Ejemplo n.º 1
0
 def __init__(self, location, bounds, shoot_delay, acceleration, max_speed, turn_rate, respawn_func = default_respawn, direction = 0, velocity = (0.0, 0.0), shield_duration = 120, curr_acceleration = (0.0, 0.0)):
     self.location = location
     self.bounds = bounds
     self.shoot_delay = shoot_delay
     self.delay = 0
     self.velocity = velocity
     self.direction = direction
     self.rect = pygame.Rect(location[0]-bounds[0], location[1]-bounds[1], bounds[0]*2, bounds[1]*2)
     self.acceleration = acceleration
     self.max_speed = max_speed
     self.turn_rate = turn_rate
     self.death_timer = 0
     self.respawn_func = respawn_func
     self.respawn_event = Broadcaster()
     self.moved = False
     self.shield_duration = self.shield = shield_duration*2
     self.shield_obj = None
     self.curr_acceleration = curr_acceleration
     self.id = Ship.CUR_ID
     Ship.CUR_ID+=1
Ejemplo n.º 2
0
 def __init__(self):
     self.onShipDeath = Broadcaster()
     self.onBulletDeath = Broadcaster()
Ejemplo n.º 3
0
 def __init__(self):
     self.current_tick = 0
     #event system
     self.onShipDeath = Broadcaster()
     self.onShipKill = Broadcaster()
     self.onBulletDeath = Broadcaster()
     self.onBulletTimeout = Broadcaster()
     self.onShipUpdate = Broadcaster()
     self.onBulletUpdate = Broadcaster()
     self.onLogicUpdate = Broadcaster()
     self.onShipReflectWall = Broadcaster()
     self.onShipReflectShip = Broadcaster()
     
     #required data
     self.bullet_list = []
     self.wall_list = []
     self.ship_list = []
     
     #scoreboard
     self.scoreboard = scoreboard()
     self.onShipDeath+=self.scoreboard.on_ship_death
     self.onShipKill+=self.scoreboard.on_ship_kill
Ejemplo n.º 4
0
class Logic:
    def __init__(self):
        self.current_tick = 0
        #event system
        self.onShipDeath = Broadcaster()
        self.onShipKill = Broadcaster()
        self.onBulletDeath = Broadcaster()
        self.onBulletTimeout = Broadcaster()
        self.onShipUpdate = Broadcaster()
        self.onBulletUpdate = Broadcaster()
        self.onLogicUpdate = Broadcaster()
        self.onShipReflectWall = Broadcaster()
        self.onShipReflectShip = Broadcaster()
        
        #required data
        self.bullet_list = []
        self.wall_list = []
        self.ship_list = []
        
        #scoreboard
        self.scoreboard = scoreboard()
        self.onShipDeath+=self.scoreboard.on_ship_death
        self.onShipKill+=self.scoreboard.on_ship_kill
        
    def add_ship(self, ship):
        self.ship_list.append(ship)
        self.scoreboard.add_player(ship)
        
    def calculate_reflection(self, rect, location, velocity):
        normal = Utility.calculate_normal(rect, location, velocity)
        velo = (-1*velocity[0], -1*velocity[1])
        dot_prod = velo[0]*normal[0] + velo[1]*normal[1]
        rvelo = (2*dot_prod*normal[0] - velo[0], 2*dot_prod*normal[1] - velo[1])
        return rvelo
        
    def doLogic(self):
        for ship in self.ship_list:
            ship.update()
            self.onShipUpdate.fire(ship)
            
        for i in range(len(self.ship_list)):
            ship1 = self.ship_list[i]
            if not ship1.isDead():
                for j in range(i+1, len(self.ship_list)):
                    ship2 = self.ship_list[j]
                    if not ship2.isDead():
                        if not ship1.shield_obj and not ship2.shield_obj:
                            if ship1.rect.colliderect(ship2.rect):
                                ship1.kill(DEATH_TIME)
                                self.onShipDeath.fire(ship1)
                                ship2.kill(DEATH_TIME)
                                self.onShipDeath.fire(ship2)
                        elif not ship1.shield_obj and ship2.shield_obj:
                            if ship1.rect.colliderect(ship2.shield_obj):
                                ship1.kill(DEATH_TIME)
                                self.onShipDeath.fire(ship1)
                                self.onShipKill.fire(ship1, ship2)
                        elif ship1.shield_obj and not ship2.shield_obj:
                            if ship1.shield_obj.colliderect(ship2.rect):
                                ship2.kill(DEATH_TIME)
                                self.onShipDeath.fire(ship2)
                                self.onShipKill.fire(ship2, ship1)
                        elif ship1.shield_obj and ship2.shield_obj:
                            if ship1.shield_obj.colliderect(ship2.shield_obj):
                                ship1.velocity = self.calculate_reflection(ship2.shield_obj, ship1.location, ship1.velocity)
                                ship2.velocity = self.calculate_reflection(ship1.shield_obj, ship2.location, ship2.velocity)
                                self.onShipReflectShip.fire(ship1, ship2)
    
