Skip to content
GitLab
Explore
Sign in
Register
Primary navigation
Search or go to…
Project
C
Crossy Road
Manage
Activity
Members
Labels
Plan
Issues
0
Issue boards
Milestones
Wiki
Code
Merge requests
0
Repository
Branches
Commits
Tags
Repository graph
Compare revisions
Snippets
Build
Pipelines
Jobs
Pipeline schedules
Artifacts
Deploy
Releases
Package Registry
Container Registry
Model registry
Operate
Environments
Terraform modules
Monitor
Incidents
Analyze
Value stream analytics
Contributor analytics
CI/CD analytics
Repository analytics
Model experiments
Help
Help
Support
GitLab documentation
Compare GitLab plans
Community forum
Contribute to GitLab
Provide feedback
Keyboard shortcuts
?
Snippets
Groups
Projects
Show more breadcrumbs
Malot Marion
Crossy Road
Commits
db0835b4
Commit
db0835b4
authored
5 months ago
by
Choukroun Theo
Browse files
Options
Downloads
Patches
Plain Diff
Programmes de draw commentés
parent
d46dfcca
No related branches found
Branches containing commit
No related tags found
No related merge requests found
Changes
1
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
src/graphics/draw.py
+25
-17
25 additions, 17 deletions
src/graphics/draw.py
with
25 additions
and
17 deletions
src/graphics/draw.py
+
25
−
17
View file @
db0835b4
...
...
@@ -8,6 +8,7 @@ from src.graphics import animation
from
src.menu.config
import
config
from
src.graphics
import
spritestheme
def
set_sprites_theme
(
skin
,
theme
):
"""
imports the right images for the choice of the skin and of the theme
"""
spritestheme
.
images_background
=
[
pygame
.
image
.
load
(
f
"
src/static/
{
theme
}
/
{
i
}
.png
"
)
for
i
in
range
(
0
,
10
)]
...
...
@@ -32,15 +33,15 @@ def set_sprites_theme(skin, theme):
spritestheme
.
images_skin
[
key
][
i
]
=
pygame
.
transform
.
scale
(
spritestheme
.
images_skin
[
key
][
i
],
(
80
,
80
))
def
draw_lines
(
player
,
current_roads
,
screen
,
index_animation_coin
):
"""
draws lines of texture on screen
"""
for
road_num
in
range
(
len
(
current_roads
)):
current_road
=
current_roads
[
road_num
]
# print(type(current_road))
objects
.
Line
.
lilypads_generated
=
False
if
current_road
.
road_type
==
"
grass
"
:
if
current_road
.
road_type
==
"
grass
"
:
# we draw the line with trees, rocks and coins
screen
.
blit
(
spritestheme
.
images_background
[
0
],
(
0
,
-
player
.
y
+
current_road
.
y
+
350
))
for
tree_pos
in
current_road
.
trees
:
...
...
@@ -59,56 +60,62 @@ def draw_lines(player, current_roads, screen, index_animation_coin):
coin_y
=
-
player
.
y
+
current_road
.
y
+
coins
[
0
][
1
]
+
400
screen
.
blit
(
spritestheme
.
coin_img
[
index_animation_coin
],
(
coin_x
-
45
,
coin_y
-
45
))
if
current_road
.
road_type
==
"
road
"
:
if
current_road
.
road_type
==
"
road
"
:
# we draw the line with cars
if
road_num
!=
0
:
if
road_num
!=
len
(
current_roads
)
-
1
:
# if this road is in the middle of other roads
if
current_roads
[
road_num
-
1
].
road_type
==
"
road
"
and
current_roads
[
road_num
+
1
].
road_type
==
"
road
"
:
screen
.
blit
(
spritestheme
.
road_mid_img
,
(
0
,
-
player
.
y
+
current_roads
[
road_num
].
y
+
350
))
# if there is only another road under it
elif
current_roads
[
road_num
-
1
].
road_type
==
"
road
"
:
screen
.
blit
(
spritestheme
.
road_up_img
,
(
0
,
-
player
.
y
+
current_roads
[
road_num
].
y
+
350
))
# if there is only another road above it
elif
current_roads
[
road_num
+
1
].
road_type
==
"
road
"
:
screen
.
blit
(
spritestheme
.
road_down_img
,
(
0
,
-
player
.
y
+
current_roads
[
road_num
].
y
+
350
))
# if the road is alone
else
:
screen
.
blit
(
spritestheme
.
road_solo_img
,
(
0
,
-
player
.
y
+
current_roads
[
road_num
].
y
+
350
))
else
:
if
current_roads
[
road_num
-
1
].
road_type
==
"
road
"
:
if
current_roads
[
road_num
-
1
].
road_type
==
"
road
"
:
# only roads under
screen
.
blit
(
spritestheme
.
road_up_img
,
(
0
,
-
player
.
y
+
current_roads
[
road_num
].
y
+
350
))
else
:
else
:
# road alone
screen
.
blit
(
spritestheme
.
road_solo_img
,
(
0
,
-
player
.
y
+
current_roads
[
road_num
].
y
+
350
))
else
:
if
current_roads
[
road_num
+
1
].
road_type
==
"
road
"
:
if
current_roads
[
road_num
+
1
].
