platform.py

Created by loic-azavant

Created on June 03, 2022

6.05 KB

un petit platformer, il ne comporte que deux niveaux, parce que flemme de le finir


from kandinsky import *
from ion import *
from time import *

bg_color=(255,255,255)

class Map:
  
  def __init__(self,rect):
    self.x=0
    self.y=0
    self.current_map=0
    self.maps=[]
    for i in range(len(rect)):
      self.maps.append(unpack(rect[i]))
    self.rects=self.maps[self.current_map][0:-2]
    self.door=self.maps[self.current_map][-2]
    self.spawn=self.maps[self.current_map][-1]
    self.color=(250,90,100)
    self.detail_size=2
  
  def draw(self):
    for rect in self.rects:
      fill_rect(rect[0]+self.x+self.detail_size,rect[1]+self.y,rect[2]-2*self.detail_size,rect[3],self.color)
      fill_rect(rect[0]+self.x,rect[1]+self.y+self.detail_size,rect[2],rect[3]-2*self.detail_size,self.color)
    fill_rect(self.door[0]+self.x,self.door[1]+self.y,10,15,(0,0,0))

  def next_map(self,player):
    self.current_map+=1
    if len(self.maps)!=self.current_map:
      self.rects=self.maps[self.current_map][0:-2]
      self.door=self.maps[self.current_map][-2]
      self.spawn=self.maps[self.current_map][-1]
      self.draw()
      player.pos=self.spawn



class Player:
  
  def __init__(self):
    self.pos=[60,100]
    self.rect=[7,11]
    self.is_jumping=False
    self.is_falling=False
    self.jump_value=1
    self.speed=4
    self.color=(255,0,0)
  
  def draw(self):
    fill_rect(self.pos[0]+mapp.x,int(self.pos[1]+mapp.y),self.rect[0],self.rect[1],self.color)

  def hide(self):
    fill_rect(self.pos[0]+mapp.x,int(self.pos[1]+mapp.y),self.rect[0],self.rect[1],bg_color)
  
  def raytrace(self,length,x,y,debug=False):
    g=int(length/2)
    if g==0:
      g+=1
    for k in range(g):
      i=k*2
      if debug==True:
        set_pixel(self.pos[0]+mapp.x+i*x+int((1/2)*x**2+(1/2)*x)*self.rect[0],self.pos[1]+mapp.y+i*y+int((1/2)*y**2+(1/2)*y)*self.rect[1],(0,0,0))
        set_pixel(self.pos[0]+mapp.x+i*x+int((1/2)*x**2+(1/2)*x)*self.rect[0]+y**2*(self.rect[0]-1),self.pos[1]+mapp.y+i*y+int((1/2)*y**2+(1/2)*y)*self.rect[1]+x**2*(self.rect[1]-1),(0,0,0))
      for j in range(len(mapp.rects)):
        if (mapp.rects[j][0]<self.pos[0]+mapp.x+i*x+int((1/2)*x**2+(1/2)*x)*self.rect[0]<mapp.rects[j][0]+mapp.rects[j][2] and mapp.rects[j][1]<self.pos[1]+mapp.y+i*y+int((1/2)*y**2+(1/2)*y)*self.rect[1]<mapp.rects[j][1]+mapp.rects[j][3]) or (mapp.rects[j][0]<=self.pos[0]+mapp.x+i*x+int((1/2)*x**2+(1/2)*x)*self.rect[0]+y**2*(self.rect[0]-1)<=mapp.rects[j][0]+mapp.rects[j][2] and mapp.rects[j][1]<=self.pos[1]+mapp.y+i*y+int((1/2)*y**2+(1/2)*y)*self.rect[1]+x**2*(self.rect[1]-1)<=mapp.rects[j][1]+mapp.rects[j][3]):
          return (True,i)
    return (False,length)

  def jump(self):
    if self.is_jumping==False and self.is_falling==False:
      self.is_jumping=True
      self.jump_value=8

  def collide(self):
    for i in range(len(mapp.rects)):
      if not (self.pos[0]>=mapp.rects[i][0]+mapp.rects[i][2] or self.pos[0]+self.rect[0]<=mapp.rects[i][0] or self.pos[1]>=mapp.rects[i][1]+mapp.rects[i][3] or self.pos[1]+self.rect[1]<=mapp.rects[i][1]):
        return True
    return False

