9d9c583598
- ajout du mode difficile (fait a la main pour corriger par ia) - correction du speedUp de la balle lors d'une collision
83 lines
3.5 KiB
Python
83 lines
3.5 KiB
Python
from __future__ import annotations
|
|
|
|
import pygame
|
|
import random
|
|
import math
|
|
from typing import Tuple, TYPE_CHECKING
|
|
from entity import Entity
|
|
from screen import Screen
|
|
|
|
if TYPE_CHECKING:
|
|
from player import Player
|
|
|
|
class Ball(Entity):
|
|
def __init__(self, screen_manager: Screen, player:Player, bot:Player):
|
|
self.player: Player = player
|
|
self.bot: Player = bot
|
|
|
|
self.size = 30
|
|
color_ball = (255, 200, 200, 255)
|
|
|
|
image:pygame.Surface = pygame.Surface((self.size, self.size), pygame.SRCALPHA)
|
|
pygame.draw.circle(image, color_ball, (round(self.size / 2), round(self.size / 2)), self.size / 2)
|
|
|
|
origin: Tuple[int, int] = (round(screen_manager.get_screen().get_size()[0] / 2) - round(self.size / 2), round(screen_manager.get_screen().get_size()[1] / 2) - round(self.size / 2))
|
|
|
|
super().__init__("Ball", origin, image, screen_manager)
|
|
|
|
self.speed: int = 25
|
|
self.friction.x = 1 # le vrai speed est la différence entre friction.x et speed
|
|
self.velocity.max = 10 ** 2 # Mettre au carré pour économiser des calcules plus tard (sur la normalisation du mouvement)
|
|
self.velocity.min = 2
|
|
|
|
self.collide: bool = False
|
|
|
|
def draw(self):
|
|
self.screen.blit(self.image, (self.pos.x, self.pos.y))
|
|
|
|
def speed_up(self):
|
|
self.velocity.x = self.velocity.x + .75 if (self.velocity.x > 0) else self.velocity.x - .75
|
|
self.velocity.y = self.velocity.y + .75 if (self.velocity.y > 0) else self.velocity.y - .75
|
|
|
|
def move(self, deltatime: float):
|
|
if (self.velocity.x == 0 and self.velocity.y == 0): # si la balle est a l'arret lui donner un mouvement aléatoire
|
|
self.velocity.x = random.randint(1, int(self.velocity.min))
|
|
self.velocity.y = random.randint(1, int(self.velocity.min))
|
|
|
|
|
|
norm: float = self.velocity.x ** 2 + self.velocity.y ** 2 # norme du vecteur mouvement
|
|
scale: float = 1
|
|
if (norm > self.velocity.max):
|
|
scale = math.sqrt(self.velocity.max / norm)
|
|
elif(norm < self.velocity.min):
|
|
scale = math.sqrt(self.velocity.min / norm)
|
|
|
|
self.velocity.x *= scale
|
|
self.velocity.y *= scale
|
|
|
|
if (self.pos.x < 0 or (self.pos.x + round(self.size / 2)) > self.screen.get_size()[0]): self.velocity.x = -self.velocity.x # Collision avec le mur
|
|
|
|
# collision avec le joueur
|
|
if ((self.pos.y + self.size / 2) >= self.player.pos.y - self.player.size[1] and self.pos.y <= self.player.pos.y):
|
|
if (self.pos.x + self.size >= self.player.pos.x and self.pos.x - self.size <= self.player.pos.x + self.player.size[0]):
|
|
self.velocity.y = -self.velocity.y
|
|
if not self.collide: self.speed_up()
|
|
self.collide = True
|
|
|
|
# collision avec le bot
|
|
elif (self.pos.y - round(self.size / 2) <= self.bot.pos.y and self.pos.y >= self.bot.pos.y + self.bot.size[1]):
|
|
if (self.pos.x + self.size >= self.bot.pos.x and self.pos.x - self.size <= self.bot.pos.x + self.bot.size[0]):
|
|
self.velocity.y = -self.velocity.y
|
|
if not self.collide: self.speed_up()
|
|
self.collide = True
|
|
|
|
else: self.collide = False
|
|
|
|
self.pos.x += round(self.velocity.x)
|
|
self.pos.y += round(self.velocity.y)
|
|
|
|
def as_winner(self) -> int:
|
|
if (self.pos.y < 0): return 0 # Joueur a gagner
|
|
if (self.pos.y > self.screen.get_size()[1]): return 1 # Bot a gagner
|
|
|
|
return -1 |