Ejemplo n.º 1
0
    def onDoor(self, obj1, obj2):
        obj1 = obj1.owner
        obj2 = obj2.owner
        if isinstance(obj1, Door):
            foo = obj1
            obj1 = obj2
            obj2 = foo

        if not isinstance(obj1, Player) or not isinstance(obj2, Door):
            return
        if obj1.id != gameplay.state.my_player_id:
            return
        gameplay.state.players[gameplay.state.my_player_id].setRoom(
            obj2.toX, obj2.toY)
        self.collider.pos = Vec2(500, 300)

        leftX = 64 + self.width / 2
        midX = graphics.view.GAME_WIDTH / 2
        rightX = graphics.view.GAME_WIDTH - 64 - self.width / 2
        topY = 64 + self.height / 2
        midY = graphics.view.WINDOW_SIZE[1] / 2
        botY = graphics.view.WINDOW_SIZE[1] - 64 - self.height / 2

        newXLoc = 300
        newYLoc = 300
        if obj2.dir == 0:
            newXLoc = midX
            newYLoc = botY
        elif obj2.dir == 1:
            newXLoc = leftX
            newYLoc = midY
        elif obj2.dir == 2:
            newXLoc = midX
            newYLoc = topY
        elif obj2.dir == 3:
            newXLoc = rightX
            newYLoc = midY
        self.collider.pos = Vec2(newXLoc, newYLoc)

        for collider in gameplay.state.floor.board[obj2.fromX][
                obj2.fromY].simulation.objects:
            if isinstance(collider.owner, Player):
                gameplay.state.floor.board[obj2.fromX][
                    obj2.fromY].simulation.remove_object(collider)

        game_event_dict = {
            "type": "PLAYER",
            "code": "CHANGE_ROOM",
            "player_id": self.id,
            "pos": self.collider.pos.to_dict(),
            "velocity": self.collider.vel.to_dict(),
            "room_x": self.roomX,
            "room_y": self.roomY
        }

        event = GameEvent(game_event_dict)
        gameplay.state.global_queue.put(event)
Ejemplo n.º 2
0
 def __init__(self, monster_id, x, y, type):
     self.id = monster_id
     self.type = type
     self.width = 40
     self.height = 40
     self.speed = 50
     self.next_bullet_id = 0
     self.sprites = []
     self.load_sprite()
     self.collider = physics.PhysObject(Vec2(x, y), Polygon.square(x, y, self.width, self.height),
                                        self, collision_type=physics.collision_types.dynamic)
Ejemplo n.º 3
0
 def __init__(self, dir, nextX, nextY, pastX, pastY):
     self.toX = nextX
     self.toY = nextY
     self.fromX = pastX
     self.fromY = pastY
     self.dir = dir
     leftX = 32
     midX = graphics.view.GAME_WIDTH / 2
     rightX = graphics.view.GAME_WIDTH - 32
     topY = 32
     midY = graphics.view.WINDOW_SIZE[1] / 2
     botY = graphics.view.WINDOW_SIZE[1] - 32
     if dir == 0:
         self.collider = physics.PhysObject(
             Vec2(midX, topY),
             Polygon.square(midX, topY, 64, 64),
             self,
             collision_type=physics.collision_types.trigger)
     elif dir == 1:
         self.collider = physics.PhysObject(
             Vec2(rightX, midY),
             Polygon.square(rightX, midY, 64, 64),
             self,
             collision_type=physics.collision_types.trigger)
     elif dir == 2:
         self.collider = physics.PhysObject(
             Vec2(midX, botY),
             Polygon.square(midX, botY, 64, 64),
             self,
             collision_type=physics.collision_types.trigger)
     elif dir == 3:
         self.collider = physics.PhysObject(
             Vec2(leftX, midY),
             Polygon.square(leftX, midY, 64, 64),
             self,
             collision_type=physics.collision_types.trigger)
     self.speed = 0
     self.width = 64
     self.height = 64
     self.sprite = None
     self.loadSprite(dir)
Ejemplo n.º 4
0
    def processPlayerEvent(self, event):
        if event.params["player_id"] != self.id:
            return
        self.collider.pos = Vec2.from_dict(event.params["pos"])

        if event.params["code"] == "CHANGE_VELOCITY":
            self.collider.vel = Vec2.from_dict(event.params["velocity"])

        elif event.params["code"] == "CHANGE_ROOM":
            self.collider.vel = Vec2.from_dict(event.params["velocity"])
            self.setRoom(event.params["room_x"], event.params["room_y"])

