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entitylib2.py
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1233 lines (1204 loc) · 51.1 KB
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from random import randint
from time import time, sleep
try:
import pygame
except:
import os
print("ImportError : Pygame wasn't installed !")
print("Should I install pygame right now ?")
if input().upper() in ["OUI", "O", "Y", "YES", "INSTALL", "INSTALLER", "TRUE", "1", "CMD", "PIP", "OK"]:
print("Python folder detected in '"+os.__file__[0:-10]+"'")
file = open("supprime_moi.bat", "w")
file.write("cd /d "+os.__file__[0:-10]+"""
python -m pip install --upgrade pip
python -m pip install pygame""")
file.close()
os.startfile("supprime_moi.bat")
input("Press <Entry> after complete installation of pygame")
import pygame
try:
import numpy
from os import listdir
except:
import os
print("ImportError : Numpy wasn't installed !\nFunctions 'save' and 'load' need numpy.")
print("Should I install pygame right now ?")
if input().upper() in ["OUI", "O", "Y", "YES", "INSTALL", "INSTALLER", "TRUE", "1", "CMD", "PIP", "OK"]:
print("Python folder detected in '"+os.__file__[0:-10]+"'")
file = open("supprime_moi.bat", "w")
file.write("cd /d "+os.__file__[0:-10]+"""
python -m pip install --upgrade pip
python -m pip install numpy""")
file.close()
os.startfile("supprime_moi.bat")
input("Press <Entry> after complete installation of numpy")
import numpy
pygame.init()
print("Hello from entitylib2 too https://github.com/Calvin-Ruiz/entitylib2")
def save(filename):
print("NotImplementedError : save hasn't been implemented yet.");return None
global Player, Obstacle, Fired, Entity, IA, IA_D
numpy.save("saves/"+filename, (Player.__dict__, Obstacle.entities, Fired.entities, Entity.entities, IA.entities, IA_D.entities))
def load(filename):
"return True if save doesn't exist"
print("NotImplementedError : save hasn't been implemented yet.");return None
global core, Player, Obstacle, Fired, Entity, IA, IA_D
if filename in listdir("saves"):
N = numpy.load("saves/"+filename).tolist()
Player.__dict__, Obstacle.entities, Fired.entities, Entity.entities, IA.entities, IA_D.entities = N
return False
else:return True
class BaseEntity:
def __repr__(self):
text = "--------- "+self.name+" ----------\nlive : "+str(self.live)+"\n--- effects ---\n"
for a in self.effect:text+=str(a)
return text+"---------------------"+"-"*len(self.name)
img_format=(1, "png")
live=20
atk_freq=20
atk_delay=0
Size=None
def chunking(self):
global core
"Test if entity exit chunk"
if self.pos[0] + self.Size[0] < 0:
# sortie à gauche
if self.chunk[0] > core.border[0]:
core.area["entity"][self.chunk[0]][self.chunk[1]].remove(self)
self.chunk[0]-=1
core.area["entity"][self.chunk[0]][self.chunk[1]].append(self)
self.pos[0]+=256
else:
self.pos[0]=-self.Size[0]
elif self.pos[0] + self.Size[0] > 256:
# sortie à droite
if self.chunk[0] < core.border[1]:
core.area["entity"][self.chunk[0]][self.chunk[1]].remove(self)
self.chunk[0]+=1
core.area["entity"][self.chunk[0]][self.chunk[1]].append(self)
self.pos[0]-=256
else:
self.pos[0]=256-self.Size[0]
if self.pos[1] + self.Size[1] < 0:
# sortie en haut
if self.chunk[1] > core.border[2]:
core.area["entity"][self.chunk[0]][self.chunk[1]].remove(self)
self.chunk[1]-=1
core.area["entity"][self.chunk[0]][self.chunk[1]].append(self)
self.pos[1]+=256
else:
self.pos[1]=-self.Size[1]
elif self.pos[1] + self.Size[1] > 256:
# sortie en bas
if self.chunk[1] < core.border[3]:
core.area["entity"][self.chunk[0]][self.chunk[1]].remove(self)
self.chunk[1]+=1
core.area["entity"][self.chunk[0]][self.chunk[1]].append(self)
self.pos[1]-=256
else:
self.pos[1]=256-self.Size[1]
def apply(self, effect, delay, level):
for a in self.effect:
if a.name == effect.name:
if a.level >= level:
a.delay=delay
a.level=level
return None
self.effect.append(effect(delay, level))
self.effect[-1].init_effect(self)
def apply_all(self, liste):
# deprecated
l=list()
for a in self.effect:
l.append(a.name)
for a in liste:
self.effect.append(a[0](a[1], a[2]))
self.effect[-1].init_effect(self)
def apply_all(self, liste):
for e in liste:
self.apply(e[0], e[1], e[2])
def write(text):
global letters
# créer une image
b = text.split("\n")
s = pygame.Surface((len(max(b))*8, len(b)*12), pygame.SRCALPHA, 32).convert_alpha()
x=0
y=0
for a in text:
if a == "\n":
x = 0
y += 12
elif a == " ":
x+=8
elif a == " ":
x = x//64*64+64
else:
s.blit(letters[a], (x, y))
x+=8
return s
def to_str(number, force_size=True, symbol = {0:"", 1:"k", 2:"M", 3:"G", 4:"T"}):
exposant = 0
lenght = 5
while number >= 10000:
number = number//1000
exposant += 1
lenght = 4
number = str(number)
if len(number) > lenght:
number = number[0:lenght]
elif force_size:
