Created
November 18, 2021 11:41
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vector movement
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import pygame | |
from pygame import Vector2 | |
pygame.init() | |
class Game: | |
def __init__(self): | |
self.window_size = Vector2(512) | |
self.window = pygame.display.set_mode( | |
self.window_size, pygame.DOUBLEBUF) | |
pygame.display.set_caption('playground') | |
self.screen_scale = 4 | |
self.screen = pygame.Surface(self.window_size / self.screen_scale) | |
self.screen_size = Vector2(self.screen.get_size()) | |
self.fps = 60 | |
self.center = self.screen_size / 2 | |
self.player_pos = self.center | |
self.bullets = [] | |
self.clock = pygame.time.Clock() | |
def run(self): | |
while 1: | |
self.process_events() | |
self.update() | |
self.draw() | |
def process_events(self): | |
for event in pygame.event.get(): | |
if (event.type == pygame.QUIT or | |
(event.type == pygame.KEYDOWN and | |
event.key == pygame.K_ESCAPE)): | |
pygame.quit() | |
quit() | |
pressed = pygame.key.get_pressed() | |
if pressed[pygame.K_w]: | |
self.player_pos.y -= 1 | |
print(f'pos={self.player_pos}') | |
if pressed[pygame.K_s]: | |
self.player_pos.y += 1 | |
print(f'pos={self.player_pos}') | |
if pressed[pygame.K_a]: | |
self.player_pos.x -= 1 | |
print(f'pos={self.player_pos}') | |
if pressed[pygame.K_d]: | |
self.player_pos.x += 1 | |
print(f'pos={self.player_pos}') | |
if pygame.mouse.get_pressed()[0]: | |
mpos = Vector2(pygame.mouse.get_pos()) / self.screen_scale | |
vec = (mpos - self.player_pos).normalize() | |
self.bullets.append( | |
Bullet(self.player_pos + (vec * 12), vec * 64) | |
) | |
def update(self): | |
dt = self.clock.tick(self.fps) * 0.001 | |
for bullet in self.bullets: | |
bullet.update(dt) | |
self.bullets = [b for b in self.bullets if self.in_bounds(b.pos)] | |
def draw(self): | |
self.screen.fill((60, 50, 60)) | |
layer = pygame.Surface(self.screen_size, pygame.SRCALPHA) | |
mpos = Vector2(pygame.mouse.get_pos()) / self.screen_scale | |
vec = (mpos - self.player_pos).normalize() | |
pygame.draw.circle(layer, (0, 200, 0), self.player_pos, 4, 1) | |
pygame.draw.line(layer, (200, 200, 0), | |
self.player_pos + (vec * 6), | |
self.player_pos + (vec * 10) | |
) | |
for bullet in self.bullets: | |
bullet.draw(layer) | |
self.screen.blit(layer, Vector2()) | |
pygame.transform.scale(self.screen, self.window_size, self.window) | |
pygame.display.flip() | |
def in_bounds(self, pos): | |
return (0 <= pos.x < self.screen_size.x and | |
0 <= pos.y < self.screen_size.y) | |
class Bullet: | |
def __init__(self, pos, vel): | |
self.pos = Vector2(pos) | |
self.vel = Vector2(vel) | |
def update(self, dt): | |
self.pos += self.vel * dt | |
def draw(self, screen): | |
pygame.draw.circle(screen, (200, 0, 0), self.pos, 1) | |
if __name__ == '__main__': | |
Game().run() |
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