- adaptation en float de la position (meilleur precision pour les collisions)
- maj du bot (difficulté normal) - refact leger du init du Game - update todo
This commit is contained in:
+2
-2
@@ -6,8 +6,8 @@ from screen import Screen
|
||||
|
||||
@dataclass
|
||||
class Pos:
|
||||
x: int
|
||||
y: int
|
||||
x: float
|
||||
y: float
|
||||
|
||||
@dataclass
|
||||
class Velocity:
|
||||
|
||||
+5
-9
@@ -5,26 +5,22 @@ from ball import Ball
|
||||
|
||||
class Game:
|
||||
def __init__(self):
|
||||
self.screen_manager = Screen()
|
||||
self.screen = self.screen_manager.get_screen()
|
||||
self.screen_manager: Screen = Screen()
|
||||
self.screen: pygame.Surface = self.screen_manager.get_screen()
|
||||
|
||||
self.clock: pygame.time.Clock = pygame.time.Clock()
|
||||
self.FPS_MAX: int = 60
|
||||
|
||||
self.running = True
|
||||
self.difficulty = 0 # 0: facile, 1: normal, 2: difficile, change uniquement l'intelligence du bot
|
||||
|
||||
self.player: Player = Player(self.screen_manager)
|
||||
self.bot: Player = Player(self.screen_manager, is_ai=True)
|
||||
self.ball: Ball = Ball(self.screen_manager, self.player, self.bot)
|
||||
self.restart()
|
||||
|
||||
self.my_font:pygame.font.Font = pygame.font.SysFont('Comic Sans MS', 30)
|
||||
|
||||
def restart(self):
|
||||
self.running = True
|
||||
self.difficulty = 1 # 0: facile, 1: normal, 2: difficile, change uniquement l'intelligence du bot
|
||||
|
||||
self.player: Player = Player(self.screen_manager)
|
||||
self.bot: Player = Player(self.screen_manager, is_ai=True)
|
||||
self.bot: Player = Player(self.screen_manager, difficulty=self.difficulty, is_ai=True)
|
||||
self.ball: Ball = Ball(self.screen_manager, self.player, self.bot)
|
||||
|
||||
def run(self):
|
||||
|
||||
+2
-1
@@ -1,7 +1,8 @@
|
||||
"""
|
||||
TODO
|
||||
- améliorer l'ia
|
||||
- rendre plus realiste les rebomd
|
||||
- rendre plus realiste les rebond
|
||||
- modifier déplacement joueur & balle pour utiliser le deltatime
|
||||
- faire un menu style arcade
|
||||
- rendre le jeu plus arcade
|
||||
- ajouter des sons style arcade
|
||||
|
||||
+60
-25
@@ -9,12 +9,15 @@ if TYPE_CHECKING:
|
||||
from ball import Ball
|
||||
|
||||
class Player(Entity):
|
||||
def __init__(self, screen_manager: Screen, is_ai: bool = False):
|
||||
self.is_ai = is_ai
|
||||
|
||||
def __init__(self, screen_manager: Screen, difficulty:int = 0, is_ai: bool = False):
|
||||
self.size = (150, 10)
|
||||
color_player = (255, 255, 255, 255)
|
||||
|
||||
self.difficulty: int = difficulty
|
||||
self.is_ai = is_ai
|
||||
self.end_pos_is_calculate = False
|
||||
self.end_ballx: float = (screen_manager.get_screen().get_size()[0] / 2)
|
||||
|
||||
image:pygame.Surface = pygame.Surface(self.size)
|
||||
image.fill(color_player)
|
||||
|
||||
@@ -27,34 +30,18 @@ class Player(Entity):
|
||||
self.velocity.max = 10
|
||||
|
||||
def draw(self):
|
||||
self.screen.blit(self.image, (self.pos.x, self.pos.y))
|
||||
self.screen.blit(self.image, (round(self.pos.x), round(self.pos.y)))
|
||||
|
||||
def apply_friction(self, deltatime: float):
|
||||
if (self.velocity.x > 0): self.velocity.x -= self.friction.x * deltatime
|
||||
elif (self.velocity.x < 0): self.velocity.x += self.friction.x * deltatime
|
||||
|
||||
def move(self, deltatime: float, ball: Ball):
|
||||
if (self.is_ai):
|
||||
if (ball.pos.x < self.pos.x + self.size[0] / 2): self.velocity.x -= self.speed * deltatime
|
||||
elif (ball.pos.x > self.pos.x + self.size[0] / 2): self.velocity.x += self.speed * deltatime
|
||||
else:
|
||||
keys = pygame.key.get_pressed()
|
||||
|
||||
# if keys[pygame.K_z] or keys[pygame.K_UP]: self.velocity.y -= self.speed * deltatime
|
||||
# if keys[pygame.K_s] or keys[pygame.K_DOWN]: self.velocity.y += self.speed * deltatime
|
||||
if keys[pygame.K_q] or keys[pygame.K_LEFT]: self.velocity.x -= self.speed * deltatime
|
||||
if keys[pygame.K_d] or keys[pygame.K_RIGHT]: self.velocity.x += self.speed * deltatime
|
||||
|
||||
if (self.velocity.x > self.velocity.max): self.velocity.x = self.velocity.max
|
||||
elif (-self.velocity.x > self.velocity.max): self.velocity.x = -self.velocity.max
|
||||
# if (self.velocity.y > self.velocity.max): self.velocity.y = self.velocity.max
|
||||
# elif (-self.velocity.y > self.velocity.max): self.velocity.y = -self.velocity.max
|
||||
|
||||
def apply_move(self, deltatime:float):
|
||||
self.apply_friction(deltatime)
|
||||
|
||||
temps_pos: Tuple[int, int] = (
|
||||
self.pos.x + round(self.velocity.x),
|
||||
self.pos.y + round(self.velocity.y)
|
||||
temps_pos: Tuple[float, float] = (
|
||||
self.pos.x + self.velocity.x,
|
||||
self.pos.y + self.velocity.y
|
||||
)
|
||||
|
||||
# les collisions
|
||||
@@ -66,4 +53,52 @@ class Player(Entity):
|
||||
self.velocity.x = 0
|
||||
else:
|
||||
self.pos.x = temps_pos[0]
|
||||
self.pos.y = temps_pos[1]
|
||||
self.pos.y = temps_pos[1]
|
||||
|
||||
def ia_move(self, deltatime:float, ball:Ball):
|
||||
# IA en mode facile
|
||||
if (self.difficulty == 0):
|
||||
if (ball.pos.x < self.pos.x + self.size[0] / 2): self.velocity.x -= self.speed * deltatime
|
||||
elif (ball.pos.x > self.pos.x + self.size[0] / 2): self.velocity.x += self.speed * deltatime
|
||||
|
||||
# IA en mode normal && difficile
|
||||
if (self.difficulty > 0):
|
||||
if (ball.velocity.y < 0): # Si la balle va vers le bot (en gros, monte)
|
||||
coef_dir: float = ball.velocity.y / ball.velocity.x # Calculer le coef directeur de la droite qui suit le vecteur mouvement de la balle
|
||||
dist_boty: float = (self.pos.y - self.size[1]) - (ball.pos.y - (ball.size / 2)) # La distance en yqui séparre le bot et la balle
|
||||
self.end_ballx = ball.pos.x + (dist_boty / coef_dir) # déterminer ou la ball devrais arriver
|
||||
|
||||
if (self.end_ballx < 0): # Si la balle devrait collisionner avec le mur de gauche
|
||||
collisiony: float = ball.pos.y + (coef_dir * (ball.pos.x - (ball.size / 2))) # Calculer a quelle hauteur la balle va collisionner avec le mur
|
||||
dist_boty = (self.pos.y - self.size[1]) - (collisiony - (ball.size / 2))
|
||||
self.end_ballx = ball.pos.x + (dist_boty / -coef_dir) # déterminer ou la ball devrais arriver
|
||||
elif (self.end_ballx > self.screen.get_width() + (ball.size / 2)): # Si la balle devrait collisionner avec le mur de droite
|
||||
collisiony: float = ball.pos.y + (coef_dir * (self.screen.get_width() - (ball.pos.x - (ball.size / 2)))) # Calculer a quelle hauteur la balle va collisionner avec le mur
|
||||
self.end_ballx = ball.pos.x + (dist_boty / -coef_dir) # déterminer ou la ball devrais arriver
|
||||
|
||||
if (self.end_ballx < self.pos.x + self.size[0] / 2): self.velocity.x -= self.speed * deltatime
|
||||
elif (self.end_ballx > self.pos.x + self.size[0] / 2): self.velocity.x += self.speed * deltatime
|
||||
|
||||
self.apply_move(deltatime)
|
||||
|
||||
|
||||
def player_move(self, deltatime:float):
|
||||
keys = pygame.key.get_pressed()
|
||||
|
||||
# if keys[pygame.K_z] or keys[pygame.K_UP]: self.velocity.y -= self.speed * deltatime
|
||||
# if keys[pygame.K_s] or keys[pygame.K_DOWN]: self.velocity.y += self.speed * deltatime
|
||||
if keys[pygame.K_q] or keys[pygame.K_LEFT]: self.velocity.x -= self.speed * deltatime
|
||||
if keys[pygame.K_d] or keys[pygame.K_RIGHT]: self.velocity.x += self.speed * deltatime
|
||||
|
||||
if (self.velocity.x > self.velocity.max): self.velocity.x = self.velocity.max
|
||||
elif (-self.velocity.x > self.velocity.max): self.velocity.x = -self.velocity.max
|
||||
# if (self.velocity.y > self.velocity.max): self.velocity.y = self.velocity.max
|
||||
# elif (-self.velocity.y > self.velocity.max): self.velocity.y = -self.velocity.max
|
||||
|
||||
self.apply_move(deltatime)
|
||||
|
||||
def move(self, deltatime: float, ball: Ball):
|
||||
if (self.is_ai):
|
||||
self.ia_move(deltatime, ball)
|
||||
else:
|
||||
self.player_move(deltatime)
|
||||
Reference in New Issue
Block a user