number=" "*(lenght-len(number))+number
# longueur de 40 pixels max !
return number+symbol[exposant]
def fullscreen():
global core
if core.fmode:
pygame.display.set_mode(core.size)
else:pygame.display.set_mode(core.size, pygame.FULLSCREEN)
core.fmode = not core.fmode
def screenshoot():
global core
t=int(time())
date = str(t%60) + "s"
t//=60
date = str(t%60) + "m" + date
t//=60
t+=2
date = str(t%24) + "h" + date
t//=24
date = str(t) + " on " + date
pygame.image.save(core.fen, "screenshoots/screenshoot of day " + date +".bmp")
print("screenshoot saved as 'screenshoot of day "+date+"'")
class core:
__doc__ = "Content all variables used on this library. Use with caution !"
__init__ = None
area={"entity":[], "obs":[], "static":[]}
model = list()
while len(model) < 64:
model.append([])
model = str(tuple(model))
a=0
while a < 64:
area["entity"].append(eval(model))
a+=1
area["entity"] = tuple(area["entity"])
a=0
while a < 64:
area["obs"].append(eval(model))
a+=1
area["obs"] = tuple(area["obs"])
a=0
while a < 64:
area["static"].append(eval(model))
a+=1
area["static"] = tuple(area["static"])
score=0
border = None
fmode = False
size = None # fen size
fen = None
S = None # chunk size
tic=0 # reset when tic == 360
timer=0 # nombre de 0,3 minutes écoulées depuis le début de la partie (si aucun lags)
timexe = time()
lags = -1
images = []
jauges = []
def refresh():pass
try:
img = pygame.image.load("textures/background.bmp")
except:
img = pygame.image.load("textures/default.bmp")
Bsize=img.get_size()
Bnum=None
letters=dict()
imgeff = dict()
def init(MobTypes, fen_size=(1536, 1024)):
"MobTypes : tuple of all created class\nInitializing all class in tuple"
global core, Fired, Player, letters, imgeff
print("Initialisation...")
core.S=(fen_size[0]//256+1, fen_size[1]//256+1)
core.size = ((core.S[0]-1)*256, (core.S[1]-1)*256)
core.fen = pygame.display.set_mode(core.size)
core.Bnum = (core.size[0]//core.Bsize[0]+2, core.size[1]//core.Bsize[1]+2)
core.border = (core.S[0]-2, 65-core.S[0], core.S[1]-2, 65-core.S[1])
files = listdir("textures")
for a in MobTypes + (Player,):
if max(a.size) > 128:print("Warning : maximal size is 128 and "+str(max(a.size))+" > 128")
a.name = a.__name__
if a.sound != None:a.sounded=True;a.sound=pygame.mixer.Sound("sounds/"+a.sound)
if type(a.img_format) is str:
if a.name + "." + a.img_format in files:
a.img = pygame.transform.scale(pygame.image.load("textures/" + a.name + "."+a.img_format), a.size)
else:
a.img = pygame.transform.scale(pygame.image.load("textures/default.bmp"), a.size)
continue
a.Size = (a.size[0]//2, a.size[1]//2)
try:
imgs = pygame.image.load("textures/" + a.name + "."+a.img_format[-1])
except:
imgs = pygame.image.load("textures/default.bmp")
a.img = list()
b=0
size = imgs.get_size()
if len(a.img_format) == 3:
size = (size[0]//a.img_format[0], size[1]//a.img_format[1])
while b < a.img_format[1]:
c=0
a.img.append(list())
while c < a.img_format[0]:
c+=1
img=pygame.Surface(size, pygame.SRCALPHA, 32).convert_alpha()
img.blit(imgs, ((c - a.img_format[0])*size[0], (1+b - a.img_format[1])*size[1]))
a.img[b].append(pygame.transform.scale(img, a.size))
b+=1
elif a.__class__ is Fired:
c=0
while c < a.img_format[0]:
img=pygame.Surface(size, pygame.SRCALPHA, 32).convert_alpha()
img.blit(imgs, (-size[0]*c, 0))
a.img.append(pygame.transform.scale(img, a.size))
c+=1
else:
size = (size[0]//a.img_format[0], size[1])
while b < 4:
c=0
a.img.append(list())
while c < a.img_format[0]:
img=pygame.Surface(size, pygame.SRCALPHA, 32).convert_alpha()
img.blit(imgs, (-size[0]*c, 0))
a.img[b].append(pygame.transform.scale(pygame.transform.rotate(img, (4-b)*90), a.size))
c+=1
b+=1
for image in listdir("textures/letter"):
letters.__setitem__(image[0:-4], pygame.image.load("textures/letter/"+image))
for image in listdir("textures/letters"):
letters.__setitem__(image[0:-4], pygame.image.load("textures/letters/"+image))
for image in listdir("textures/effect"):
imgeff.__setitem__(image[0:-4], pygame.image.load("textures/effect/"+image))
print("Librairie et entités initialisées")
def NoWeapon(a, b):pass
class player(BaseEntity):
