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TopGun_Fighter-Raspberry-Pi/utils.py at main · KevOneRedOne/TopGun_Fighter-Raspberry-Pi · GitHub
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utils.py
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import
random
import
pygame
as
pg
from
settings
import
BULLET_HIT_SOUND
,
CONTROLLER_J1
,
CONTROLLER_J2
,
HEIGHT
,
MISSILE_HIT_SOUND
,
SCREEN
,
BACKGROUND_IMG
,
WHITE
,
RED
,
GREEN
,
WIDTH
,
WINNER_FONT
# --------------------------------------------------------------
# ----------- Drawing of the game -----------------
# --------------------------------------------------------------
# ------ Background ------
def
draw_bg
():
SCREEN
.
blit
(
BACKGROUND_IMG
, (
0
,
0
))
# ------ Health Bar ------
def
draw_health_bar
(
health
,
x
,
y
):
ratio
=
health
/
100
pg
.
draw
.
rect
(
SCREEN
,
WHITE
, (
x
-
2
,
y
-
2
,
204
,
24
))
pg
.
draw
.
rect
(
SCREEN
,
RED
, (
x
,
y
,
200
,
20
))
pg
.
draw
.
rect
(
SCREEN
,
GREEN
, (
x
,
y
,
200
*
ratio
,
20
))
# ------ Draw text on the screen ------
def
draw_text
(
text
,
font
,
text_col
,
x
,
y
):
texte_to_print
=
font
.
render
(
text
,
True
,
text_col
)
SCREEN
.
blit
(
texte_to_print
, (
x
,
y
))
# ------ Draw winner text on the screen ------
def
draw_winner
(
text
):
draw_text
=
WINNER_FONT
.
render
(
text
,
1
,
WHITE
)
SCREEN
.
blit
(
draw_text
, (
WIDTH
/
2
-
draw_text
.
get_width
()
/
2
,
HEIGHT
/
2
-
draw_text
.
get_height
()
/
2
))
pg
.
display
.
update
()
pg
.
time
.
delay
(
10000
)
# --------------------------------------------------------------
# -----------ROTATION IMG--------------
# --------------------------------------------------------------
def
blit_rotate_center
(
image
,
top_left
,
angle
):
rotated_image
=
pg
.
transform
.
rotate
(
image
,
angle
)
rotation_rect
=
rotated_image
.
get_rect
(
center
=
image
.
get_rect
(
topleft
=
top_left
).
center
)
SCREEN
.
blit
(
rotated_image
,
rotation_rect
)
# --------------------------------------------------------------
# ----------- J1 and J2 Movement ----------------
# --------------------------------------------------------------
def
j1_handle_movement
(
player1
):
keys_pressed
=
pg
.
key
.
get_pressed
()
player_moved
=
False
#--------- rotation left ------------
# Keyboard
if
keys_pressed
[
pg
.
K_q
]:
player1
.
rotate
(
left
=
True
)
#--------- rotation right -----------
if
keys_pressed
[
pg
.
K_d
]:
player1
.
rotate
(
right
=
True
)
#--------- PLAYER MOVE --------------
if
keys_pressed
[
pg
.
K_z
]:
player_moved
=
True
# collsion with map
if
not
player1
.
collide_map
():
player1
.
move_forward
()
elif
player1
.
collide_map
():
player1
.
step_back
()
#--------- PLAYER DOESN'T MOVE ----------
if
not
player_moved
:
if
not
player1
.
collide_map
():
player1
.
reduce_speed
()
if
player1
.
collide_map
():
player1
.
step_back
()
#--------IF PLAYER BLOCKED---------
if
player1
.
collide_map
()
and
pg
.
time
.
delay
(
2000
):
player1
.
reset
()
def
j2_handle_movement
(
player2
):
keys_pressed
=
pg
.
key
.
get_pressed
()
player_moved
=
False
#--------- rotation left ------------
if
keys_pressed
[
pg
.
K_LEFT
]:
player2
.
rotate
(
left
=
True
)
#--------- rotation right -----------
if
keys_pressed
[
pg
.