        elif (event.params["code"] == "SHOOT"):
            #each client is responsible for sending updates about its
            #player's bullets (and ONLY its player's bullets)
            #to the other clients every tick.
            #thus it is safe to have all clients execute the shoot function,
            #because the bullet's position will be quickly corrected if it gets
            #out of sync
            self.shoot(event.params["direction_x"],
                       event.params["direction_y"])
Ejemplo n.º 5
0
 def __init__(self):
     self.collider = physics.PhysObject(
         Vec2(300, 300),
         Polygon.square(300, 300, 16, 16),
         self,
         collision_type=physics.collision_types.trigger)
     self.width = 64
     self.height = 64
     self.speed = 0
     self.collider.add_callback(self.onCollide)
     self.collider.vel.x = 0
     self.collider.vel.y = 0
     self.sprite = None
     self.loadSprite()
Ejemplo n.º 6
0
 def __init__(self, bullet_id, x, y, direction_x, direction_y):
     print("shooting")
     self.direction_x = direction_x
     self.direction_y = direction_y
     self.id = bullet_id
     self.speed = 80
     self.collider = physics.PhysObject(
         Vec2(x + direction_x * 5, y + direction_y * 5),
         Polygon.square(x + direction_x * 5, y + direction_y * 5, 10, 10),
         self,
         collision_type=physics.collision_types.player)
     self.collider.add_callback(self.onCollide)
     self.collider.vel.x = direction_x * self.speed
     self.collider.vel.y = direction_y * self.speed
     self.load_sprite()
     self.alive = True
Ejemplo n.º 7
0
    def processInputEvent(self, event: sdl2.SDL_Event):
        # We'll want to return a GameEvent, and these fields
        # are the same regardless of what the rest of the event is
        game_event_dict = {
            "type": "PLAYER",
            "player_id": self.id,
            "pos": self.collider.pos.to_dict()
        }

        if event.type == sdl2.SDL_KEYDOWN or event.type == sdl2.SDL_KEYUP:
            state = ControlsState.state

            vel = Vec2()

            vel.x = state[sdl2.SDLK_d] - state[sdl2.SDLK_a]
            vel.y = state[sdl2.SDLK_s] - state[sdl2.SDLK_w]
            if (vel.length() > 0):
                vel = vel / vel.length()

            vel = vel * self.speed

            game_event_dict["code"] = "CHANGE_VELOCITY"
            game_event_dict["velocity"] = vel.to_dict()

            return GameEvent(game_event_dict)

        if (event.type == sdl2.SDL_MOUSEBUTTONDOWN):
            mouseX, mouseY = ctypes.c_int(0), ctypes.c_int(
                0)  # Create two ctypes values
            # Pass x and y as references (pointers) to SDL_GetMouseState()
            buttonstate = sdl2.mouse.SDL_GetMouseState(ctypes.byref(mouseX),
                                                       ctypes.byref(mouseY))
            x = mouseX.value - graphics.view.game_view.x
            y = mouseY.value - graphics.view.game_view.y
            game_event_dict["code"] = "SHOOT"
            direction_x = x - self.collider.pos.x
            direction_y = y - self.collider.pos.y
            length = math.sqrt(direction_x**2 + direction_y**2)
            direction_x = direction_x / length
            direction_y = direction_y / length
            game_event_dict["direction_x"] = direction_x
            game_event_dict["direction_y"] = direction_y
            #print(game_event_dict)
            return GameEvent(game_event_dict)

        game_event_dict["code"] = "NONE"
        return GameEvent(game_event_dict)
Ejemplo n.º 8
0
    def make_walls(self):
        thickness = 64
        width = 1000 - 188
        height = 650
        x, y = width // 2, 32
        rect = Polygon.square(x, y, width - 100, 32)
        self.simulation.add_object(PhysObject(Vec2(x, y), rect, None))

        y = height - 32
        rect = Polygon.square(x, y, width - 100, 32)
        self.simulation.add_object(PhysObject(rect.pos, rect, None))

        x, y = 32, height // 2
        rect = Polygon.square(x, y, 32, height - 100)
        self.simulation.add_object(PhysObject(rect.pos, rect, None))

        x = width - 32
        rect = Polygon.square(x, y, 32, height - 100)
        self.simulation.add_object(PhysObject(rect.pos, rect, None))
Ejemplo n.º 9
0
 def __init__(self, player_id, x, y):
     self.collider = physics.PhysObject(
         Vec2(x, y),
         Polygon.square(x, y, 30, 45),
         self,
         collision_type=physics.collision_types.player)
     self.collider.add_callback(self.onDoor)
     self.collider.add_callback(self.onEnemy)
     self.maxHealth = 500
     self.currHealth = 500
     self.lastMeleeHit = 0
     self.width = 66
     self.height = 93
     self.speed = 200
     self.id = player_id
     self.next_bullet_id = 0
     self.sprite = None
     self.roomX = -1
     self.roomY = -1
     self.load_sprite()
Ejemplo n.º 10
0
 def from_dict(dict):
     pos = Vec2.from_dict(dict["pos"])
     m = Monster(dict["id"], pos.x, pos.y, dict["type"])
     m.collider.vel = Vec2.from_dict(dict["vel"])
     return m