Ejemplo n.º 1
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    def __init__(self, x, y):
        self.pos = Vector(x, y)
        self.vel = Vector(0, 0)

        self.w = 20
        self.h = 40

        self.speed = 5

        self.jump_ready = True
        self.jump_pow = 70

        self.max_stamina = 15
        self.stamina = self.max_stamina

        self.rect = pygame.Rect(self.pos.x, self.pos.y, self.w, self.h)

        self.images = [
            pygame.transform.scale(pygame.image.load('data/player/player_idle.png'), (self.w, self.h)),
            pygame.transform.scale(pygame.image.load('data/player/player_walk.png'), (self.w, self.h))
            ]
        self.counter = 0
        self.to_change = 5

        self.spaw_bullet_at = Vector(0, 0)
Ejemplo n.º 2
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def __calculate_right_points(middle, right, offset):
    right_end_up = middle + Vector(offset.x,
                                   -(right.width * WIDTH_MULTIPLIER) // 2)
    right_start_up = right_end_up + Vector(right.length * LENGTH_MULTIPLIER, 0)
    right_start_down = right_end_up + Vector(0, right.width * WIDTH_MULTIPLIER)
    right_end_down = right_start_up + Vector(0, right.width * WIDTH_MULTIPLIER)

    return RoadPointsGroup(PointsPair(right_start_down, right_end_down),
                           PointsPair(right_start_up, right_end_up))
Ejemplo n.º 3
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def __calculate_left_points(middle, left, offset):
    left_start_up = middle - Vector(offset.x,
                                    (left.width * WIDTH_MULTIPLIER) // 2)
    left_end_up = left_start_up + Vector(-left.length * LENGTH_MULTIPLIER, 0)
    left_start_down = left_end_up + Vector(0, left.width * WIDTH_MULTIPLIER)
    left_end_down = left_start_up + Vector(0, left.width * WIDTH_MULTIPLIER)

    return RoadPointsGroup(PointsPair(left_start_up, left_end_up),
                           PointsPair(left_start_down, left_end_down))
Ejemplo n.º 4
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def __calculate_top_points(middle, top, offset):
    top_end_left = middle - Vector(
        (top.width * WIDTH_MULTIPLIER) // 2, offset.y)
    top_start_left = top_end_left - Vector(0, top.length * LENGTH_MULTIPLIER)
    top_end_right = top_start_left + Vector(top.width * WIDTH_MULTIPLIER, 0)
    top_start_right = top_end_right + Vector(0, top.length * LENGTH_MULTIPLIER)

    return RoadPointsGroup(PointsPair(top_start_right, top_end_right),
                           PointsPair(top_start_left, top_end_left))
Ejemplo n.º 5
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def __calculate_down_points(middle, down, offset):
    down_start_left = middle + Vector(-(down.width * WIDTH_MULTIPLIER) // 2,
                                      offset.y)
    down_end_left = down_start_left + Vector(0,
                                             down.length * LENGTH_MULTIPLIER)
    down_start_right = down_end_left + Vector(down.width * WIDTH_MULTIPLIER, 0)
    down_end_right = down_start_right - Vector(0,
                                               down.length * LENGTH_MULTIPLIER)
    return RoadPointsGroup(PointsPair(down_start_left, down_end_left),
                           PointsPair(down_start_right, down_end_right))
Ejemplo n.º 6
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def vectorise_data(raw):
    """Converts a list of [x,y,z] data to Vector(x,y,z)"""
    temp = []
    for vert in raw:
        temp.append(Vector(vert[0], vert[1], vert[2]))

    return temp
Ejemplo n.º 7
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def create_map_painter(intersection, roads):
    """
    Map painter initializer
    :param intersection: Intersection data, such as road lengths
    :type intersection: Intersection
    :param roads: Road definitions top,left,right,bottom
    :type roads: dict[str,RoadSizeVector]
    """

    __offset = MaxOffset(
        int(
            max(roads["top"].width * WIDTH_MULTIPLIER,
                roads["bottom"].width * WIDTH_MULTIPLIER) / 2),
        int(
            max(roads["left"].width * WIDTH_MULTIPLIER,
                roads["right"].width * WIDTH_MULTIPLIER) / 2))

