self.stamina = 100
********self.vulnerabilité = 0
*
****def update(self):
********keys = pygame.key.get_pressed()
********if keys[pygame.K_LEFT]:
************if self.position.x <= 70:
****************self.velocity.x = 0
************else:
****************self.velocity.x = -self.speed
****************self.angle = 180
****************son.play()
********elif keys[pygame.K_RIGHT]:
************if self.position.x >= 1212:
****************self.velocity.x = 0
************else:
****************self.velocity.x = self.speed
****************self.angle = 0
****************son.play()
********else:
************self.velocity.x = 0
*
********if keys[pygame.K_UP]:
************if self.position.y <= 70:
****************self.velocity.y = 0
************else:
****************self.velocity.y = -self.speed
****************self.angle = -90
****************son.play()
********elif keys[pygame.K_DOWN]:
************if self.position.y >= 649:
****************self.velocity.y = 0
************else:
****************self.velocity.y = self.speed
****************self.angle = 90
****************son.play()
********else:
************self.velocity.y = 0
*
********if keys[pygame.K_SPACE]:
************if not self.fire:
****************if self.stamina > 9:
********************if self.angle == 180:
************************self.velocity.x = -80
************************self.stamina -= 10
************************print(self.stamina)
*
********************if self.angle == 0:
************************self.velocity.x = 80
************************self.stamina -= 10
************************print(self.stamina)
*
********************if self.angle == -90:
************************self.velocity.y = -80
************************self.stamina -= 10
************************print(self.stamina)
*
********************if self.angle == 90:
************************self.velocity.y = 80
************************self.stamina -= 10
************************print(self.stamina)
*
****************else:
********************print("plus de stamina")
*
*
*
****************self.fire = True # Active Delay
************else:
****************self.count += 1
****************if self.count >= RATE_DASH:
********************self.fire = False
********************self.count = 0
********else:
************self.count = 0
************self.fire = False
*
********self.position += self.velocity
********self.rect.topleft = self.position
*
*
class Bullet(pygame.sprite.Sprite):
****def __init__(self, position, angle):
********super().__init__()
********self.image = pygame.Surface([7, 7])
********self.image.fill(pygame.Color('black'))
********self.rect = self.image.get_rect(center=position)
********offset = Vector2(0, 0).rotate(angle)
********self.position = Vector2(position) + offset
********self.velocity = Vector2(9, 0).rotate(angle)
********self.degat = 10
*
****def update(self):
********self.position += self.velocity
********self.rect.center = self.position
*
********if self.rect.x < 0 or self.rect.x > 1280 or self.rect.y < 0 or self.rect.y > 720:
************self.kill()
*
player = JOUEUR(position=(350, 220))
monster = ZOMBIE
all_sprites_list = pygame.sprite.Group()
vague_de_monstre = pygame.sprite.Group()
monstre_list = pygame.sprite.Group()
bullet_list = pygame.sprite.Group()
*
for i in range(3):
****monstre = ZOMBIE(player.position)
****tmpx = random.randrange(0,680)
****tmpy = random.randrange(0,480)
****monstre = ZOMBIE(position=(tmpx, tmpy))
****all_sprites_list.add(monstre)
****ZOMBIE.add(monstre)
*
*
running = True
while running:
*
****clock.tick(FPS)
*
****for event in pygame.event.get():
********if event.type == pygame.QUIT:
************running = False
*
********elif event.type == pygame.MOUSEBUTTONDOWN:
************if event.button == 1:
****************bullet = Bullet(player.position, player.angle)
****************all_sprites_list.add(bullet)
****************bullet_list.add(bullet)
*
********elif player.stamina < 100:
************if event.type == USEREVENT+1:
****************player.stamina += 1
****************print (player.stamina)
*
********elif player.vulnerabilité == 1:
************if event.type == USEREVENT+1:
****************player.vulnerabilité -= 1
*
*
****player.update()
****monstre_list.update()
****bullet_list.update()
****all_sprites_list.update(player)
*
*
****fenetre.blit(fond, (0,0))
****fenetre.blit(player.image, player.rect)
****monstre_list.draw(fenetre)
****bullet_list.draw(fenetre)
****all_sprites_list.draw(fenetre)
*
****pygame.display.update()
*
pygame.quit() |
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