K_RIGHT
]:
player2
.
rotate
(
right
=
True
)
#--------- PLAYER MOVE --------------
if
keys_pressed
[
pg
.
K_UP
]:
player_moved
=
True
# collsion with map
if
not
player2
.
collide_map
():
player2
.
move_forward
()
elif
player2
.
collide_map
():
player2
.
step_back
()
#--------- PLAYER DOESN'T MOVE ----------
if
not
player_moved
:
if
not
player2
.
collide_map
():
player2
.
reduce_speed
()
if
player2
.
collide_map
():
player2
.
step_back
()
#--------IF PLAYER BLOCKED---------
if
player2
.
collide_map
()
and
pg
.
time
.
delay
(
2000
):
player2
.
reset
()
# --------------------------------------------------------------
# ----------- J1 and J2 JOYSTICK --------------
# --------------------------------------------------------------
def
j1_joystick_movement
(
player1
):
axe_x_joy_left
=
round
(
CONTROLLER_J1
.
get_axis
(
0
),
2
)
axe_y_joy_right
=
round
(
CONTROLLER_J1
.
get_axis
(
3
),
2
)
#---------Left/Right------------
if
axe_x_joy_left
<
-
0.1
:
player1
.
rotate
(
left
=
True
)
if
axe_x_joy_left
>
0.1
:
player1
.
rotate
(
right
=
True
)
#---------Move--------------
if
axe_y_joy_right
<
-
0.1
:
player1
.
move_forward
()
if
axe_y_joy_right
>
0.1
:
player1
.
reduce_speed
()
def
j2_joystick_movement
(
player2
):
axe_x_joy_left
=
round
(
CONTROLLER_J2
.
get_axis
(
0
),
2
)
axe_y_joy_right
=
round
(
CONTROLLER_J2
.
Joystick
(
1
).
get_axis
(
3
),
2
)
#---------Left/Right------------
if
axe_x_joy_left
<
-
0.1
:
player2
.
rotate
(
left
=
True
)
if
axe_x_joy_left
>
0.1
:
player2
.
rotate
(
right
=
True
)
#---------Move--------------
if
axe_y_joy_right
<
-
0.1
:
player2
.
move_forward
()
if
axe_y_joy_right
>
0.1
:
player2
.
reduce_speed
()
# ---------------------------------------------------------------------------
# -----------Bullets/Missiles moves and collisions ------------
# ---------------------------------------------------------------------------
def
handle_weapons
(
j1_bullets
,
j1_missiles
,
j2_bullets
,
j2_missiles
,
player1
,
player2
):
handle_bullets
(
j1_bullets
,
player2
,
player1
)
handle_missiles
(
j1_missiles
,
player2
,
player1
)
handle_bullets
(
j2_bullets
,
player1
,
player2
)
handle_missiles
(
j2_missiles
,
player1
,
player2
)
def
handle_bullets
(
bullets
,
target_player
,
shooter_player
):
for
bullet
in
bullets
:
bullet
.
move_weapons
()
if
bullet
.
rectangle
.
colliderect
(
target_player
.
rect
):
bullets
.
remove
(
bullet
)
target_player
.
health
-=
bullet
.
damage
shooter_player
.
score
+=
bullet
.
point
*
random
.
randint
(
1
,
5
)
BULLET_HIT_SOUND
.
play
()
BULLET_HIT_SOUND
.
set_volume
(
0.3
)
elif
bullet
.
collide_map
():
bullets
.
remove
(
bullet
)
def
handle_missiles
(
missiles
,
target_player
,
shooter_player
):
for
missile
in
missiles
:
missile
.
move_weapons
()
if
missile
.
rectangle
.
colliderect
(
target_player
.
rect
):
missiles
.
remove
(
missile
)
target_player
.
health
-=
missile
.
damage
shooter_player
.
score
+=
missile
.
point
*
random
.
randint
(
1
,
5
)
MISSILE_HIT_SOUND
.
play
()
MISSILE_HIT_SOUND
.
set_volume
(
0.3
)
elif
missile
.
collide_map
():
missiles
.
remove
(
missile
)
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