Ejemplo n.º 1
0
 def render_selected_piece_moves(self):
     if self.selected_sprite is not None:
         # Clear the list of possible move markers
         self.selected_piece_moves = []
         # Get all the possible moves of the piece
         legal_moves = self.selected_piece.get_legal_moves(self.board)
         for (rank, file) in legal_moves:
             square = self.board.look_at(rank, file)
             # Center the xy-coords in the center of the tile
             if square is None:
                 circ = Circle(
                     x=self.board_x + (file * self.tile_width) + (self.tile_width * 0.5),
                     y=self.board_y + (rank * self.tile_height) + (self.tile_height * 0.5),
                     radius=self.tile_width * .25,
                     color=(100,100,100),
                     batch=self.selected_piece_batch
                 )
                 self.selected_piece_moves.append(circ)
             # If there is an enemy piece on the square we can move to, draw a red circle
             elif square is not None:
                 if square.color is not self.board.player_turn:
                     circ = Circle(
                         x=self.board_x + (file * self.tile_width) + (self.tile_width * 0.5),
                         y=self.board_y + (rank * self.tile_height) + (self.tile_height * 0.5),
                         radius=self.tile_width * .4,
                         color=(255, 0, 0),
                         batch=self.selected_piece_batch
                     )
                     self.selected_piece_moves.append(circ)
     else:
         self.selected_piece_moves = []
         self.selected_piece_batch = pyglet.graphics.Batch()
Ejemplo n.º 2
0
    def __init__(self,
                 x: int,
                 y: int,
                 frame: Frame,
                 grid: Grid,
                 renderbox: RenderBox,
                 name: str = 'Player1',
                 batch: Batch = None,
                 debug: bool = False):
        # Player Sprite Select Related
        self.player_res_list = [
            PlayerImages.p1, PlayerImages.p2, PlayerImages.p3
        ]
        self.player_select = 0
        self.player_res = self.player_res_list[self.player_select]

        # Initialize Base Class
        super().__init__(x=x,
                         y=y,
                         res=self.player_res.jump_right,
                         frame=frame,
                         grid=grid,
                         renderbox=renderbox,
                         name=name,
                         batch=batch,
                         usage='dynamic',
                         is_anchor_x_centered=True)

        # Movement Related
        self.BASE_WALKING_SPEED = 200
        self.BASE_JUMPING_SPEED = 300
        self.vx = 0.0
        self.vy = 0.0
        self.facing = 'right'
        self.status = 'jumping'
        self.arrow_key_buffer = ArrowKeyBuffer()

        # Grid Related
        self.up_contact_obj_list = cast(List[GridObject], [])
        self.down_contact_obj_list = cast(List[GridObject], [])
        self.left_contact_obj_list = cast(List[GridObject], [])
        self.right_contact_obj_list = cast(List[GridObject], [])

        # Debug
        self.debug = debug
        self.ref_point = Circle(x=self.camera_x,
                                y=self.camera_y,
                                radius=5,
                                color=(255, 0, 0))
        self.ref_rect = Rectangle(x=self.camera_x,
                                  y=self.camera_y,
                                  width=self.width,
                                  height=self.height,
                                  color=(0, 0, 255))
        self.ref_rect.anchor_x = self.ref_rect.width // 2
Ejemplo n.º 3
0
    def _build_circle_render(self) -> Circle:
        """
        Creates a circle located at the screen coordinates (if they exist).
        Uses the color specified in our globals w/ a size of 10px radius.
        Assigns the object to our batch & group
        """
        if self.screen_coords:
            return Circle(self.screen_coords[0],
                          self.screen_coords[1],
                          CIRCLE_SIZE,
                          color=self.color,
                          batch=main_batch,
                          group=self.group)