__doc__="""Contiend tout ce qui est en rapport avec le joueur.
Utiliser Player.effect.append(effect) pour ajouter un effet au joueur
Utiliser MyEffect = effect(*args) pour créer un nouvel effet."""
__name__="Player"
def __init__(self):
global Player
self.effect=list()
self.atk_delay = 0
pos = [48, 48]
move = [0, 0]
chunk = [31,31]
size = (32, 32)
live = 20
dir = 0
img = None
atk_delay = 0
atk_freq = 10
weapon = NoWeapon
frame = 0
speed = 3
react = None
sound = None
sounded=False
def chunking(self):
global core
"Test if entity exit chunk"
if self.pos[0] + self.Size[0] < 0:
# sortie à gauche
if self.chunk[0] > core.border[0]:
self.chunk[0]-=1
self.pos[0]+=256
else:
self.pos[0]=-self.Size[0]
elif self.pos[0] + self.Size[0] > 256:
# sortie à droite
if self.chunk[0] < core.border[1]:
self.chunk[0]+=1
self.pos[0]-=256
else:
self.pos[0]=256-self.Size[0]
if self.pos[1] + self.Size[1] < 0:
# sortie en haut
if self.chunk[1] > core.border[2]:
self.chunk[1]-=1
self.pos[1]+=256
else:
self.pos[1]=-self.Size[1]
elif self.pos[1] + self.Size[1] > 256:
# sortie en bas
if self.chunk[1] < core.border[3]:
self.chunk[1]+=1
self.pos[1]-=256
else:
self.pos[1]=256-self.Size[0]
def collide(self):
global core, IA, IA_D, Static, Obstacle, Entity
cond = False
x, y = self.pos
a=0
x+=256
y+=256
while a < 9:
if a%3:
x-=256
elif a//3:
x+=512
y-=256
for e in core.area["entity"][self.chunk[0]+a%3-1][self.chunk[1]+a//3-1]:
if e.pos[0] + e.size[0] > x and x + self.size[0] > e.pos[0] and e.pos[1] + e.size[1] > y and y + self.size[1] > e.pos[1]:
# collision
coll=True
if x + self.size[0] + e.move[0]*e.speed <= e.pos[0] + self.move[0]*self.speed + 0.4*(e.speed+self.speed):
# droite
if self.move[0]==1:x -= self.speed * (1 - 0.3 * abs(self.move[1]))
if e.move[0]==-1:e.pos[0] += e.speed * (1 - 0.3 * abs(e.move[1]))
elif x + e.move[0]*e.speed + 0.4*(e.speed+self.speed) >= e.pos[0] + e.size[0] + self.move[0]*self.speed:
# gauche
if self.move[0]==-1:x += self.speed * (1 - 0.3 * abs(self.move[1]))
if e.move[0]==1:e.pos[0] -= e.speed * (1 - 0.3 * abs(e.move[1]))
if y + self.size[1] + e.move[1]*e.speed <= e.pos[1] + self.move[1]*self.speed + 0.4*(e.speed+self.speed):
# bas
if self.move[1]==1:y -= self.speed * (1 - 0.3 * abs(self.move[0]))
if e.move[1]==-1:e.pos[1] += e.speed * (1 - 0.3 * abs(e.move[0]))
elif y + e.move[1]*e.speed + 0.4*(e.speed+self.speed) >= e.pos[1] + e.size[1] + self.move[1]*self.speed:
# haut
if self.move[1]==-1:y += self.speed * (1 - 0.3 * abs(self.move[0]))
if e.move[1]==1:e.pos[1] -= e.speed * (1 - 0.3 * abs(e.move[0]))
if e.atk_delay == 0:
e.atk_delay = e.atk_freq
self.live+=-e.dmg
if self.sounded:self.sound.play()
a+=1
a=0
x+=512
y+=512
while a < 4:
if a%2:
x-=256
elif a//2:
x+=256
y-=256
for e in core.area["obs"][self.chunk[0]+a%2-1][self.chunk[1]+a//2-1]:
if e.pos[2] > x and x + self.size[0] > e.pos[0] and e.pos[3] > y and y + self.size[1] > e.pos[1]:
# collision
coll=True
if self.move[0] == 1 and x + self.size[0] <= e.pos[0] + self.speed:
# droite
x = e.pos[0] - self.size[0]
elif self.move[0] == -1 and e.pos[2] <= x + self.speed:
# gauche
x = e.pos[0] + e.size[0]
elif self.move[1] == 1 and y + self.size[1] <= e.pos[1] + self.speed:
# bas
y = e.pos[1] - self.size[1]
elif self.move[1] == -1 and e.pos[3] <= y + self.speed:
# haut
y = e.pos[1] + e.size[1]
for e in core.area["static"][self.chunk[0]+a%2-1][self.chunk[1]+a//2-1]:
if e[2][0] > x and x + self.size[0] > e[1][0] and e[2][1] > y and y + self.size[1] > e[1][1]:
# collision
coll=True
if self.move[0] == 1 and x + self.size[0] <= e[1][0] + self.speed:
# droite
x = e[1][0] - self.size[0]
elif self.move[0] == -1 and e[2][0] <= x + self.speed:
# gauche
x = e[2][0]
elif self.move[1] == 1 and y + self.size[1] <= e[1][1] + self.speed:
# bas
y = e[1][1] - self.size[1]
elif self.move[1] == -1 and e[2][1] <= y + self.speed:
# haut
y = e[2][1]
a+=1
if self.atk_delay > 0:
self.atk_delay+=-1
self.pos[0]=x
self.pos[1]=y
class Static:
