added basic collision detection (bullts/enemies)
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parent
4be9f64baa
commit
676d173010
1 changed files with 18 additions and 2 deletions
20
pyshoot.py
20
pyshoot.py
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@ -179,7 +179,10 @@ class Enemy(Object):
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def aim_player(self):
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""" compute speed vector to aim at current player position """
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def die(self):
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""" make the enemy dying """
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globals.enemies_list.remove(self)
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def init_gfx():
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"""graphics initialisation"""
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@ -281,6 +284,14 @@ def transition_fade_to_white():
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""" lighten every pixels on screen """
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pass
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def handle_enemies_collisions(collisions):
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""" take the returned dictionnary from pygame.sprite.groupcollide()"""
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for bullet, enemies in collisions.iteritems():
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if enemies != []:
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for e in enemies:
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e.die()
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globals.bullets_list.remove(bullet)
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##
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# Main
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##
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@ -297,7 +308,7 @@ player = Player(['player1_1.bmp', 'player1_2.bmp'], (50, 50), (0, 0))
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globals.player = player
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# background
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globals.background = pygame.image.load(os.path.join('data', 'background.bmp')).convert()
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globals.background = pygame.image.load(os.path.join('data', 'background1.bmp')).convert()
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background_rect = globals.background.get_rect()
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globals.screen.blit(globals.background, background_rect)
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pygame.display.flip()
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@ -314,6 +325,11 @@ while not globals.die:
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globals.moving_objects.update()
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globals.bullets_list.update()
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globals.enemies_list.update()
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# collisions
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ret = pygame.sprite.groupcollide(globals.bullets_list, globals.enemies_list, False, False)
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handle_enemies_collisions(ret)
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# add player (if it's not already in the group). ugly, but ok for now.
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globals.moving_objects.add(player)
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