    __middle = Vector(
        CONST_OFFSET + roads["left"].length * LENGTH_MULTIPLIER + __offset.y,
        CONST_OFFSET + roads["top"].length * LENGTH_MULTIPLIER + __offset.x)

    points = calculate_points(__middle, roads,
                              __offset)  # type: PointsQuadruple
    _vector_calculator = _MapVectorsCalculator(
        points)  # type: _MapVectorsCalculator

    return MapPainter(points.left.outside.start, intersection,
                      _vector_calculator, points)
Ejemplo n.º 8
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class Game:
    player_offset = Vector(WALLSIZE // 2, WALLSIZE // 2) + Vector(*MAZEOFFSET)

    def __init__(self):
        self.maze = Maze(30, 30)

    def start(self):
        self.maze.init()
        generator = Maze.randomize(self.maze)
        Maze.randomize_exits(self.maze)
        try:
            while next(generator):
                pass
        except StopIteration:
            pass
        self.player_position = Vector(self.maze.entrance, 0)

    def process_event(self,event):
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_r:
                self.start()
                return True
            if event.key in moves:
                self.move_player(moves[event.key])
                return True
        return False

    def display(self, screen):
        self.maze.display(screen)
        pos = Vector(WALLSIZE * self.player_position.X,
                     WALLSIZE * self.player_position.Y) + Game.player_offset
        pygame.draw.circle(screen, RED, tuple(pos), WALLSIZE // 3)

    def move_player(self, direction):
        if self.maze.board[self.player_position.X][self.player_position.Y].locked[direction]:
            return
        move = (0, 0)
        if direction == Direction.Right and self.player_position.X < self.maze.length:
            move = (1, 0)
        if direction == Direction.Left and self.player_position.X > 0:
            move = (-1, 0)
        if direction == Direction.Down and self.player_position.Y < self.maze.height:
            move = (0, 1)
        if direction == Direction.Up and self.player_position.Y > 0:
            move = (0, -1)
        self.player_position += Vector(*move)
Ejemplo n.º 9
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    def __init__(self, x, y, px, py):
        self.pos = Vector(x, y)
        self.speed = 10
        self.size = 5

        dx = px - x
        dy = py - y

        self.vel = Vector(dx, dy)
        self.vel.normalise()
        self.vel.mult(self.speed)

        self.is_live = True
        self.lethal = False
        self.to_die = False
        self.ttl = 100
        self.till_lethal = self.ttl - 20

        self.rect = pygame.Rect(self.pos.x, self.pos.y, self.size, self.size)
Ejemplo n.º 10
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 def start(self):
     self.maze.init()
     generator = Maze.randomize(self.maze)
     Maze.randomize_exits(self.maze)
     try:
         while next(generator):
             pass
     except StopIteration:
         pass
     self.player_position = Vector(self.maze.entrance, 0)
Ejemplo n.º 11
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def reset_vars():
    global fire_rate, max_fire_rate, bullets
    global enemies, wave

    bullets = []
    max_fire_rate = 5
    fire_rate = max_fire_rate

    enemies = [DotEnemy()]
    wave = 1

    player.pos = Vector(50, envir.ground - 60)
Ejemplo n.º 12
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    def move_to_player(self, player_pos, enemies):
        dx = player_pos.x - self.pos.x
        dy = player_pos.y - self.pos.y

        vel = Vector(dx, dy)
        vel.normalise()
        vel.mult(self.speed)

        for enemy in enemies:
            if (d := sqrt((enemy.pos.x - self.pos.x)**2 +
                          (enemy.pos.y - self.pos.y)**2)) > 0 and d < 50:
                diff = enemy.pos - self.pos
                diff.normalise()
                vel.sub(diff)
Ejemplo n.º 13
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 def move_player(self, direction):
     if self.maze.board[self.player_position.X][self.player_position.Y].locked[direction]:
         return
     move = (0, 0)
     if direction == Direction.Right and self.player_position.X < self.maze.length:
         move = (1, 0)
     if direction == Direction.Left and self.player_position.X > 0:
         move = (-1, 0)
     if direction == Direction.Down and self.player_position.Y < self.maze.height:
         move = (0, 1)
     if direction == Direction.Up and self.player_position.Y > 0:
         move = (0, -1)
     self.player_position += Vector(*move)
Ejemplo n.º 14
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    def show(self, screen, mouse_pos):
        if self.counter >= 2:
            self.counter = 0

        target = mouse_pos - self.pos
        target.normalise()
        target.mult(25)
        target.add(self.pos)
        screen.blit(self.images[self.counter], (int(self.pos.x), int(self.pos.y)))
        pygame.draw.line(screen, [255, 255, 255], (int(self.pos.x + self.w/2), int(self.pos.y + self.h/4)), (int(target.x + self.w/2), int(target.y + self.h/4)), 5)
        pygame.draw.circle(screen, [255, 255, 255], (int(target.x + self.w/2), int(target.y + self.h/4)), 4)

        self.spaw_bullet_at = Vector(int(target.x + self.w/2), int(target.y + self.h/4))

        self.to_change -= 1
Ejemplo n.º 15
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    def __init__(self):
        x = randint(0, envir.size[0])
        y = randint(0, 300)
        self.pos = Vector(x, y)
        self.w = 20
        self.h = 20
        self.speed = 5

        self.is_live = True
        self.lethal = True

        self.rect = pygame.Rect(x, y, self.w, self.h)

        self.health = 3

        self.image = pygame.transform.scale(
            pygame.image.load('data/enemies/enemy.png'), (self.w, self.h))
Ejemplo n.º 16
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 def p_list(self,p):
     '''list : '(' itemlist ')' '''
     p[0] = self.condenseAllPreFixLists(p[2])
     if not self.noVectorOrTensor and (
         len(p[2])==3 or len(p[2])==9 or len(p[2])==6):
         isVector=True
         for i in p[2]:
             try:
                 float(i)
             except:
                 isVector=False
         if isVector:
             if len(p[2])==3:
                 p[0]=Vector(*p[2])
             elif len(p[2])==9:
                 p[0]=Tensor(*p[2])
             else:
                 p[0]=SymmTensor(*p[2])
Ejemplo n.º 17
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        def dist(elem):
            avrg = Vector(0, 0, 0)
            for vert in elem:
                avrg.add(vert)
            avrg.div(len(elem))

            averages.append(avrg)

            if depth_test:
                return ((0 - avrg.x)**2 + (0 - avrg.y)**2 +
                        (-1000 - avrg.z)**2)
            else:
                return 0
Ejemplo n.º 18
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def test_negation(a, b):
    assert -Vector(a, b) == Vector(-a, -b)
Ejemplo n.º 19
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 def p_vector(self,p):
     '''vector : '(' number number number ')' '''
     if self.noVectorOrTensor:
         p[0]=p[2:5]
     else:
         p[0]=Vector(*p[2:5])
Ejemplo n.º 20
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class Player():
    def __init__(self, x, y):
        self.pos = Vector(x, y)
        self.vel = Vector(0, 0)

        self.w = 20
        self.h = 40

        self.speed = 5

        self.jump_ready = True
        self.jump_pow = 70

        self.max_stamina = 15
        self.stamina = self.max_stamina

        self.rect = pygame.Rect(self.pos.x, self.pos.y, self.w, self.h)

        self.images = [
            pygame.transform.scale(pygame.image.load('data/player/player_idle.png'), (self.w, self.h)),
            pygame.transform.scale(pygame.image.load('data/player/player_walk.png'), (self.w, self.h))
            ]
        self.counter = 0
        self.to_change = 5

        self.spaw_bullet_at = Vector(0, 0)

    def show(self, screen, mouse_pos):
        if self.counter >= 2:
            self.counter = 0

        target = mouse_pos - self.pos
        target.normalise()
        target.mult(25)
        target.add(self.pos)
        screen.blit(self.images[self.counter], (int(self.pos.x), int(self.pos.y)))
        pygame.draw.line(screen, [255, 255, 255], (int(self.pos.x + self.w/2), int(self.pos.y + self.h/4)), (int(target.x + self.w/2), int(target.y + self.h/4)), 5)
        pygame.draw.circle(screen, [255, 255, 255], (int(target.x + self.w/2), int(target.y + self.h/4)), 4)

        self.spaw_bullet_at = Vector(int(target.x + self.w/2), int(target.y + self.h/4))

        self.to_change -= 1

    def update(self, key, enemies):
        self.rect = pygame.Rect(self.pos.x, self.pos.y, self.w, self.h)

        for enemy in enemies:
            if self.rect.colliderect(enemy.rect) and enemy.lethal : return True

        # region movement
        change = False
        if key[K_a] : self.vel.x -= self.speed; change = True
        if key[K_d] : self.vel.x += self.speed; change = True
        if key[K_SPACE] and self.jump_ready:
            self.vel.y -= self.jump_pow
            self.jump_ready = False
            change = True

        if change and self.to_change <= 0:
            self.counter += 1
            self.to_change = 5

        self.pos.add(self.vel)
        #endregion

        # region ground cases
        if self.pos.y + self.h < envir.ground:
            self.vel.y += envir.gravity
        else:
            self.pos.y = envir.ground - self.h
            self.jump_ready = True
            self.stamina = self.max_stamina
        #endregion

        # region wall cases
        # left
        if self.pos.x >= envir.size[0] - self.w:
            self.pos.x = envir.size[0] - self.w

            if self.stamina <= 0:
                self.vel.y *= 0.6
            else:
                self.vel.y = 0

            self.stamina -= 1

            if key[K_a] and not key[K_d]:
                self.jump_ready = True

        # right
        if self.pos.x <= 0:
            self.pos.x = 0

            if self.stamina <= 0:
                self.vel.y *= 0.6
            else:
                self.vel.y = 0

            self.stamina -= 1

            if key[K_d] and not key[K_a]:
                self.jump_ready = True
        #endregion

        # region top case

        if self.pos.y <= 0:
            self.pos.y = 0

            if self.vel.y < 0:
                self.vel.y *= -1

        #endregion

        self.vel.mult(0.8)
Ejemplo n.º 21
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class Bullet():
    def __init__(self, x, y, px, py):
        self.pos = Vector(x, y)
        self.speed = 10
        self.size = 5

        dx = px - x
        dy = py - y

        self.vel = Vector(dx, dy)
        self.vel.normalise()
        self.vel.mult(self.speed)

        self.is_live = True
        self.lethal = False
        self.to_die = False
        self.ttl = 100
        self.till_lethal = self.ttl - 20

        self.rect = pygame.Rect(self.pos.x, self.pos.y, self.size, self.size)

    def show(self, screen):
        if self.lethal:
            c = colors.bullet
        else:
            c = colors.non_lethal
        pygame.draw.circle(screen, c, (int(self.pos.x), int(self.pos.y)),
                           self.size)

    def update(self):
        self.pos.add(self.vel)
        self.rect = pygame.Rect(self.pos.x, self.pos.y, self.size, self.size)
        self.ttl -= 1

        if self.ttl < self.till_lethal:
            self.lethal = True

        if self.pos.x >= envir.size[0]:
            self.pos.x = envir.size[0]
            self.vel.x *= -1
            if self.to_die:
                self.is_live = False

        if self.pos.x <= 0:
            self.pos.x = 0
            self.vel.x *= -1
            if self.to_die:
                self.is_live = False

        if self.pos.y >= envir.ground:
            self.pos.y = envir.ground
            self.vel.y *= -1
            if self.to_die:
                self.is_live = False

        if self.pos.y <= 0:
            self.pos.y = 0
            self.vel.y *= -1
            if self.to_die:
                self.is_live = False

        if self.ttl <= 0:
            self.to_die = True
Ejemplo n.º 22
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def test_substraction(a, b, c, d):
    assert Vector(a, b) - Vector(c, d) == Vector(a - c, b - d)
Ejemplo n.º 23
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def test_sum(a, b, c, d):
    assert Vector(a, b) + Vector(c, d) == Vector(a + c, b + d)
Ejemplo n.º 24
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def game(screen):
    # region import globals and setup controlls
    global fire_rate, max_fire_rate, bullets
    global enemies, wave

    pygame.mouse.set_visible(False)

    key = pygame.key.get_pressed()
    mouse_pos = pygame.mouse.get_pos()
    mouse_pos = Vector(mouse_pos[0], mouse_pos[1])
    mouse_pressed = pygame.mouse.get_pressed()

    screen.fill(colors.black)
    #endregion

    # region player controlls
    if player.update(key, enemies + bullets) == True:
        reset_vars()
        screen.fill(colors.white)
        pygame.display.update()
        return 'gameover'
    player.show(screen, mouse_pos)
    #endregion

    # region bullet controlls
    if mouse_pressed == (1, 0, 0) and fire_rate == max_fire_rate:
        bullets.append(
            Bullet(player.spaw_bullet_at.x, player.spaw_bullet_at.y,
                   mouse_pos.x, mouse_pos.y))
        fire_rate = 0

    if fire_rate < max_fire_rate:
        fire_rate += 1

    temp = []
    for bullet in bullets:
        if bullet.is_live:
            bullet.update()
            bullet.show(screen)
            temp.append(bullet)
    bullets = temp
    #endregion

    # region enemy controlls
    temp = []
    for enemy in enemies:
        if enemy.is_live:
            enemy.update(player.pos, bullets, enemies)
            enemy.show(screen)
            temp.append(enemy)
    enemies = temp

    if len(enemies) == 0:
        wave += 1
        for _ in range(wave):
            enemies.append(DotEnemy())
    #endregion

    # region screen controlls
    pygame.draw.rect(screen, colors.brown,
                     (0, envir.ground, envir.size[0], 50))
    screen.blit(mouse, (mouse_pos.x - 5, mouse_pos.y - 5))
    #endregion

    return 'game'
Ejemplo n.º 25
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 def display(self, screen):
     self.maze.display(screen)
     pos = Vector(WALLSIZE * self.player_position.X,
                  WALLSIZE * self.player_position.Y) + Game.player_offset
     pygame.draw.circle(screen, RED, tuple(pos), WALLSIZE // 3)
Ejemplo n.º 26
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def test_copy(a, b):
    p1 = Vector(a, b)
    p2 = p1.copy()
    assert not (p1 is p2)
    assert p1 == p2
Ejemplo n.º 27
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import random
import pygame
from data_structures import Vector
from consts import *
from direction import Direction

downVector = Vector(0, WALLSIZE)
rightVector = Vector(WALLSIZE, 0)


class Tile:
    B = rightVector
    C = rightVector + downVector
    D = downVector

    def __init__(self):
        self.left = None
        self.right = None
        self.up = None
        self.down = None

        self.clear_walls()
        self.visited = False

    def unlock(self, direction):
        self.locked[direction] = False

    def draw(self, vector, surface):
        if self.locked[Direction.Up]:
            pygame.draw.line(surface, BLACK, tuple(vector), tuple(vector + Tile.B))
        if self.locked[Direction.Right]:
Ejemplo n.º 28
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def test_multiply(a, b):
    p1 = Vector(a[0], a[1])
    p2 = p1 * b
    assert p2.x == a[0] * b
    assert p2.y == a[1] * b
Ejemplo n.º 29
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def test_bad_multiply():
    tmp = Vector(1, 1)
    for i in ["", 1.0, Vector(1, 1)]:
        with pytest.raises(ValueError) as excinfo:
            tmp * i
        assert "int" in str(excinfo.value).lower()
Ejemplo n.º 30
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 def left_movement_vector(x_delta, y_delta):
     """Calculates left movement vector"""
     point = _MapVectorsCalculator.down_movement_vector(y_delta, x_delta)
     return Vector(-point.x, point.y)