Beispiel #1
0
    def rotate(self):  
        '''rotates facing to match direction'''
        
        frame = self.curFrame
        self.oldCenter = frame.get_rect().center
        
        #find the angle between default (RIGHT) and current direction
        angle = tools.calcAngle(self.direction, logic.RIGHT)
        
        #round the angle to integer if float
        angle = int(round(angle,0))
        #print 'current angle for {0}: '.format(self.name), angle

        #make sure it's not over 360, in order to avoid extra rotation.
        self.curRotation = angle 
        while self.curRotation > 359:
            self.curRotation -= 360
            #print self.curRotation
            
        #drawing will be rounded
        self.curRotation= self.roundTo(self.curRotation,2)

       
        #self.drawable = pygame.transform.rotate(frame, self.curRotation)
        self.doRotate(self.curRotation)
Beispiel #2
0
def eventHandler():
    """handles events to the pygame screen"""
    
    #degree =  tools.calcAngle(actors.player.rect.center, pygame.mouse.get_pos())
    #actors.player.doRotate(degree-90)
    #degree =  actors.player.calcAngle(actors.player.getPos(), pygame.mouse.get_pos())
    #actors.player.doRotate(degree)
    
    #print 'degree difference between player and mouse:', degree, 'degrees'
    
    #rotate player's frame in relation to mouse:
    
    
    
    for event in pygame.event.get():
                
        if event.type == pygame.MOUSEBUTTONDOWN:
            print 'Button: {0}, Position: {1}'.format(event.button, event.pos)
            #print 'player direction: {0} and pos: {1}'.format(actors.player.direction, actors.player.getPos())
                       
        if event.type == pygame.QUIT:
            global gameRunning
            gameRunning= 0
            print 'caught close command'
            
            
        elif event.type == pygame.KEYDOWN or event.type== pygame.KEYUP:
            key_event(event)
        
        
        elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 3:
            print 'event.pos ', event.pos
            #actors.player.pos = event.pos
            #actors.player.go(False)
            
            #mouse and player po
            mpos =  event.pos
            ppos =  actors.player.getPos()
            print '\nmpos {0}, ppos {1}'.format(mpos, ppos)
            
            #sub mpos from ppos
            sub = tools.V.subtract(mpos, ppos)
            print 'sub pos: {0}'.format(sub)
            
            #normalize sub
            norm =  tools.V.norm(sub)
            print 'norm pos: {0}'.format(norm)
            
            #calculate the angle
            angle =  tools.calcAngle(ppos, mpos)
            print 'angle between ppos and mpos: {0}'.format(angle)
            
            #player direction = norm
            actors.player.direction =  norm
            actors.player.rotate()
            
        elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 4:
            bob.x, bob.y = event.pos
            
            
        elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            print event.button
            print 'mouse pressed'
            
            if stats.mousePressed: actors.player.go(False)
            #take pos as vector:
            mousePos = (x,y) = event.pos            
            circlePos = actors.player.getPos()
            #print mousePos, circlePos
                        
            #in relation to circle, directions the vector away from them.
            
            #subtract current selfx from x and same for selfy and y
            direction=  tuple([a - b for a, b in zip(mousePos, circlePos)])
            print direction,  'is direction'
            home = [a /200 for a in direction]
            print 'home', home
            
            #normalize home
            normed = tools.V.norm(home)
            #print 'normalized', normed
            #new direction is normed
            
            actors.player.changeDir(normed)
            actors.player.go(True)
            stats.mousePressed = True
            
            #draw a line from player.pos to mouse.pos
            
            pygame.draw.rect(visuals.screen, visuals.BLACK, actors.player.rect)
            
            pygame.draw.line(visuals.screen, visuals.BLACK,
                             actors.player.rect.center, mousePos)