Ejemplo n.º 1
0
async def enemy():
    color = colorsys.hsv_to_rgb(random.random(), 1, 1)
    pos = vec2(random.uniform(50, scene.width - 50),
               random.uniform(50, scene.height - 50))
    e = scene.layers[0].add_circle(
        radius=10,
        color=color,
        pos=pos,
    )
    e.scale = 0.1
    await animate(
        e,
        duration=0.3,
        scale=1,
    )
    async for dt in clock.coro.frames_dt():
        to_target = target - pos
        if to_target.length() < e.radius:
            break
        pos += to_target.scaled_to(100 * dt)
        e.pos = pos

    scene.camera.screen_shake()
    await animate(e,
                  duration=0.1,
                  scale=10,
                  tween='accelerate',
                  color=(*color, 0))
    e.delete()
Ejemplo n.º 2
0
async def drive_ship():
    while True:
        x, y = ship.pos
        target = vec2(
            random.uniform(50, scene.width - 50),
            random.uniform(50, scene.height - 50),
        )

        dist, angle = (target - ship.pos).to_polar()
        duration = (dist / 500) ** 0.5

        # Rotate to face
        await animate(ship, duration=0.5, angle=angle)

        # Begin emitting particles
        clock.coro.run(thrust(duration * 0.8))

        # Move
        scene.layers[0].set_effect('trails', fade=1e-2)
        await animate(
            ship,
            duration=duration,
            tween='accel_decel',
            pos=target,
        )
        scene.layers[0].clear_effect()
Ejemplo n.º 3
0
    def __init__(self, x, y, radius=15):
        self.sprite = scene.layers[0].add_sprite(
            'steel',
            scale=radius / 32,
        )
        self.refl = scene.layers[1].add_sprite(
            'lens_fresnel',
            scale=radius / 100,
            color=(1, 1, 1, 0.5)
        )
        self.velocity = vec2(0, 0)
        self.radius = radius
        self.mass = radius * radius
        dr = vec2(radius, radius)
        self.rect = Rect(0, 0, *(dr * 2))

        self.pos = vec2(x, y)
Ejemplo n.º 4
0
def separate(a, b, frac=0.5):
    """Move a and b apart.

    Return True if they are now separate.
    """
    ab = a.pos - b.pos
    sep = ab.length()
    overlap = a.radius + b.radius - sep
    if overlap <= 0:
        return

    if sep == 0.0:
        ab = vec2(1, 0)
    else:
        ab /= sep
    masses = a.mass + b.mass
    if overlap > 1:
        overlap *= frac

    a.pos += ab * (overlap * b.mass / masses)
    b.pos -= ab * (overlap * a.mass / masses)
Ejemplo n.º 5
0
def on_key_down(key, mod):
    if key == key.F11:
        import pdb
        pdb.set_trace()

    elif key == key.K_1:
        lbl.align = 'left'
    elif key == key.K_2:
        lbl.align = 'center'
    elif key == key.K_3:
        lbl.align = 'right'

    elif key == key.SPACE:
        bullet = scene.layers[0].add_sprite('tiny_bullet', pos=ship.pos)
        bullet.color = (1, 0, 0, 1)
        bullet.vel = vec2(600, 0).rotated(ship.angle)
        bullet.power = 1.0
        bullets.append(bullet)
        w2d.sounds.laser.play()

        w2d.animate(ship[0], 'accel_decel', 0.5, pos=next(orbiter_positions))
    elif key == key.Z:
        pos = ship.local_to_world((-10, 0))
        w2d.clock.coro.run(bomb(pos))
Ejemplo n.º 6
0
def on_mouse_move(pos):
    global target
    cursor.pos = pos
    target = vec2(pos)
Ejemplo n.º 7
0
import random
import wasabi2d as w2d
import colorsys
from wasabi2d import clock, vec2, animate

scene = w2d.Scene(title="Run!")
center = vec2(scene.width, scene.height) / 2
scene.background = 'white'
target = vec2(scene.width, scene.height) / 2
scene.layers[0].set_effect('dropshadow', opacity=1, radius=1)

cursor = scene.layers[0].add_polygon(
    [(0, 0), (-15, 5), (-13, 0), (-15, -5)],
    fill=False,
    color='black',
    stroke_width=3,
)
cursor.angle = 4


async def enemy():
    color = colorsys.hsv_to_rgb(random.random(), 1, 1)
    pos = vec2(random.uniform(50, scene.width - 50),
               random.uniform(50, scene.height - 50))
    e = scene.layers[0].add_circle(
        radius=10,
        color=color,
        pos=pos,
    )
    e.scale = 0.1
    await animate(
Ejemplo n.º 8
0
    vel_spread=20,
    size=8,
    spin_spread=3,
)
ship = Group(
    [
        scene.layers[2].add_sprite('orbiter', pos=(-10, 50)),
        scene.layers[2].add_sprite(
            'ship',
            anchor_x=0,
        ), plume
    ],
    pos=(scene.width / 2, scene.height / 2),
)

ship.vel = vec2(0, 0)

bullets = []

