def start(self):
        self.image = pygame.image.load("assets/images/space.jpg")
        test_go = GameObject()
        test_go.name = "Ship"
        test_go.get_behaviour("Transform").position.x = 512
        test_go.get_behaviour("Transform").position.y = 388
        test_go.add_behaviour(BoxCollider())
        test_go.get_behaviour("BoxCollider").is_debug = False
        test_go.get_behaviour("BoxCollider").extent = pygame.math.Vector2(150)
        test_go.add_behaviour(ShipRenderer())
        test_go.add_behaviour(ShieldRenderer())
        test_go.add_behaviour(Movement())
        test_go.add_behaviour(ShipCommands())
        self.add_game_object(test_go)

        another_go = GameObject()
        another_go.name = "Obstacle"
        another_go.get_behaviour("Transform").position.x = 200
        another_go.get_behaviour("Transform").position.y = 200
        another_go.add_behaviour(BoxCollider())
        another_go.get_behaviour("BoxCollider").is_debug = True
        another_go.get_behaviour("BoxCollider").extent = Vector2(350)
        self.add_game_object(another_go)

        overlap_go = GameObject()
        overlap_go.name = "Overlap"
        overlap_go.add_behaviour(RectRenderer())
        overlap_go.get_behaviour("RectRenderer").colour = (255, 0, 0)
        overlap_go.get_behaviour("RectRenderer").rect = Rect(0, 0, 0, 0)
        self.add_game_object(overlap_go)
        super().start()
 def start(self):
     self.image = pygame.image.load("assets/Images/Space.jpg")
     test_go = GameObject()
     test_go.name = "Ship"
     test_go.get_behaviour("Transform").position.x = 512
     test_go.get_behaviour("Transform").position.y = 388
     test_go.add_behaviour(ShipRenderer())
     test_go.add_behaviour(ShieldRenderer())
     test_go.add_behaviour(Movement())
     test_go.add_behaviour(ShipCommands())
     self.add_game_object(test_go)
     super().start()
    def start(self):
        #Background setting functionality
        self.image = pygame.image.load("assets/Images/Space.jpg")

        #player character setting:
        #-> Sets the Transform so that the ship begins the game
        #   in the middle of the screen
        #-> Adds a box collider and sets its size
        #-> Also adds Movement, ShipCommands and ShipRenderer
        #   functionality
        #-> Adds the Game Object to the game_objects list
        test_go = GameObject()
        test_go.name = "Ship"
        test_go.get_behaviour("Transform").position = Vector2(512, 388)
        test_go.add_behaviour(BoxCollider())
        test_go.get_behaviour("BoxCollider").extent = Vector2(150)
        test_go.add_behaviour(ShipRenderer())
        test_go.add_behaviour(ShieldRenderer())
        test_go.add_behaviour(Movement())
        test_go.add_behaviour(ShipCommands())
        self.add_game_object(test_go)

        #insert obstacle below:
        #-> Name it "Obstacle"
        #-> Position its Transform at 200, 200
        #-> Add a BoxCollider behaviour
        #-> Set the BoxCollider's is_debug flag to True
        #-> Set the BoxCollider's extent to 350, 350
        #->Add it to the screen's game_objects list
        another_go = GameObject()
        another_go.name = "Obstacle"
        another_go.get_behaviour("Transform").position = Vector2(200, 200)
        another_go.add_behaviour(BoxCollider())
        another_go.get_behaviour("BoxCollider").is_debug = True
        another_go.get_behaviour("BoxCollider").extent = pygame.math.Vector2(
            350)
        self.add_game_object(another_go)

        #insert the overlap game object here:
        #-> Name it "Overlap"
        #-> Add a RectRenderer behaviour
        #-> Set the RectRenderer's colour
        #-> Add the Game Object to the screen's game_objects list
        overlap_go = GameObject()
        overlap_go.name = "Overlap"
        overlap_go.add_behaviour(RectRenderer())
        overlap_go.get_behaviour("RectRenderer").colour = (255, 0, 0)
        self.add_game_object(overlap_go)

        #base class start() call
        super().start()
    def start(self):
        self.image = pygame.image.load("assets/images/space.jpg")
        test_go = GameObject()
        test_go.name = "Ship"
        test_go.get_behaviour("Transform").position.x = 512
        test_go.get_behaviour("Transform").position.y = 388
        test_go.add_behaviour(BoxCollider())
        test_go.get_behaviour("BoxCollider").is_debug = False
        test_go.get_behaviour("BoxCollider").extent = pygame.math.Vector2(150)
        test_go.add_behaviour(ShipRenderer())
        test_go.add_behaviour(ShieldRenderer())
        test_go.add_behaviour(Movement())
        test_go.add_behaviour(ShipCommands())
        self.add_game_object(test_go)

        another_go = GameObject()
        another_go.name = "Obstacle"
        another_go.get_behaviour("Transform").position.x = 200
        another_go.get_behaviour("Transform").position.y = 200
        another_go.add_behaviour(BoxCollider())
        another_go.get_behaviour("BoxCollider").is_debug = True
        another_go.get_behaviour("BoxCollider").extent = Vector2(350)
        self.add_game_object(another_go)

        overlap_go = GameObject()
        overlap_go.name = "Overlap"
        overlap_go.add_behaviour(RectRenderer())
        overlap_go.get_behaviour("RectRenderer").colour = (255, 0, 0)
        overlap_go.get_behaviour("RectRenderer").rect = Rect(0, 0, 0, 0)
        self.add_game_object(overlap_go)

        #Create Text Game Object, name it "Text",
        #Set Game Object position
        #Add TextRenderer behaviour
        #Set Message
        #Set Size
        #Add Game Object to screen
        text_go = GameObject()
        text_go.name = "Text"
        text_go.get_behaviour("Transform").position = Vector2(500, 350)
        text_go.add_behaviour(TextRenderer())
        text_go.get_behaviour("TextRenderer").text = "Welcome, Earthlings"
        text_go.get_behaviour("TextRenderer").set_size(30)
        self.add_game_object(text_go)

        super().start()
Beispiel #5
0
# Size of cubes used to create wall segments.
cubesize = 2
# Space around cubes to extend hitbox (prevents peeking through walls).
collision_padding = 0.5
# Initial camera position after map is drawn.
camerapos = [-8.0, 0.0, -38.0]
# Initial camera rotation.
camerarot = 0.0
# The angle in degrees the camera rotates each turn.
rotate_angle = 1

first_run = False

collision = Collision()
input = Input()
movement = Movement()

map = []

# Loaded textures.
ceilingtexture = None
floortexture = None
walltexture = None


def initGL(Width, Height):

    glClearColor(0.0, 0.0, 0.0, 0.0)
    glClearDepth(1.0)
    glDepthFunc(GL_LESS)
    glEnable(GL_DEPTH_TEST)
def get_movement():
    from src.movement import Movement
    return Movement()