road_type
==
"
road
"
:
# only roads above
screen
.
blit
(
spritestheme
.
road_down_img
,
(
0
,
-
player
.
y
+
current_roads
[
road_num
].
y
+
350
))
else
:
else
:
# road alone
screen
.
blit
(
spritestheme
.
road_solo_img
,
(
0
,
-
player
.
y
+
current_roads
[
road_num
].
y
+
350
))
coins
=
current_road
.
coin
if
len
(
coins
)
>
0
:
coin_x
=
coins
[
0
][
0
]
coin_y
=
-
player
.
y
+
current_road
.
y
+
coins
[
0
][
1
]
+
400
screen
.
blit
(
spritestheme
.
coin_img
[
index_animation_coin
],
(
coin_x
-
45
,
coin_y
-
45
))
if
current_road
.
road_type
==
"
water
"
:
if
current_road
.
road_type
==
"
water
"
:
# we draw the line and eventually lilypads
# we check if the lilypads positions are correct
if
road_num
!=
0
:
generation
.
verify_lilypads
(
current_roads
[
road_num
-
1
],
current_road
)
if
road_num
!=
len
(
current_roads
)
-
1
:
generation
.
verify_lilypads
(
current_roads
[
road_num
+
1
],
current_road
)
# screen.blit(images_background[4], (0, - player.y + current_roads[road_num].y + 350))
for
lilypad_pos
in
current_road
.
lilypads
:
lilypad_x
=
lilypad_pos
[
0
]
lilypad_y
=
-
player
.
y
+
\
current_roads
[
road_num
].
y
+
lilypad_pos
[
1
]
+
400
screen
.
blit
(
spritestheme
.
lilypad_img
,
(
lilypad_x
-
50
,
lilypad_y
-
50
))
if
current_road
.
road_type
==
"
rail
"
:
if
current_road
.
road_type
==
"
rail
"
:
# we draw the line and coins
screen
.
blit
(
spritestheme
.
images_background
[
1
],
(
0
,
-
player
.
y
+
current_roads
[
road_num
].
y
+
350
))
coins
=
current_road
.
coin
...
...
@@ -119,20 +126,19 @@ def draw_lines(player, current_roads, screen, index_animation_coin):
def
draw_moving
(
player
,
current_roads
,
screen
):
"""
draws every moving object : car, wood
,
train
"""
"""
draws every moving object : car, wood
and
train
"""
for
road
in
current_roads
:
if
road
.
road_type
==
"
road
"
:
for
car
in
road
.
list_cars
:
# pygame.draw.rect(screen, car.color, [car.x-car.length/2, - player.y + road.y + 350, car.length, 100])
if
road
.
speed
<
0
:
screen
.
blit
(
spritestheme
.
car_img
[
car
.
type
],
(
car
.
x
-
car
.
length
/
2
,
-
player
.
y
+
road
.
y
+
350
-
10
))
# Affichage
else
:
screen
.
blit
(
spritestheme
.
car_img
[
car
.
type
],
(
car
.
x
-
car
.
length
/
2
,
-
player
.
y
+
road
.
y
+
350
-
10
))
else
:
# we must flip the design of the car
screen
.
blit
(
pygame
.
transform
.
flip
(
spritestheme
.
car_img
[
car
.
type
],
True
,
False
),(
car
.
x
-
car
.
length
/
2
,
-
player
.
y
+
road
.
y
+
350
-
10
))
if
road
.
road_type
==
"
water
"
:
for
raft
in
road
.
list_cars
:
screen
.
blit
(
spritestheme
.
raft_img
[
raft
.
length
],
(
raft
.
x
-
raft
.
length
/
2
,
-
player
.
y
+
road
.
y
+
350
))
#pygame.draw.rect(screen, (165, 42, 42), [
# wood.x-wood.length/2, - player.y + road.y + 350, wood.length, 100])
if
road
.
road_type
==
"
rail
"
:
for
train
in
road
.
list_cars
:
if
road
.
speed
>
0
:
...
...
@@ -146,8 +152,9 @@ def draw_moving(player, current_roads, screen):
screen
.
blit
(
spritestheme
.
traffic_red
,
(
600
-
550
*
road
.
speed
/
abs
(
road
.
speed
),
-
player
.
y
+
road
.
y
+
350
))
def
movement_character
(
moving
,
move_direction
,
index_animation
,
x
,
y
,
screen
):
"""
draws the player
when moving
, creating an animation
"""
"""
draws the player, creating an animation
if he is moving
"""
if
moving
:
image_actuelle
=
spritestheme
.
images_skin
[
move_direction
][
index_animation
]
else
:
...
...
@@ -162,6 +169,7 @@ def animation_water(index_animation, y, screen):
def
death_animation
(
x
,
y
,
screen
,
death_type
):
"""
The player can get hit by a vehicle or drown in the water
"""
if
death_type
==
"
road
"
:
screen
.
blit
(
spritestheme
.
blood_img
,
(
x
,
y
))
else
:
...
...
This diff is collapsed.
Click to expand it.
Preview
0%
Loading
Try again
or
attach a new file
.
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Save comment
Cancel
Please
register
or
sign in
to comment