SHIFT = w2d.keymods.LSHIFT | w2d.keymods.RSHIFT


@w2d.event
def on_key_down(key, mod):
    if key == key.F11:
        import pdb
        pdb.set_trace()

    elif key == key.K_1:
        lbl.align = 'left'
    elif key == key.K_2:
Ejemplo n.º 9
0
 def pos(self):
     return vec2(self._pos)
Ejemplo n.º 10
0
        paint=w2d.chain.LayerRange(stop=0),
        scale=-100
    )
]

scene.layers[0].set_effect('dropshadow', offset=(3, 3))

cursor = scene.layers[0].add_sprite(
    'cursor',
    anchor_x='left',
    anchor_y='top'
)

scene.layers[-1].add_sprite('wood', anchor_x='left', anchor_y='top')

GRAVITY = vec2(0, 1)
BALL_RADIUS = 15
BALL_COLOR = (34, 128, 75)
ELASTICITY = 0.3
SEPARATION_STEPS = [1.0] * 10

BALL_COUNT = 20


class Ball:
    def __init__(self, x, y, radius=15):
        self.sprite = scene.layers[0].add_sprite(
            'steel',
            scale=radius / 32,
        )
        self.refl = scene.layers[1].add_sprite(
Ejemplo n.º 11
0
def forward(ship, length=1) -> vec2:
    """Get a vector in the direction of the ship."""
    return vec2(length, 0).rotated(ship.angle)
Ejemplo n.º 12
0
    ship.initial_v = ship.v
    ship.radius = 7
    ship.dead = False
    return ship


mode_720p = 1280, 720
mode_1080p = 1920, 1080
scene = w2d.Scene(*mode_720p, fullscreen=True)
scene.chain = [
    w2d.LayerRange()
    .wrap_effect('trails', alpha=0.4, fade=0.08)
    .wrap_effect('bloom', radius=8)
]

center = vec2(scene.width, scene.height) * 0.5

score1 = scene.layers[0].add_label('0', pos=(10, 40), fontsize=30, color=GREEN)
score2 = scene.layers[0].add_label(
    '0',
    pos=(scene.width - 10, 40),
    align='right',
    fontsize=30,
    color=GREEN
)
score1.value = score2.value = 0

fps = scene.layers[0].add_label(
    'FPS: 60',
    pos=(10, scene.height - 10),
    fontsize=20,
Ejemplo n.º 13
0
def pos(touch_event):
    return w2d.vec2(touch_event.x * scene.width, touch_event.y * scene.height)
Ejemplo n.º 14
0
import wasabi2d as w2d
import pygame._sdl2.touch
import random
import colorsys
from wasabi2d import vec2

scene = w2d.Scene(1280, 720, background='white')
scene.chain = [w2d.chain.LayerRange().wrap_effect('outline')]
particles = scene.layers[0].add_particle_group(
    max_age=2,
    grow=0.2,
    gravity=vec2(0, -200),
    drag=0.5,
)


def pos(touch_event):
    return w2d.vec2(touch_event.x * scene.width, touch_event.y * scene.height)


async def next_touch():
    touch = w2d.events.subscribe(
        pygame.FINGERDOWN,
        pygame.FINGERMOTION,
        pygame.FINGERUP,
    )
    async for ev in touch:
        if ev.type == pygame.FINGERDOWN:
            finger_id = ev.finger_id
            touch_start = pos(ev)
            break
Ejemplo n.º 15
0
import math
import random
import wasabi2d as w2d
from wasabi2d import clock, vec2, animate


scene = w2d.Scene()
trail = scene.layers[-1].add_particle_group(max_age=2, grow=0.1)
bottomright = vec2(scene.width, scene.height)
center = bottomright / 2

ship = scene.layers[0].add_sprite(
    'ship',
    pos=center
)


async def drive_ship():
    while True:
        x, y = ship.pos
        target = vec2(
            random.uniform(50, scene.width - 50),
            random.uniform(50, scene.height - 50),
        )

        dist, angle = (target - ship.pos).to_polar()
        duration = (dist / 500) ** 0.5

        # Rotate to face
        await animate(ship, duration=0.5, angle=angle)