__doc__ = """Utiliser 'nom = Static(*args)' pour créer un mur.
Utiliser nom.append(pos, chunk) pour ajouter une mur.
Renvoie un type d'objet indestructible et immobile.
Tout objet Static ne pourra jamais être traversé, il sera toujours 'solide'.
img_format : format de l'image ('png' par défaut)
size : tuple de la hauteur et de la largeur de l'entité désiré"""
def __init__(self, name, size, img_format="png"):
global Static
self.img = pygame.transform.scale(pygame.image.load("textures/"+name + "."+img_format), size)
self.size = size
def append(self, pos, chunk):
"pos : position du mur dans le chunk de 0 à 255 (exemple : (314,159))\nchunk : chunk contenant le mur de -29 à 29 (exemple : (1,-2))"
global core
self.pos = pos + (pos[0]+self.size[0], pos[1]+self.size[1])
a = (pos[0]+self.size[0]//2-128)//256
b = (pos[1]+self.size[1]//2-128)//256
chunk = list(chunk)
pos = list(pos)
chunk[0] += a+31
chunk[1] += b+31
pos[0] += -a*256
pos[1] += -b*256
core.area["static"][chunk[0]][chunk[1]].append((self.img, pos, (pos[0]+self.size[0], pos[1]+self.size[1])))
class Obstacle:
__doc__ = """Utiliser 'class <nom>(Obstacle):' pour créer un obstacle (similaire à mur).
Attributs de ce type de classe :
live : points de vie de l'obstacle
img_format : format de l'image ('png' par défaut)
size : tuple de la hauteur et de la largeur de l'entité désiré
Ce type d'objet est statique mais destructible."""
entities = []
def __init__(self, pos, chunk):
global core
self.pos = pos + (pos[0]+self.size[0], pos[1]+self.size[1])
self.chunk = (chunk[0]+31, chunk[1]+31)
self.entities.append(self)
core.area["obs"][self.chunk[0]][self.chunk[1]].append(self)
img_format="png"
img=None
sounded = False
sound = None
def clean():
global Obstacle,core
a=0;b=len(Obstacle.entities)
while a < b:
if Obstacle.entities[a].live <= 0:
core.area["obs"][Obstacle.entities[a].chunk[0]][Obstacle.entities[a].chunk[1]].remove(Obstacle.entities[a])
del Obstacle.entities[a]
b+=-1
else:a+=1
def Rien(self):pass
class Fired:
__doc__ = """Utiliser 'class <nom>(Fired):' pour créer un projectile.
Entités mobiles (exemple : flèche)
Attributs de ce type de classe :
speed : vitesse de déplacement (0 par défaut)
pcoll : activer la collision avec le joueur (True par défaut)
ecoll : activer la collision avec les entités (True par défaut)
action : action supplémentaire quand contact avec le joueur (renvoie le projectile comme argument)
dmg : dégâts infligés à l'objet/entité touché (0 par défaut)
delay : durée de vie du projectile (en tic) (-1 par défaut)
img_format : format du "tableau d'image" ((1, 'png') par défaut)
effects : effets appliqués à l'entité touché.
effects = ((effet1, temps, niveau), etc...)
Peut être sous la forme (nbr_frames, nbr_directions, format)
Ou avec une rotation automatique si sous la forme (nbr_frames, format)
Ce type d'entité se détruit au contact en infligeant des dégats"""
entities = []
actives = []
speed = 0
pcoll = True
ecoll = True
action = Rien
sounded = False
sound = None
frame = 0
dmg = 0
delay = -1
effects = tuple()
img_format = (1, "png")
img=None
def __init__(self, pos, chunk, move):
"""pos : position du projectile (exemple : (367, -23) )
move : mouvement du projectile en x et en y.
