Refactor entity and player classes to implement friction and velocity management
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+10
-5
@@ -13,12 +13,19 @@ class Pos:
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class Velocity:
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x: float
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y: float
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max: float = 50
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@dataclass
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class Friction: # les forces de frottement
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x: float
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y: float
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@dataclass
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class Entity:
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name: str
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pos: Pos
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velocity: Velocity
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friction: Friction
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image: pygame.Surface
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screen_manager: Screen
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@@ -28,14 +35,12 @@ class Entity:
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self.name:str = name
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self.pos = Pos(*origin)
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self.velocity = Velocity(0, 0)
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self.friction = Friction(0, 0) # Par defaut on est dans le vide
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self.image: pygame.Surface = image
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self.screen_manager = screen_manager
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self.screen: pygame.Surface = screen_manager.get_screen()
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def apply_move(self):
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self.pos.x += int(self.velocity.x)
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self.pos.y += int(self.velocity.y)
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def draw(self):...
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def move(self, event:pygame.event.Event):...
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def move(self, deltatime: float):...
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def apply_friction(self, deltatime: float):...
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+10
@@ -7,6 +7,9 @@ class Game:
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self.screen_manager = Screen()
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self.screen = self.screen_manager.get_screen()
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self.clock: pygame.time.Clock = pygame.time.Clock()
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self.FPS_MAX: int = 60
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self.running = True
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self.player = Player(self.screen_manager)
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@@ -17,5 +20,12 @@ class Game:
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if event.type == pygame.QUIT:
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self.running = False
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self.screen.fill((0, 0, 0))
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# Determiner le deltaTime
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dt_ms: int = self.clock.tick(self.FPS_MAX)
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dt: float = dt_ms / 1000.0
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self.player.move(dt)
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self.player.draw()
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pygame.display.flip()
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+41
-11
@@ -1,26 +1,56 @@
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import pygame
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from typing import Tuple
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from entity import Entity
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from screen import Screen
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class Player(Entity):
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def __init__(self, screen_manager: Screen):
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size = (150, 5)
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self.size = (150, 5)
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color_player = (255, 255, 255, 255)
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image:pygame.Surface = pygame.Surface(size)
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image:pygame.Surface = pygame.Surface(self.size)
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image.fill(color_player)
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super().__init__("Player", (50, 50), image, screen_manager)
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self.speed: int = 25
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self.friction.x = 15 # le vrai speed est la différence entre friction.x et speed
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self.velocity.max = 10
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def draw(self):
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self.screen.blit(self.image, (self.pos.x, self.pos.y))
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def move(self, event:pygame.event.Event):
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if (event.key == pygame.K_z or event.key == pygame.K_UP):
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pass
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if (event.key == pygame.K_s or event.key == pygame.K_DOWN):
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pass
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if (event.key == pygame.K_q or event.key == pygame.K_LEFT):
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pass
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if (event.key == pygame.K_d or event.key == pygame.K_RIGHT):
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pass
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def apply_friction(self, deltatime: float):
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if (self.velocity.x > 0): self.velocity.x -= self.friction.x * deltatime
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elif (self.velocity.x < 0): self.velocity.x += self.friction.x * deltatime
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def move(self, deltatime: float):
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keys = pygame.key.get_pressed()
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# if keys[pygame.K_z] or keys[pygame.K_UP]: self.velocity.y -= self.speed * deltatime
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# if keys[pygame.K_s] or keys[pygame.K_DOWN]: self.velocity.y += self.speed * deltatime
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if keys[pygame.K_q] or keys[pygame.K_LEFT]: self.velocity.x -= self.speed * deltatime
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if keys[pygame.K_d] or keys[pygame.K_RIGHT]: self.velocity.x += self.speed * deltatime
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if (self.velocity.x > self.velocity.max): self.velocity.x = self.velocity.max
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elif (-self.velocity.x > self.velocity.max): self.velocity.x = -self.velocity.max
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# if (self.velocity.y > self.velocity.max): self.velocity.y = self.velocity.max
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# elif (-self.velocity.y > self.velocity.max): self.velocity.y = -self.velocity.max
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self.apply_friction(deltatime)
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temps_pos: Tuple[int, int] = (
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self.pos.x + round(self.velocity.x),
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self.pos.y + round(self.velocity.y)
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)
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# les collisions
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if (temps_pos[0] < 0):
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self.velocity.x = 0
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self.pos.x = 0
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elif ((temps_pos[0] + self.size[0]) > self.screen.get_size()[0]):
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self.pos.x = self.screen.get_size()[0] - self.size[0]
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self.velocity.x = 0
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else:
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self.pos.x = temps_pos[0]
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self.pos.y = temps_pos[1]
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