Meilleur sprite joueur
Before Width: | Height: | Size: 155 B After Width: | Height: | Size: 768 B |
Before Width: | Height: | Size: 158 B After Width: | Height: | Size: 774 B |
Before Width: | Height: | Size: 159 B |
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assets/textures/entities/player/none/layers.pdn
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assets/textures/entities/player/walking/0.png
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After Width: | Height: | Size: 804 B |
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assets/textures/entities/player/walking/1.png
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After Width: | Height: | Size: 766 B |
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assets/textures/entities/player/walking/2.png
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After Width: | Height: | Size: 771 B |
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assets/textures/entities/player/walking/3.png
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After Width: | Height: | Size: 766 B |
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@ -23,14 +23,19 @@ class EventHandler:
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self.key_pressed.remove(e.key)
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self.key_pressed.remove(e.key)
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player = self.engine.entity_manager.get_by_name("player")
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player = self.engine.entity_manager.get_by_name("player")
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player.link_animation("player_none")
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if K_RIGHT in self.key_pressed:
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if K_RIGHT in self.key_pressed:
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player.move(2, 0, self.engine.map_manager)
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player.move(2, 0, self.engine.map_manager)
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player.link_animation("player_walking")
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if K_LEFT in self.key_pressed:
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if K_LEFT in self.key_pressed:
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player.move(-2, 0, self.engine.map_manager)
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player.move(-2, 0, self.engine.map_manager)
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player.link_animation("player_walking")
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if K_UP in self.key_pressed:
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if K_UP in self.key_pressed:
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player.move(0, -2, self.engine.map_manager)
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player.move(0, -2, self.engine.map_manager)
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player.link_animation("player_walking")
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if K_DOWN in self.key_pressed:
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if K_DOWN in self.key_pressed:
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player.move(0, 2, self.engine.map_manager)
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player.move(0, 2, self.engine.map_manager)
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player.link_animation("player_walking")
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if K_x in self.key_pressed:
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if K_x in self.key_pressed:
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self.engine.camera.target_zoom *= 1.01
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self.engine.camera.target_zoom *= 1.01
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if K_c in self.key_pressed:
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if K_c in self.key_pressed:
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@ -1,7 +1,7 @@
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import math
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import math
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from pygame import display, image, surface, transform, draw
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from pygame import display, image, surface, transform, draw
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from pygame.locals import RESIZABLE, SRCALPHA
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from pygame.locals import RESIZABLE, SRCALPHA, FULLSCREEN
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import src.engine.engine as engine
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import src.engine.engine as engine
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from src.engine.animation import Anim
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from src.engine.animation import Anim
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@ -13,7 +13,9 @@ class Renderer:
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def __init__(self, core: 'engine.Engine'):
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def __init__(self, core: 'engine.Engine'):
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self.engine = core
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self.engine = core
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self.window = display.set_mode((600, 600), RESIZABLE)
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self.window_type = FULLSCREEN
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self.window_size = (display.Info().current_w, display.Info().current_h) if self.window_type == FULLSCREEN else (600, 600)
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self.window = display.set_mode(self.window_size, self.window_type)
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self.tiles = []
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self.tiles = []
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self.tile_size = 0
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self.tile_size = 0
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self.animations: dict[str: Anim] = {}
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self.animations: dict[str: Anim] = {}
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@ -57,8 +59,8 @@ class Renderer:
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gui_surface.fill((0, 0, 0, 0))
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gui_surface.fill((0, 0, 0, 0))
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self.render_layer(0, rendered_surface)
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self.render_layer(0, rendered_surface)
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self.render_entities(rendered_surface, gui_surface, delta)
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self.render_layer(1, rendered_surface)
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self.render_layer(1, rendered_surface)
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self.render_entities(rendered_surface, gui_surface, delta)
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self.render_layer(2, rendered_surface)
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self.render_layer(2, rendered_surface)
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# Enfin, on redimensionne notre surface et on la colle sur la fenêtre principale
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# Enfin, on redimensionne notre surface et on la colle sur la fenêtre principale
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@ -15,6 +15,8 @@ class Game(Engine):
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self.create_player_entity()
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self.create_player_entity()
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self.load_boss_fight_assets()
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self.load_boss_fight_assets()
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self.DEBUG_MODE = True
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self.game_state = GameState.NORMAL
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self.game_state = GameState.NORMAL
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def create_player_entity(self):
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def create_player_entity(self):
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@ -23,9 +25,13 @@ class Game(Engine):
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anim.load_animation_from_directory("assets/textures/entities/player/none")
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anim.load_animation_from_directory("assets/textures/entities/player/none")
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self.renderer.register_animation(anim, "player_none")
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self.renderer.register_animation(anim, "player_none")
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anim = Anim(0.1)
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anim.load_animation_from_directory("assets/textures/entities/player/walking")
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self.renderer.register_animation(anim, "player_walking")
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player = self.entity_manager.register_entity("player")
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player = self.entity_manager.register_entity("player")
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player.link_animation("player_none")
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player.link_animation("player_none")
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player.collision_rect = [-7, -7, 7, 7]
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player.collision_rect = [-6, -7, 6, 16]
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player.set_default_life(10)
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player.set_default_life(10)
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