1 : mouvement positif, 0 : immobile et -1 : mouvement négatif
(exemple : (-1, 1) )"""
global Player
self.frame = randint(1-self.img_format[0], 0)
self.pos = list(pos)
self.chunk = list(chunk)
if move == [0,0]:move=list({0:(1, 0), 1:(0, 1), 2:(-1, 0), 3:(0, -1)}[Player.dir])
self.move = move
img=list()
for a in self.img[0]:
img.append(pygame.transform.rotate(a, {(1, 0) : 0,(1, 1) : 45,(0, 1) : 90,(-1, 1) : 135,(-1, 0) : 180,(-1, -1): 225,(0, -1) : 270,(1, -1) : 315}[tuple(move)]))
self.img=img
self.entities.append(self)
self.actives.append(self.react)
def clean():
global Fired
a=0;b=len(Fired.entities)
while a < b:
if Fired.entities[a].delay == 0:
if Fired.entities[a].sounded:Fired.entities[a].sound.play()
del Fired.entities[a]
del Fired.actives[a]
b+=-1
else:a+=1
def react(self):
global core
"Test if entity exit chunk"
if self.pos[0] + self.Size[0] < 0:
# sortie à gauche
if self.chunk[0] > 1:
self.chunk[0]-=1
self.pos[0]+=256
else:
self.pos[0]=0
elif self.pos[0] + self.Size[0] > 256:
# sortie à droite
if self.chunk[0] < 62:
self.chunk[0]+=1
self.pos[0]-=256
else:
self.pos[0]=256-self.size[0]
if self.pos[1] + self.Size[1] < 0:
# sortie en haut
if self.chunk[1] > 1:
self.chunk[1]-=1
self.pos[1]+=256
else:
self.pos[1]=0
elif self.pos[1] + self.Size[1] > 256:
# sortie en bas
if self.chunk[1] < 62:
self.chunk[1]+=1
self.pos[1]-=256
else:
self.pos[1]=256-self.size[1]
if self.delay>0:self.delay += -1
x = self.pos[0] + self.move[0] * (self.speed * (1 - 0.3 * abs(self.move[1])))
y = self.pos[1] + self.move[1] * (self.speed * (1 - 0.3 * abs(self.move[0])))
if self.pcoll and Player.pos[0] + Player.size[0] > x and x + self.size[0] > Player.pos[0] and Player.pos[1] + Player.size[1] > y and y + self.size[1] > Player.pos[1]:
# collision
self.action()
self.delay = 0
Player.live += -self.dmg
e.apply_all(self.effects)
if Player.sounded:Player.sound.play()
x+=256
y+=256
for a in range(0,4):
if a%2:
x+=-256
elif a//2:
x+=256
y-=256
if self.ecoll:
for e in core.area["entity"][self.chunk[0]+a%2-1][self.chunk[1]+a//2-1]:
if e.pos[0] + e.size[0] > x and x + self.size[0] > e.pos[0] and e.pos[1] + e.size[1] > y and y + self.size[1] > e.pos[1]:
# collision
self.delay = 0
e.live -= self.dmg
e.apply_all(self.effects)
if e.sounded:e.sound.play()
for e in core.area["obs"][self.chunk[0]+a%2-1][self.chunk[1]+a//2-1]:
if e.pos[2] > x and x + self.size[0] > e.pos[0] and e.pos[3] > y and y + self.size[1] > e.pos[1]:
# collision
self.delay = 0
e.live -= self.dmg
if e.sounded:e.sound.play()
for e in core.area["static"][self.chunk[0]+a%2-1][self.chunk[1]+a//2-1]:
if e[2][0] > x and x + self.size[0] > e[1][0] and e[2][1] > y and y + self.size[1] > e[1][1]:
# collision
self.delay = 0
self.pos[0]=x
self.pos[1]=y
def Suivre(self):
global core
a = self.pos[0] - Player.pos[0] + 256*(self.chunk[0] - Player.chunk[0])
b = self.pos[1] - Player.pos[1] + 256*(self.chunk[1] - Player.chunk[1])
c = abs(a) > abs(b)
if a < 0:
if c:
self.move[0] = 1
self.dir=0
else:
if a == 0:pass
elif abs(a) > self.speed:self.move[0] = 1
else:
self.move[0] = 0
self.pos[0] = Player.pos[0]
if self.chunk[0] != Player.chunk[0]:
core.area["entity"][self.chunk[0]][self.chunk[1]].remove(self)
self.chunk[0]=Player.chunk[0]
core.area["entity"][self.chunk[0]][self.chunk[1]].append(self)
else:
if c:
self.move[0] = -1
self.dir=2
else:
if a == 0:pass
elif abs(a) > self.speed:self.move[0] = -1
else:
self.move[0] = 0
self.pos[0] = Player.pos[0]
if self.chunk[0] != Player.chunk[0]:
core.area["entity"][self.chunk[0]][self.chunk[1]].remove(self)
self.chunk[0]=Player.chunk[0]
core.area["entity"][self.chunk[0]][self.chunk[1]].append(self)
if b < 0:
if c:
if b == 0:pass
elif abs(b) > self.speed:self.move[1] = 1
else:
self.move[1] = 0
self.pos[1] = Player.pos[1]
if self.chunk[1] != Player.chunk[1]:
core.area["entity"][self.chunk[0]][self.chunk[1]].remove(self)
self.chunk[1]=Player.chunk[1]
core.area["entity"][self.chunk[0]][self.chunk[1]].append(self)
else:
self.move[1] = 1
self.dir=1
else:
if c:
if b == 0:pass
elif abs(b) > self.speed:self.move[1] = -1
else:
self.move[1] = 0
self.pos[1] = Player.pos[1]
if self.chunk[1] != Player.chunk[1]:
core.area["entity"][self.chunk[0]][self.chunk[1]].remove(self)
self.chunk[1]=Player.chunk[1]
core.area["entity"][self.chunk[0]][self.chunk[1]].append(self)
else:
self.move[1] = -1
self.dir=3
class Entity(BaseEntity):