  def update(self):
    
    a=keydown(3)-keydown(0)
    if a!=0:
      b=self.raytrace(self.speed,a,0)
      if b[1]!=0:
        self.hide()
        self.pos[0]+=a*b[1]
        while self.collide():
          self.pos[0]-=a
        self.draw()

    if keydown(4):
      self.jump()

    if self.is_jumping:
      b=self.raytrace(self.jump_value,0,-1)
      if b[1]!=0:
        self.hide()
        self.pos[1]-=b[1]
        while self.collide():
          self.pos[1]=int(self.pos[1])
          self.pos[1]+=1
        self.draw()
        self.jump_value=self.jump_value/1.2
      if b[0]:
        self.jump_value=1
      if self.jump_value<=1:
        self.is_jumping=False
        self.jump_value=1
    
    if self.is_falling==False and self.is_jumping==False and self.raytrace(1,0,1,mapp)[0]==False:
      self.is_falling=True
      self.jump_value=1
    
    if self.is_falling:
      b=self.raytrace(self.jump_value,0,1)
      if b[1]!=0:
        self.hide()
        self.pos[1]+=b[1]
        while self.collide():
          self.pos[1]=int(self.pos[1])
          self.pos[1]-=1
        self.draw()
        self.jump_value=self.jump_value*1.2
      if b[0]:
        self.is_falling=False
        self.jump_value=1

player=Player()

def release_key(key):
  while keydown(key):pass
      
def playLevel():
  delay=monotonic()

  player.update()

  if keydown(17): # pause
    draw_string("PAUSE",135,101)
    release_key(17)
    while not keydown(17):pass
    release_key(17)
    mapp.draw()
    player.draw()
    fill_rect(135,101,50,20,bg_color)
  
  if 0.03-monotonic()+delay>0:
    sleep(0.03-monotonic()+delay)

def nextLevel():
  if not (player.pos[0]>mapp.door[0]+10 or player.pos[0]+player.rect[0]<mapp.door[0] or player.pos[1]>mapp.door[1]+15 or player.pos[1]+player.rect[1]<mapp.door[1]):
    for i in range(32):
      fill_rect(i*10,0,10,222,mapp.color)
      sleep(0.03)
    mapp.next_map(player)
    if len(mapp.maps)!=mapp.current_map:
      for i in range(32):
        fill_rect(i*10,0,10,222,bg_color)
        mapp.draw()
        if i*10<=mapp.door[0]:
          fill_rect(mapp.door[0],mapp.door[1],10,15,mapp.color)
        sleep(0.02)
      player.draw()

def unpack(x):
  interval=0
  new_map=[]
  for i in range(int(len(x)/4)):
    t=((ord(x[i*4+interval])-97)*14,(ord(x[i*4+1+interval])-97)*10,(ord(x[i*4+2+interval])-97)*7,(ord(x[i*4+3+interval])-97)*5)
    new_map.insert(0,t)
    if x[i*4+4+interval]=="1":
      u=[(ord(x[i*4+interval])-97)*14+int(((ord(x[i*4+2+interval])-97)*7)/2)-5,(ord(x[i*4+1+interval])-97)*10-15]
      new_map.insert(-1-interval,u)
      interval+=1
    elif x[i*4+4+interval]=="2":
      u=[(ord(x[i*4+interval])-97)*14+int(((ord(x[i*4+2+interval])-97)*7)/2)-5,(ord(x[i*4+1+interval])-97)*10-15]
      interval+=1
      new_map.insert(-1,u)
  new_map.insert(0,new_map[-1])
  new_map.pop(-1)
  return new_map


maps=["aqkc2fq{csqkc1","aqhc2iqecooecumec1"]

mapp=Map(maps)

mapp.draw()
player.pos=mapp.spawn
while len(mapp.maps)!=mapp.current_map:
  playLevel()
  nextLevel()
draw_string("GG",150,101,(255,)*3,mapp.color)
draw_string("you completed the game",50,131,(255,)*3,mapp.color)

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