        return Circle(0,
                      0,
                      10,
                      color=self.color,
                      batch=main_batch,
                      group=self.group)
Ejemplo n.º 4
0
 def render_checked_king(self):
     # Find the white king and black king and see if either is in check
     for king in self.board.pieces:
         if king.id == src.constants.KING and self.board.is_in_check(king.color):
             circ = Circle(
                 x=self.board_x + (king.file * self.tile_width) + (self.tile_width * 0.5),
                 y=self.board_y + (king.rank * self.tile_height) + (self.tile_height * 0.5),
                 radius=self.tile_width * .4,
                 color=(255, 0, 0),
                 batch=self.selected_piece_batch
             )
             self.selected_piece_moves.append(circ)
Ejemplo n.º 5
0
    def __init__(self, n):
        super(App, self).__init__(height=SCREEN_SIZE, width=SCREEN_SIZE)

        self.state_of_phase = StateOfPhases(n)
        self.objects = list(map(
            lambda x: Circle(
                x=x[0] * SCREEN_SIZE,
                y=x[1] * SCREEN_SIZE,
                radius=x[2] * MASS_RADIUS_RATIO,
                color=rd_color()
            ),
            zip(
                self.state_of_phase[0, 0],
                self.state_of_phase[0, 1],
                self.state_of_phase[2, 0]
            )
        ))
Ejemplo n.º 6
0
 def draw(self):
     c = Circle(self.pos[X], self.pos[Y], self.radius)
     c.draw()
Ejemplo n.º 7
0
 def draw(self):
     c = Circle(self.pos[0], self.pos[1], self.size)
     c.opacity = 100
     c.draw()
Ejemplo n.º 8
0
controller.open()

window = pyglet.window.Window(720, 480)
batch = pyglet.graphics.Batch()

text = f"Detected: {controller.name}\nController GUID: {controller.guid}"
controller_label = pyglet.text.Label(text=text, x=10, y=window.height-20, multiline=True, width=720, batch=batch)


left_trigger = Rectangle(70, 360 + (controller.lefttrigger * 50), 40, 10, batch=batch)
right_trigger = Rectangle(610, 360 + (controller.lefttrigger * 50), 40, 10, batch=batch)
d_pad = Rectangle(280, 190, 10, 10, batch=batch)
left_stick = Arc(180, 240, 20, batch=batch)
right_stick = Arc(540, 240, 20, batch=batch)

buttons = {'a': Circle(440, 170, 9, color=(50, 255, 50), batch=batch),
           'b': Circle(460, 190, 9, color=(255, 50, 50), batch=batch),
           'x': Circle(420, 190, 9, color=(50, 50, 255), batch=batch),
           'y': Circle(440, 210, 9, color=(255, 255, 50), batch=batch),
           'leftshoulder': Rectangle(70, 290, 40, 10, batch=batch),
           'rightshoulder': Rectangle(610, 290, 40, 10, batch=batch),
           'start': Circle(390, 240, 9, batch=batch),
           'guide': Circle(360, 240, 9, color=(255, 255, 100), batch=batch),
           'back': Circle(330, 240, 9, batch=batch),
           'leftstick': Circle(180, 240, 9, batch=batch),
           'rightstick': Circle(540, 240, 9, batch=batch)}

for button in buttons.values():
    button.visible = False

Ejemplo n.º 9
0
class Player(GameObject):
    def __init__(self,
                 x: int,
                 y: int,
                 frame: Frame,
                 grid: Grid,
                 renderbox: RenderBox,
                 name: str = 'Player1',
                 batch: Batch = None,
                 debug: bool = False):
        # Player Sprite Select Related
        self.player_res_list = [
            PlayerImages.p1, PlayerImages.p2, PlayerImages.p3
        ]
        self.player_select = 0
        self.player_res = self.player_res_list[self.player_select]

        # Initialize Base Class
        super().__init__(x=x,
                         y=y,
                         res=self.player_res.jump_right,
                         frame=frame,
                         grid=grid,
                         renderbox=renderbox,
                         name=name,
                         batch=batch,
                         usage='dynamic',
                         is_anchor_x_centered=True)

        # Movement Related
        self.BASE_WALKING_SPEED = 200
        self.BASE_JUMPING_SPEED = 300
        self.vx = 0.0
        self.vy = 0.0
        self.facing = 'right'
        self.status = 'jumping'
        self.arrow_key_buffer = ArrowKeyBuffer()