__doc__ = """Utiliser 'class <nom>(Fired):' pour créer une entité.
Entités simples (trajectoire aléatoire) sauf si joueur à proximité
Attributs de ce type de classe :
live : vie de l'entité (100 par défaut)
img_format : format du "tableau d'image" ((1, 'png') par défaut)
Peut être sous la forme (nbr_frames, nbr_directions, format)
Ou avec une rotation automatique si sous la forme (nbr_frames, format)
dmg : dégats infligés à la cible (5 par défaut)
atk_freq : temps (en tic) entre 2 attaques de l'IA (20 par défaut)
speed : vitesse de déplacement de l'entité
range : distance de vue de l'entité
xp : nombre de points gagnés lorsque l'entité est tuée"""
dmg=2
xp=0
dir=0
speed = 2
img=None
range = 500
entities = []
actives = []
sounded = False
sound = None
def __init__(self, pos, chunk):
global core
self.effect = list()
self.frame = randint(1-self.img_format[0], 0)
self.pos = list(pos)
self.chunk = [chunk[0]+31, chunk[1]+31]
self.move = [0, 0] # mouvement
self.dir = 0 # direction
self.atk_delay = 0
self.entities.append(self)
self.actives.append(self.react)
core.area["entity"][self.chunk[0]][self.chunk[1]].append(self)
def clean():
global Entity, core
a=0;b=len(Entity.entities)
while a < b:
if Entity.entities[a].live <= 0:
E = Entity.entities[a]
core.score+=E.xp
core.area["entity"][E.chunk[0]][E.chunk[1]].remove(E)
del Entity.entities[a]
del Entity.actives[a]
b+=-1
else:a+=1
suivre = Suivre
def react(self):
if abs(self.chunk[0] - Player.chunk[0]) + abs(self.chunk[1] - Player.chunk[1]) < self.range:self.suivre()
self.pos[0] += self.move[0] * self.speed * (1-abs(self.move[1]) * 0.3)
self.pos[1] += self.move[1] * self.speed * (1-abs(self.move[0]) * 0.3)
self.chunking()
self.collide()
def collide(self):
global Player, IA, IA_D, Static, Obstacle, Entity
cond = False
x, y = self.pos[0:2]
a=0
x+=256
y+=256
while True:
if a%2:
x-=256
elif a//2:
x+=256
y-=256
for e in core.area["entity"][self.chunk[0]+a%2-1][self.chunk[1]+a//2-1]:
if e.pos[0] + e.size[0] > x and x + self.size[0] > e.pos[0] and e.pos[1] + e.size[1] > y and y + self.size[1] > e.pos[1]:
if e is self:continue
# collision
coll=True
unsolved=True
if x + self.size[0] + e.move[0]*e.speed <= e.pos[0] + self.move[0]*self.speed + 0.3*(e.speed+self.speed):
# droite
if self.move[0]==1:x -= self.speed * (1 - 0.3 * abs(self.move[1]))
if e.move[0]==-1:e.pos[0] += e.speed * (1 - 0.3 * abs(e.move[1]))
unsolved=False
elif x + e.move[0]*e.speed + 0.3*(e.speed+self.speed) >= e.pos[0] + e.size[0] + self.move[0]*self.speed:
# gauche
if self.move[0]==-1:x += self.speed * (1 - 0.3 * abs(self.move[1]))
if e.move[0]==1:e.pos[0] -= e.speed * (1 - 0.3 * abs(e.move[1]))
unsolved=False
if y + self.size[1] + e.move[1]*e.speed <= e.pos[1] + self.move[1]*self.speed + 0.3*(e.speed+self.speed):
# bas
if self.move[1]==1:y -= self.speed * (1 - 0.3 * abs(self.move[0]))
if e.move[1]==-1:e.pos[1] += e.speed * (1 - 0.3 * abs(e.move[0]))
unsolved=False
elif y + e.move[1]*e.speed + 0.3*(e.speed+self.speed) >= e.pos[1] + e.size[1] + self.move[1]*self.speed:
# haut
if self.move[1]==-1:y += self.speed * (1 - 0.3 * abs(self.move[0]))
if e.move[1]==1:e.pos[1] -= e.speed * (1 - 0.3 * abs(e.move[0]))
unsolved=False
if unsolved:
# méthode anti-superposition !
if self.move[0]==1:x -= self.speed * (2 - 0.6 * abs(self.move[1]))
elif self.move[0]==-1:x += self.speed * (2 - 0.6 * abs(self.move[1]))
if self.move[1]==1:y -= self.speed * (2 - 0.6 * abs(self.move[0]))
elif self.move[1]==-1:y += self.speed * (2 - 0.6 * abs(self.move[0]))
if a == 4:break
for e in core.area["obs"][self.chunk[0]+a%2-1][self.chunk[1]+a//2-1]:
if e.pos[2] > x and x + self.size[0] > e.pos[0] and e.pos[3] > y and y + self.size[1] > e.pos[1]:
# collision
coll=True
if x + self.size[0] <= e.pos[0] + self.speed:
# droite
x = e.pos[0] - self.size[0]
elif e.pos[2] <= x + self.speed:
# gauche
x = e.pos[2]
elif y + self.size[1] <= e.pos[1] + self.speed:
# bas
y = e.pos[1] - self.size[1]
elif e.pos[3] <= y + self.speed:
# haut
y = e.pos[3]
for e in core.area["static"][self.chunk[0]+a%2-1][self.chunk[1]+a//2-1]:
if e[2][0] > x and x + self.size[0] > e[1][0] and e[2][1] > y and y + self.size[1] > e[1][1]:
# collision
coll=True
if x + self.size[0] <= e[1][0] + self.speed:
# droite
x = e[1][0] - self.size[0]
elif e[2][0] <= x + self.speed:
# gauche
x = e[2][0]
elif y + self.size[1] <= e[1][1] + self.speed:
# bas
y = e[1][1] - self.size[1]
elif e[2][1] <= y + self.speed:
# haut
y = e[2][1]
a+=1
if self.atk_delay > 0:
self.atk_delay+=-1
if cond:
self.move[0] = randint(-1, 1)
self.move[1] = randint(-1, 1)
self.pos[0]=x-256
self.pos[1]=y+256
class IA(BaseEntity):
__doc__ = """Utiliser 'class <nom>(IA):' pour créer une IA.
Entités intelligentes ! (exemple : monstre)
Attributs de ce type de classe :
live : vie de l'entité (100 par défaut)
img_format : format du "tableau d'image" ((1, 'png') par défaut)
Peut être sous la forme (nbr_frames, nbr_directions, format)
Ou avec une rotation automatique si sous la forme (nbr_frames, format)
dmg : dégats infligés à la cible (5 par défaut)
atk_freq : temps (en tic) entre 2 attaques de l'IA (20 par défaut)
delay : temps de vie (en tic) de l'IA (-1 par défaut)
speed : vitesse de déplacement de l'IA
xp : nombre de points gagnés lorsque l'IA est tuée"""
dmg=2
delay = 0
xp=0
dir=0
speed = 2
indirect=0
img=None
sounded = False
sound = None
entities = []
actives = []
def clean():
global IA, core
a=0;b=len(IA.entities)
while a < b:
if IA.entities[a].delay == 0 or IA.entities[a].live <= 0:
I = IA.entities[a]
if I.delay != 0:core.score+=I.xp
core.area["entity"][I.chunk[0]][I.chunk[1]].remove(I)
del IA.entities[a]
del IA.actives[a]
b+=-1
else:
a+=1
def __init__(self, pos, chunk):
global core
self.effect = list()
self.frame = randint(1-self.img_format[0], 0)
self.pos = list(pos)
self.chunk = [chunk[0]+31, chunk[1]+31]
self.move = [0,0] # mouvement
self.dir = 0 # direction
self.DIR = 0 # direction initiale
self.atk_delay = 0
self.indirect = 0
self.entities.append(self)
self.actives.append(self.react)
core.area["entity"][self.chunk[0]][self.chunk[1]].append(self)
suivre = Suivre
def react(self):
global Player
if not self.indirect:self.suivre()
self.pos[0] += self.move[0] * self.speed * (1-abs(self.move[1]) * 0.3)
self.pos[1] += self.move[1] * self.speed * (1-abs(self.move[0]) * 0.3)
self.chunking()
self.collide()
def collide(self):
global Player, IA, IA_D, Static, Obstacle, Entity
self.delay+=-1
cond = True
x, y = self.pos[0:2]
a=0
x+=256
y+=256
while True:
if a%2:
x-=256
elif a//2:
x+=256
y-=256
for e in core.area["entity"][self.chunk[0]+a%2-1][self.chunk[1]+a//2-1]:
if e.pos[0] + e.size[0] > x and x + self.size[0] > e.pos[0] and e.pos[1] + e.size[1] > y and y + self.size[1] > e.pos[1]:
if e is self:continue
# collision
coll=True
unsolved = True
if x + self.size[0] + e.move[0]*e.speed <= e.pos[0] + self.move[0]*self.speed + 0.3*(e.speed+self.speed):
# droite
if self.move[0]==1:x -= self.speed * (1 - 0.3 * abs(self.move[1]))
if e.move[0]==-1:e.pos[0] += e.speed * (1 - 0.3 * abs(e.move[1]))
unsolved = False
elif x + e.move[0]*e.speed + 0.3*(e.speed+self.speed) >= e.pos[0] + e.size[0] + self.move[0]*self.speed:
# gauche
if self.move[0]==-1:x += self.speed * (1 - 0.3 * abs(self.move[1]))
if e.move[0]==1:e.pos[0] -= e.speed * (1 - 0.3 * abs(e.move[1]))
unsolved = False
if y + self.size[1] + e.move[1]*e.speed <= e.pos[1] + self.move[1]*self.speed + 0.3*(e.speed+self.speed):
# bas
if self.move[1]==1:y -= self.speed * (1 - 0.3 * abs(self.move[0]))
if e.move[1]==-1:e.pos[1] += e.speed * (1 - 0.3 * abs(e.move[0]))
unsolved = False
elif y + e.move[1]*e.speed + 0.3*(e.speed+self.speed) >= e.pos[1] + e.size[1] + self.move[1]*self.speed:
# haut
if self.move[1]==-1:y += self.speed * (1 - 0.3 * abs(self.move[0]))
if e.move[1]==1:e.pos[1] -= e.speed * (1 - 0.3 * abs(e.move[0]))
unsolved = False
if unsolved:
# méthode anti-superposition !
if self.move[0]==1:x -= self.speed * (2 - 0.6 * abs(self.move[1]))
elif self.move[0]==-1:x += self.speed * (2 - 0.6 * abs(self.move[1]))
if self.move[1]==1:y -= self.speed * (2 - 0.6 * abs(self.move[0]))
elif self.move[1]==-1:y += self.speed * (2 - 0.6 * abs(self.move[0]))
if a == 4:break
for e in core.area["obs"][self.chunk[0]+a%2-1][self.chunk[1]+a//2-1]:
if e.pos[2] > x and x + self.size[0] > e.pos[0] and e.pos[3] > y and y + self.size[1] > e.pos[1]:
# collision
if x + self.size[0] <= e.pos[0] + self.speed:
# droite
x = e.pos[0] - self.size[0]
if self.indirect == 1:
# On est déja en train de contourner un obstacle
if self.dir == 1:cond = False
elif self.dir == 0:
self.dir = 1
self.move[1] = 1
cond = False
elif self.dir == 0:
# On se cogne juste contre un mur dans sa direction
self.dir = 1
self.move[1] = 1
self.indirect = 1
self.DIR = 0
cond = False
elif e.pos[2] <= x + self.speed:
# gauche
x = e.pos[2]
if self.indirect == 1:
# On est déja en train de contourner un obstacle
if self.dir == 3:cond = False
elif self.dir == 2:
self.dir = 3
self.move[1] = -1
cond = False
elif self.dir == 2:
# On se cogne juste contre un mur dans sa direction
self.dir = 3
self.move[1] = -1
self.indirect = 1
self.DIR = 2
cond = False
elif y + self.size[1] <= e.pos[1] + self.speed:
# bas
y = e.pos[1] - self.size[1]
if self.indirect == 1:
# On est déja en train de contourner un obstacle
if self.dir == 2:cond = False
elif self.dir == 1:
self.dir = 2
self.move[0] = -1
cond = False
elif self.dir == 1:
# On se cogne juste contre un mur dans sa direction
self.dir = 2
self.move[0] = -1
self.indirect = 1
self.DIR = 1
cond = False
elif e.pos[3] <= y + self.speed:
# haut
y = e.pos[3]
if self.indirect == 1:
# On est déja en train de contourner un obstacle
if self.dir == 0:cond = False
elif self.dir == 3:
self.dir = 0
self.move[0] = 1
cond = False
elif self.dir == 3:
# On se cogne juste contre un mur dans sa direction
self.dir = 0
self.move[0] = 1
self.indirect = 1
self.DIR = 3
cond = False
for e in core.area["static"][self.chunk[0]+a%2-1][self.chunk[1]+a//2-1]:
if e[2][0] > x and x + self.size[0] > e[1][0] and e[2][1] > y and y + self.size[1] > e[1][1]: