From fb4a8220868f12b70674f5a555e7d8b92f5a4392 Mon Sep 17 00:00:00 2001 From: Gerhards Kristians Tillers Date: Mon, 26 Feb 2024 10:18:11 +0000 Subject: [PATCH] Delete Movement_version_2.py --- Movement_version_2.py | 230 ------------------------------------------ 1 file changed, 230 deletions(-) delete mode 100644 Movement_version_2.py diff --git a/Movement_version_2.py b/Movement_version_2.py deleted file mode 100644 index cddd447..0000000 --- a/Movement_version_2.py +++ /dev/null @@ -1,230 +0,0 @@ -import pygame -from random import randint -import math - -# pygame setup -pygame.init() -pygame.display.set_caption("Vampire survivors") -screen = pygame.display.set_mode((1280, 720)) -clock = pygame.time.Clock() -running = True - -class Player(pygame.sprite.Sprite): - def __init__(self, pos, group, pos_x, pos_y): - super().__init__(group) - - self.direction = pygame.math.Vector2() - self.speed = 5 - - - # Shooting - self.can_shoot = True - self.shoot_cooldown_time = 200 # Milliseconds - self.shoot_cooldown = 0 - - #sprites right - self.sprites_right = [] - self.in_animation = False - self.side = True - self.sprites_right.append(pygame.image.load("Sprites/Idle/Player_right.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_1.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_2.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_3.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_4.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_5.png")) - self.sprites_right.append(pygame.image.load("Sprites/Running/Player_run_right_6.png")) - self.current_sprite_right = 0 - self.image = self.sprites_right[self.current_sprite_right] - self.rect = self.image.get_rect(center = pos) - - self.rect = self.image.get_rect() - self.rect.topleft = [pos_x,pos_y] - - - #sprites left - self.sprites_left = [] - self.in_animation_2 = False - self.sprites_left.append(pygame.image.load("Sprites/Idle/Player_left.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_1.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_2.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_3.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_4.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_5.png")) - self.sprites_left.append(pygame.image.load("Sprites/Running/Player_run_left_6.png")) - self.current_sprite_left = 0 - self.image = self.sprites_left[self.current_sprite_left] - - self.rect = self.image.get_rect() - self.rect.topleft = [pos_x,pos_y] - - - def animate_right(self, start): - self.in_animation = start - - def animate_left(self, start): - self.in_animation_2 = start - - def sides(self, start): - self.side = start - - - def input(self): - keys = pygame.key.get_pressed() - - self.direction.y = (keys[pygame.K_DOWN] or keys[pygame.K_s]) - (keys[pygame.K_UP] or keys[pygame.K_w]) - self.direction.x = (keys[pygame.K_RIGHT] or keys[pygame.K_d]) - (keys[pygame.K_LEFT] or keys[pygame.K_a]) - - if pygame.mouse.get_pressed()[0] and self.can_shoot: - direction = -(pygame.math.Vector2(self.rect.topleft) - pygame.mouse.get_pos() - camera_group.offset) - direction = pygame.math.Vector2.normalize(direction) - new_projectile = Projectile(self.rect.center, direction, camera_group) - self.can_shoot = False - self.shoot_cooldown = pygame.time.get_ticks() - - def update(self): - self.input() - self.rect.center += self.direction * self.speed - - now = pygame.time.get_ticks() - if now - self.shoot_cooldown > self.shoot_cooldown_time: - self.can_shoot = True - - # Animation for moving right - if self.direction.x > 0: - self.animate_right(True) - self.animate_left(False) - self.side = True - self.image = self.sprites_right[int(self.current_sprite_right)] - self.current_sprite_right = (self.current_sprite_right + 0.2) % len(self.sprites_right) - # Animation for moving left - elif self.direction.x < 0: - self.animate_left(True) - self.animate_right(False) - self.side = False - self.image = self.sprites_left[int(self.current_sprite_left)] - self.current_sprite_left = (self.current_sprite_left + 0.2) % len(self.sprites_left) - # Idle animation when not moving - else: - self.animate_right(False) - self.animate_left(False) - # Set the idle sprite based on the last direction - if self.side: - self.image = self.sprites_right[0] - else: - self.image = self.sprites_left[0] - - - if self.direction.y > 0 and self.side == True: - self.animate_right(True) - elif self.direction.y > 0 and self.side == False: - self.animate_left(True) - elif self.direction.y < 0 and self.side == True: - self.animate_right(True) - elif self.direction.y < 0 and self.side == False: - self.animate_left(True) - -class Projectile(pygame.sprite.Sprite): - def __init__(self, pos, direction, group): - super().__init__(group) - self.image = pygame.image.load("Sprites/bullet.png").convert_alpha() - - self.direction = direction - self.speed = 10 - angle = math.degrees(math.atan2(-self.direction.y, self.direction.x)) - - self.image = pygame.transform.rotate(self.image, angle) - self.rect = self.image.get_rect(center = pos) - - self.life_timer = 10000 # Milliseconds - self.spawned_time = pygame.time.get_ticks() - - def collision(self): - for enemy in enemies: - distance = pygame.math.Vector2.length(pygame.math.Vector2(enemy.rect.center) - self.rect.center) - if distance < 20: - self.kill() - enemy.damage(1) - break - - def update(self): - self.rect.center += self.direction * self.speed - self.collision() - - now = pygame.time.get_ticks() - if now - self.spawned_time > self.life_timer: - self.kill() - -class Enemy(pygame.sprite.Sprite): - def __init__(self, pos, group): - super().__init__(group) - self.image = pygame.surface.Surface((20, 20)) - self.image.fill("red") - self.rect = self.image.get_rect(center = pos) - self.direction = pygame.math.Vector2() - self.speed = 1 - - def damage(self, damage): - enemies.remove(self) - self.kill() - - def update(self): - self.direction = pygame.math.Vector2(player.rect.center) - self.rect.center - if(pygame.math.Vector2.length(self.direction)<20): - self.kill() - self.direction = pygame.math.Vector2.normalize(self.direction) - self.rect.center += self.direction * self.speed - -class CameraGroup(pygame.sprite.Group): - def __init__(self): - super().__init__() - self.display_surface = pygame.display.get_surface() - - self.offset = pygame.math.Vector2(300, 100) - self.half_w = self.display_surface.get_size()[0] // 2 - self.half_h = self.display_surface.get_size()[1] // 2 - - def center_target_camera(self, target): - self.offset.x = target.rect.centerx - self.half_w - self.offset.y = target.rect.centery - self.half_h - - def custom_draw(self, player): - self.center_target_camera(player) - - for sprite in sorted(self.sprites(), key=lambda sprite: sprite.rect.centery): - offset_pos = sprite.rect.topleft - self.offset - self.display_surface.blit(sprite.image, offset_pos) - -def spawn_enemy(): - random_x = randint(-1000, 1000) - random_y = randint(-1000, 1000) - enemies.append(Enemy((player.rect.centerx + random_x, player.rect.centery + random_y), camera_group)) - -spawn_enemy_event = pygame.USEREVENT + 1 -#Setup -camera_group = CameraGroup() -enemies = [] - -player = Player((500, 500), camera_group, 10, 10) -pygame.time.set_timer(spawn_enemy_event, 100) - - -for i in range(20): - spawn_enemy() - -while running: - for e in pygame.event.get(): - if e.type == pygame.QUIT: - running = False - if e.type == spawn_enemy_event: - spawn_enemy() - - screen.fill("cyan") - - camera_group.update() - camera_group.custom_draw(player) - - pygame.display.flip() - - clock.tick(60) - -pygame.quit()