        # Grid Related
        self.up_contact_obj_list = cast(List[GridObject], [])
        self.down_contact_obj_list = cast(List[GridObject], [])
        self.left_contact_obj_list = cast(List[GridObject], [])
        self.right_contact_obj_list = cast(List[GridObject], [])

        # Debug
        self.debug = debug
        self.ref_point = Circle(x=self.camera_x,
                                y=self.camera_y,
                                radius=5,
                                color=(255, 0, 0))
        self.ref_rect = Rectangle(x=self.camera_x,
                                  y=self.camera_y,
                                  width=self.width,
                                  height=self.height,
                                  color=(0, 0, 255))
        self.ref_rect.anchor_x = self.ref_rect.width // 2

    @property
    def x(self) -> int:
        return super().x

    @x.setter
    def x(self, x: int):
        super().x = x
        if self.debug:
            self.ref_point.x = self.camera_x
            self.ref_rect.x = self.camera_x

    @property
    def y(self) -> int:
        return super().y

    @y.setter
    def y(self, y: int):
        super().y = y
        if self.debug:
            self.ref_point.y = self.camera_y
            self.ref_rect.y = self.camera_y

    def change_player(self, idx: int):
        self.player_res = self.player_res_list[idx]
        self.player_select = idx
        self.update_sprite()

    def toggle_player(self):
        self.change_player(
            (self.player_select + 1) % len(self.player_res_list))

    def toggle_debug(self):
        self.debug = not self.debug
        self.grid.show_contacts = not self.grid.show_contacts

    def change_sprite(self, image):
        self.sprite.image = image
        if self.debug:
            self.ref_rect.width = self.sprite.width
            self.ref_rect.height = self.sprite.height
            self.ref_rect.anchor_x = self.ref_rect.width // 2

    def update_sprite(self):
        if self.status == 'idle':
            if self.facing == 'right':
                self.change_sprite(self.player_res.idle_right.img)
            elif self.facing == 'left':
                self.change_sprite(self.player_res.idle_left.img)
            else:
                raise Exception
        elif self.status == 'jumping':
            if self.facing == 'right':
                self.change_sprite(self.player_res.jump_right.img)
            elif self.facing == 'left':
                self.change_sprite(self.player_res.jump_left.img)
            else:
                raise Exception
        elif self.status == 'walking':
            if self.facing == 'right':
                self.change_sprite(self.player_res.walk_right_anim.animation)
            elif self.facing == 'left':
                self.change_sprite(self.player_res.walk_left_anim.animation)
            else:
                raise Exception
        else:
            raise Exception

    @property
    def is_idle(self) -> bool:
        return self.status == 'idle'

    @property
    def is_walking(self) -> bool:
        return self.status == 'walking'

    @property
    def is_jumping(self) -> bool:
        return self.status == 'jumping'

    def face(self, direction: str):
        if direction == 'right':
            self.facing = 'right'
            self.update_sprite()
        elif direction == 'left':
            self.facing = 'left'
            self.update_sprite()
        else:
            raise Exception

    def start_walking(self, direction: str):
        if direction == 'right':
            self.vx = self.BASE_WALKING_SPEED
            self.facing = 'right'
            self.status = 'walking'
            self.update_sprite()
        elif direction == 'left':
            self.vx = -self.BASE_WALKING_SPEED
            self.facing = 'left'
            self.status = 'walking'
            self.update_sprite()
        else:
            raise Exception

    def stop_walking(self):
        self.status = 'idle'
        self.vx = 0
        self.update_sprite()

    def start_jumping(self):
        self.status = 'jumping'
        self.vy = self.BASE_JUMPING_SPEED
        self.update_sprite()

    def start_falling(self):
        self.status = 'jumping'
        self.update_sprite()

    def stop_jumping(self):
        self.status = 'idle'
        self.vy = 0
        self.update_sprite()

    def draw(self):
        if self.debug:
            self.ref_point.draw()
            self.ref_rect.draw()
        super().draw()

    def move(self, dx: int, dy: int):
        player_grid_obj = self.grid.contained_obj_list.get_obj_from_name(
            self.name)
        other_renderable_objects = self.renderbox.get_all_renderable_objects(
            exclude_names=[self.name])
        other_renderable_names = [
            other_renderable_object.name
            for other_renderable_object in other_renderable_objects
        ]
        other_grid_objects = self.grid.contained_obj_list.get_objects(
            include_names=other_renderable_names)
        all_grid_objects = self.grid.contained_obj_list.get_objects()

        self.up_contact_obj_list = []
        self.down_contact_obj_list = []
        self.left_contact_obj_list = []
        self.right_contact_obj_list = []
        self.grid.reset_contacts()

        # Move X
        proposed_player_occupied_spaces = player_grid_obj.get_occupied_spaces(
            dx=dx)
        collision = False
        for proposed_player_occupied_space in proposed_player_occupied_spaces:
            for other_grid_object in other_grid_objects:
                if proposed_player_occupied_space in other_grid_object.occupied_spaces:
                    other_grid_object.is_in_contact = True
                    if dx > 0:
                        self.right_contact_obj_list.append(other_grid_object)
                    elif dx < 0:
                        self.left_contact_obj_list.append(other_grid_object)
                    else:
                        raise Error(
                            f'Player got stuck in object in x direction.')
                    collision = True
        if not collision:
            self.set_x(x=self.x + dx, fix_camera=True)
            self.grid.move(dx=-dx)
        else:
            if len(self.left_contact_obj_list) > 0:
                dx_adjustment = self.left_contact_obj_list[
                    0].x_right + 1 - self.x_left
                self.set_x(x=self.x + dx_adjustment, fix_camera=True)
                self.grid.move(dx=-dx_adjustment)
            elif len(self.right_contact_obj_list) > 0:
                dx_adjustment = self.right_contact_obj_list[
                    0].x_left - self.x_right
                self.set_x(x=self.x + dx_adjustment, fix_camera=True)
                self.grid.move(dx=-dx_adjustment)
            else:
                raise Exception

        # Move Y
        proposed_player_occupied_spaces = player_grid_obj.get_occupied_spaces(
            dy=dy)
        collision = False
        for proposed_player_occupied_space in proposed_player_occupied_spaces:
            for other_grid_object in other_grid_objects:
                if proposed_player_occupied_space in other_grid_object.occupied_spaces:
                    other_grid_object.is_in_contact = True
                    if dy > 0:
                        self.up_contact_obj_list.append(other_grid_object)
                    elif dy < 0:
                        self.down_contact_obj_list.append(other_grid_object)
                    else:
                        raise Error(
                            f'Player got stuck in object in y direction.')
                    collision = True
        if not collision:
            self.set_y(y=self.y + dy, fix_camera=True)
            self.grid.move(dy=-dy)
            self.start_falling()
        else:
            self.vy = 0
            if len(self.down_contact_obj_list) > 0:
                dy_adjustment = self.down_contact_obj_list[
                    0].y_top - self.y_bottom
                self.set_y(y=self.y + dy_adjustment, fix_camera=True)
                self.grid.move(dy=-dy_adjustment)

                if self.is_jumping:
                    self.stop_jumping()
                    if self.arrow_key_buffer.is_pressed:
                        self.start_walking(
                            direction=self.arrow_key_buffer.buffer[-1])
                    else:
                        self.vx = 0
            elif len(self.up_contact_obj_list) > 0:
                dy_adjustment = self.up_contact_obj_list[
                    0].y_bottom - self.y_top
                self.set_y(y=self.y + dy_adjustment, fix_camera=True)
                self.grid.move(dy=-dy_adjustment)
            else:
                raise Exception
Ejemplo n.º 10
0
 def draw(self):
     c = Circle(self.pos[X], self.pos[Y], (self.radius * 2))
     c.opacity = 100
     c.draw()