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gameobject.py
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gameobject.py
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#!/usr/bin/env python
import pygame
import util
import pymunk as pm
import random
import animation
def create_ball(self, pos, mass=1.0, radius=8.0):
moment = pm.moment_for_circle(mass, radius, 0.0, pm.Vec2d(0,0))
ball_body = pm.Body(mass, moment)
ball_body.position = pm.Vec2d(pos)
ball_shape = pm.Circle(ball_body, radius, pm.Vec2d(0,0))
ball_shape.friction = 1.5
#ball_shape.collision_type = COLLTYPE_DEFAULT
#self.space.add(ball_body, ball_shape)
# return ball_shape
return ball_body, ball_shape
def create_poly(space, points, mass = -5.0, pos = (0,0)):
moment = pm.moment_for_poly(mass, points, pm.Vec2d(0,0))
#moment = 1000
body = pm.Body(mass, moment)
body.position = pm.Vec2d(pos)
shape = pm.Poly(body, points, pm.Vec2d(0,0))
shape.friction = 0.5
#shape.collision_type = 0
#space.add(body, shape)
#space.add_static(shape)
return body, shape
def create_box(space, pos, size = 10, mass = 5.0):
box_points = map(pm.Vec2d, [(-size, -size), (-size, size), (size,size), (size, -size)])
return create_poly(space, box_points, mass = mass, pos = pos)
(OBJECT_TYPE_FAIL,
OBJECT_TYPE_PLAYER,
OBJECT_TYPE_GOAL,
OBJECT_TYPE_INFO,
OBJECT_TYPE_KEY_RED,
OBJECT_TYPE_KEY_GREEN,
OBJECT_TYPE_KEY_BLUE,
OBJECT_TYPE_RED,
OBJECT_TYPE_GREEN,
OBJECT_TYPE_BLUE,
OBJECT_TYPE_SPLOSION,
OBJECT_TYPE_BW,
OBJECT_TYPE_ALL) = range(13)
class GameObject:
def __init__(self, pos, sprite, space, obj_type, mass = 5.0):
self.draw_pos = util.vec2(0, 0)
self.sprite = sprite
#self.move(pos.x, pos.y)
self.object_type = obj_type
#self.shape.collision_type = obj_type
def move(self, x, y):
pass
#self.sprite.rect.move_ip(x, y)
#self.delta_move.x += x
#self.delta_move.y += y
def update(self, camera_pos):
self.body.angle = 0
self.draw_pos = util.vec2(self.body.position.x - camera_pos.x, self.body.position.y - camera_pos.y)#util.vec2(self.sprite.rect.left - camera_pos.x, self.sprite.rect.top - camera_pos.y)
def draw(self, canvas):
#canvas.blit(self.sprite.image, self.pos.get(), None, pygame.BLEND_MAX)
# lol fulhack :C
if self.object_type == OBJECT_TYPE_BW:
canvas.blit(self.sprite.image, self.draw_pos.get(), None)
else:
canvas.blit(self.sprite.image, self.draw_pos.get(), None, pygame.BLEND_MAX)
class StaticBlock(GameObject):
def __init__(self, pos, sprite, space, obj_type):
GameObject.__init__(self, pos, sprite, space, obj_type, pm.inf)
self.body, self.shape = create_box(space, (pos.x, pos.y), 8, pm.inf)
self.shape.collision_type = obj_type
space.add_static(self.shape)
#self.shape.collision_type = 1
def update(self, camera_pos):
GameObject.update(self, camera_pos)
pass
class MovableBlock(GameObject):
def __init__(self, pos, sprite, space, obj_type):
self.is_movable = True
GameObject.__init__(self, pos, sprite, space, obj_type, pm.inf)
self.body, self.shape = create_box(space, (pos.x, pos.y), 8, 12.0)
self.shape.collision_type = obj_type
space.add(self.body, self.shape)
#self.shape.collision_type = 1
def update(self, camera_pos):
GameObject.update(self, camera_pos)
pass
def draw(self, canvas):
#canvas.blit(self.sprite.image, self.pos.get(), None, pygame.BLEND_MAX)
# lol fulhack :C
if self.object_type == OBJECT_TYPE_BW:
canvas.blit(self.sprite.image, self.draw_pos.get(), None)
else:
canvas.blit(self.sprite.image, self.draw_pos.get(), None, pygame.BLEND_MAX)
class InfoBlock(GameObject):
def __init__(self, pos, image, space,anim_name = "",num_frames = 1,sequence = [0,1],frequency = 8):
self.is_movable = True
GameObject.__init__(self, pos, util.to_sprite(util.load_image("data/info_sign0.png")), space, OBJECT_TYPE_INFO, pm.inf)
self.body, self.shape = create_box(space, (pos.x, pos.y), frequency, 12.0)
self.shape.collision_type = OBJECT_TYPE_INFO
self.info_bubble = util.load_image(image)
space.add_static(self.shape)
self._show_info = False
self.cool_down = 0.0
if not anim_name == "":
self.animation = animation.new_animation(anim_name,"png",num_frames,frequency,sequence)
self.animation.play()
def update(self, camera_pos,dt):
if (self.cool_down > 0.0):
self.cool_down -= dt / 1000.0
if (self.cool_down <= 0.0):
self.deactivate()
GameObject.update(self, camera_pos)
self.animation.update(dt)
def draw(self,canvas):
canvas.blit(self.sprite.image, self.draw_pos.get(), None,pygame.BLEND_MAX)
if self._show_info:
if not self.animation.playing:
self.animation.play()
pos = (self.draw_pos.x - self.info_bubble.get_rect().width + 16,
self.draw_pos.y - self.info_bubble.get_rect().height)
self.animation.draw(canvas,pos,True)
else:
if self.animation.playing:
self.animation.stop()
def activate(self):
#called when player lala
self.cool_down = 2.0
self._show_info = True
def deactivate(self):
self._show_info = False
splosion_red = util.to_sprite(util.load_image("data/red_explosion.png"))
splosion_green = util.to_sprite(util.load_image("data/green_explosion.png"))
splosion_blue = util.to_sprite(util.load_image("data/blue_explosion.png"))
class SplosionBlock(GameObject):
def __init__(self, pos, space, color_type):
if color_type == OBJECT_TYPE_RED:
t_sprite = splosion_red
elif color_type == OBJECT_TYPE_GREEN:
t_sprite = splosion_green
else:
t_sprite = splosion_blue
GameObject.__init__(self, pos, t_sprite, space, OBJECT_TYPE_SPLOSION, pm.inf)
self.body, self.shape = create_ball(self, (pos.x, pos.y), mass=0.6, radius=0.4)
self.shape.collision_type = OBJECT_TYPE_SPLOSION
space.add(self.body, self.shape)
self.frame_id = random.randint(0, 7)
tx = self.frame_id % 4
ty = int(self.frame_id / 4)
self.area = (tx * 4,tx * 4,4,4) # make this random!
self.body.apply_impulse((random.randint(-100, 100), random.randint(-200, 0))) # make this also random!
def update(self, camera_pos):
GameObject.update(self, camera_pos)
def draw(self, canvas):
canvas.blit(self.sprite.image, (self.draw_pos.x, self.draw_pos.y + 4), self.area, pygame.BLEND_MAX)