Bonjour,j'ai fait ce programme,je suis sous Windows mais il plante souvent,pourquoi?
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import pygame
from pygame.locals import *
from math import*
from random import*
from time import*
pygame.init()
r=2*pi
class pouf():
    def __init__(self,x,y,vi,vt,vo):
        self.img=pygame.image.load("pouf.png").convert_alpha()
        self.p_pouf=self.img.get_rect()
        self.vo=vo
        self.vi=vi
        self.vr=0
        self.px=x
        self.py=y
        self.vt=vt
        self.p_pouf=self.p_pouf.move(x,y)
    def disp_pouf(self):
        fenetre.blit(pygame.transform.rotate(self.img,degrees(self.vo)-90),self.p_pouf)
    def update_vec(self,point):
        if self.vr<=0:
            an=atan2(point[0]-self.p_pouf[0],point[1]-self.p_pouf[1])
            if (self.vo+0.5*pi-an)%r<pi:
                self.vo-=self.vt
            else:
                self.vo+=self.vt
            if (self.vo+pi+0.5*pi-an)%r>-0.1 and (self.vo+0.5*pi-an)%r<0.1:
                self.vr+=self.vi
        else:
            self.vr-=0.2
            self.px+=self.vr*cos(self.vo)
            self.py-=self.vr*sin(self.vo)
            self.p_pouf[0]=int(self.px)
            self.p_pouf[1]=int(self.py)
    def collision(self,point):
        return (self.p_pouf[0]-point[0])**2+(self.p_pouf[1]-point[1])**2<400
class balle():
    def __init__(self,x,y,vx,vy):
        self.img=pygame.image.load("balle.png").convert_alpha()
        self.p_balle=self.img.get_rect()
        self.vx=vx
        self.vy=vy
        self.px=x
        self.py=y
        self.p_balle=self.p_balle.move(x,y)
    def disp_balle(self):
        fenetre.blit(self.img,self.p_balle)
    def update_vec(self):
        self.vy+=0.1
        if self.px<0 or self.px>640:
            self.vx=-self.vx
        if self.py>480:
            self.vy=-self.vy
        self.px+=self.vx
        self.py+=self.vy
        self.p_balle[0]=int(self.px)
        self.p_balle[1]=int(self.py)
    def collision(self,point):
        return (self.p_balle[0]-point[0])**2+(self.p_balle[1]-point[1])**2<400
class fleche():
    def __init__(self,x,y,vr,vt,vo):
        self.img=pygame.image.load("fusee.png").convert_alpha()
        self.p_fleche=self.img.get_rect()
        self.vo=vo
        self.vr=vr
        self.px=x
        self.py=y
        self.vt=vt
        self.p_fleche=self.p_fleche.move(x,y)
    def disp_fleche(self):
        fenetre.blit(pygame.transform.rotate(self.img,degrees(self.vo)-90),self.p_fleche)
    def update_vec(self,point):
        an=atan2(point[0]-self.p_fleche[0],point[1]-self.p_fleche[1])
        if ((self.vo+0.5*pi-an)%r)<pi:
            self.vo-=self.vt
        else:
            self.vo+=self.vt
        self.px+=self.vr*cos(self.vo)
        self.py-=self.vr*sin(self.vo)
        self.p_fleche[0]=int(self.px)
        self.p_fleche[1]=int(self.py)
    def collision(self,point):
        return (self.p_fleche[0]-point[0])**2+(self.p_fleche[1]-point[1])**2<400
class cible():
    def __init__(self,x,y,v):
        self.img=pygame.image.load("cible.gif").convert_alpha()
        self.p_cible=self.img.get_rect()
        self.vx=0.0
        self.vy=0.0
        self.v=v
        self.px=x
        self.py=y
        self.p_cible=self.p_cible.move(x,y)
    def disp_cible(self):
        fenetre.blit(self.img,self.p_cible)
    def update_vec(self,point):
        an=atan2(self.p_cible[0]-point[0],self.p_cible[1]-point[1])
        self.vx=-self.v*sin(an)
        self.vy=-self.v*cos(an)
        self.px+=self.vx
        self.py+=self.vy
        self.p_cible[0]=int(self.px)
        self.p_cible[1]=int(self.py)
    def collision(self,point):
        return (self.p_cible[0]-point[0])**2+(self.p_cible[1]-point[1])**2<self.p_cible[2]**2
fenetre = pygame.display.set_mode((640, 480))
perso =pygame.image.load("perso.png").convert_alpha()
fond =pygame.image.load("fond.png").convert_alpha()
fond=pygame.transform.scale(fond,(640,480))
font = pygame.font.Font(None, 36)
pos_fond=fond.get_rect()
fenetre.blit(fond, pos_fond)
lba=[]
lci=[]
lfl=[]
lpo=[]
for i in range(2):
    lci.append(cible(randint(0,640),randint(0,360),randint(1,3)))
    lci[i].disp_cible()
for i in range(3):
    lba.append(balle(randint(0,640),200,uniform(-5,5),uniform(-5,5)))
    lba[i].disp_balle()
for i in range(4):
    lfl.append(fleche(randint(0,640),randint(0,360),7,0.03,uniform(0,r)))
    lfl[i].disp_fleche()
for i in range(5):
    lpo.append(pouf(randint(0,640),randint(0,360),12,0.03,uniform(0,r)))
    lpo[i].disp_pouf()
position_perso = perso.get_rect()
position_perso = position_perso.move(240,460)
fenetre.blit(perso, position_perso)
pygame.display.flip()
pygame.key.set_repeat(10,10)
continuer = True
vy=0
for i in range(10):
    pygame.time.delay(200)
    pygame.display.flip()
deb=time()
while continuer:
    pygame.time.Clock().tick(100)
    for event in pygame.event.get():
        if event.type == QUIT:
            continuer = False
    key=pygame.key.get_pressed()
    if key[K_UP]:
        vy=-5
    if key[K_RIGHT]:
        position_perso = position_perso.move(3,0)
    if key[K_LEFT]:
        position_perso = position_perso.move(-3,0)
    position_perso = position_perso.move(0,vy)
    if position_perso[0]<=0:
        position_perso[0]=0
    if position_perso[0]>=620:
        position_perso[0]=620
    if position_perso[1]<=0:
        position_perso[1]=1
        vy=0
    if position_perso[1]>460:
        position_perso[1]=460
        vy=0
    vy+=0.3
    fenetre.blit(fond, pos_fond)
    for ci in lci:
        if ci.collision(position_perso):
            continuer=0
            fenetre.fill((0,0,0))
            texte=font.render("tue par une cible",1,(255,255,255))
            fenetre.blit(texte,(240,100))
            pygame.display.flip()
            pygame.time.delay(2000)
        ci.update_vec(position_perso)
        ci.disp_cible()
    for fl in lfl:
        if fl.collision(position_perso):
            continuer=0
            fenetre.fill((0,0,0))
            texte=font.render("tue par une fleche",1,(255,255,255))
            fenetre.blit(texte,(240,100))
            pygame.display.flip()
            pygame.time.delay(2000)
        fl.update_vec(position_perso)
        fl.disp_fleche()
    for po in lpo:
        if po.collision(position_perso):
            continuer=0
            fenetre.fill((0,0,0))
            texte=font.render("tue par un insecte",1,(255,255,255))
            fenetre.blit(texte,(240,100))
            pygame.display.flip()
            pygame.time.delay(2000)
        po.update_vec(position_perso)
        po.disp_pouf()
    for ba in lba:
        if ba.collision(position_perso):
            continuer=0
            fenetre.fill((0,0,0))
            texte=font.render("tue par une balle",1,(255,255,255))
            fenetre.blit(texte,(240,100))
            pygame.display.flip()
            pygame.time.delay(2000)
        ba.update_vec()
        ba.disp_balle()
    fenetre.blit(perso, position_perso)
    pygame.display.flip()
print int((time()-deb)*1000)/1000.0,'s'
pygame.quit()