        for ship in self.ship_list:
            if ship.shield_obj:
                for n in self.wall_list:
                    if ship.shield_obj.colliderect(n) and not ship.isDead():
                        velo = self.calculate_reflection(n, ship.location, ship.velocity)
                        ship.velocity = velo
                        overlap = ship.shield_obj.clip(n)
                        if overlap.w < overlap.h:
                            if ship.location[0] > overlap.centerx:
                                ship.location = (ship.location[0] + overlap.w + velo[0], ship.location[1] + velo[1])
                            else:
                                ship.location = (ship.location[0] - overlap.w + velo[0], ship.location[1] + velo[1])
                        else:
                            if ship.location[1] > overlap.centery:
                                ship.location = (ship.location[0] + velo[0], ship.location[1] + overlap.h + velo[1])
                            else:
                                ship.location = (ship.location[0] + velo[0], ship.location[1] - overlap.h + velo[1])
                        self.onShipReflectWall.fire(ship, n)
                for n in self.bullet_list:
                    if ship.shield_obj.colliderect(n) and not ship.isDead() and ship is not n.ship:
                        self.onBulletDeath.fire(n, ship.shield_obj)
                        n.duration = 0
            else:
                for n in self.wall_list:
                    if ship.rect.colliderect(n) and not ship.isDead():
                        ship.kill(DEATH_TIME)
                        self.onShipDeath.fire(ship)
                for n in self.bullet_list:
                    if ship.rect.colliderect(n) and not ship.isDead() and ship is not n.ship:
                        ship.kill(DEATH_TIME)
                        self.onShipDeath.fire(ship)
                        self.onShipKill.fire(ship, n.ship)
                        n.duration = 0
    
    
        i = 0
        while i < len(self.bullet_list):
        
            bullet = self.bullet_list[i]
            bullet.update()
            self.onBulletUpdate.fire(bullet)
            for n in self.wall_list:
                if n.colliderect(bullet.rect):
                    bullet.duration = 0
                    self.onBulletDeath.fire(bullet, n)
            if bullet.duration>0:
                i = i+1
            else:
                self.onBulletTimeout.fire(self.bullet_list[i])
                self.bullet_list.remove(self.bullet_list[i])
        self.onLogicUpdate.fire(self)
        self.current_tick+=1
Ejemplo n.º 5
0
class Ship:
    CUR_ID = 0
    def __init__(self, location, bounds, shoot_delay, acceleration, max_speed, turn_rate, respawn_func = default_respawn, direction = 0, velocity = (0.0, 0.0), shield_duration = 120, curr_acceleration = (0.0, 0.0)):
        self.location = location
        self.bounds = bounds
        self.shoot_delay = shoot_delay
        self.delay = 0
        self.velocity = velocity
        self.direction = direction
        self.rect = pygame.Rect(location[0]-bounds[0], location[1]-bounds[1], bounds[0]*2, bounds[1]*2)
        self.acceleration = acceleration
        self.max_speed = max_speed
        self.turn_rate = turn_rate
        self.death_timer = 0
        self.respawn_func = respawn_func
        self.respawn_event = Broadcaster()
        self.moved = False
        self.shield_duration = self.shield = shield_duration*2
        self.shield_obj = None
        self.curr_acceleration = curr_acceleration
        self.id = Ship.CUR_ID
        Ship.CUR_ID+=1
    def update(self):
        #self.velocity = (self.velocity[0] + self.curr_acceleration[0], self.velocity[1] + self.curr_acceleration[1])
        self.location = (self.location[0] + self.velocity[0], self.location[1] + self.velocity[1])
        self.rect.center = self.location
        if self.delay>0:
            self.delay = self.delay-1
        if self.shield < self.shield_duration and not self.shield_obj:
            self.shield+=1
        if self.shield_obj:
            self.shield-=2
            if self.shield<=0:
                self.shield_obj = None
        if self.isDead():
            self.death_timer -= 1
            if not self.isDead():
                self.respawn_func(self)
                self.respawn_event.fire(self)
        
    def turn(self, turn_speed):
        self.direction += turn_speed
        
    def turn_left(self):
        self.turn(-self.turn_rate)
        
    def turn_right(self):
        self.turn(self.turn_rate)
        
    def move(self):
        self.move_from_force_in_direction(self.acceleration, self.direction)
            
    def move_from_force(self, acceleration):
        self.move_from_force_in_direction(acceleration, self.direction)
            
    def move_from_force_in_direction(self, acceleration, direction):
        sinD = math.sin(math.radians(direction))
        cosD = math.cos(math.radians(direction))
        self.velocity = (self.velocity[0] + acceleration*sinD, self.velocity[1] - acceleration*cosD)
        mag = math.sqrt(math.pow(self.velocity[0], 2) + math.pow(self.velocity[1], 2))
        if mag>self.max_speed:
            self.velocity = (self.velocity[0]/mag*self.max_speed, self.velocity[1]/mag*self.max_speed)
            
    def accelerate(self):
        sinD = math.sin(math.radians(self.direction))
        cosD = math.cos(math.radians(self.direction))
        self.curr_acceleration = (self.acceleration*sinD, self.acceleration*cosD)
        
    def reset_acceleration(self):
        self.curr_acceleration = (0.0, 0.0)
            
    def kill(self, death_time):
        self.death_timer = death_time
        self.velocity = (0, 0)
        
    def isDead(self):
        return self.death_timer > 0
    
    def can_toggle_shield(self, flag):
        return not flag or self.shield>self.shield_duration/8
    
    def toggle_shield(self, flag):
        self.is_shielded = flag