Example #1
0
	def __init__(self):
		super(Game, self).__init__()
		
		# Set map dimensions
		self.px_width = 7680
		self.px_height = 4320
		
		# Set player score
		self.score = 0
		
		self.destroy_flag = False
		self.trail_list = [Sprite('ships/trail.png'), Sprite('ships/trail2.png')]
		self.trail_choice = random.choice (self.trail_list)
		
		# Set physics space
		self.space = pm.Space(iterations = 500)
		self.space.gravity = 0, 0
		self.space.add_collision_handler(0, 1, post_solve=self.player_asteroid_collision)
		self.space.add_collision_handler(1, 2, post_solve=self.asteroid_planet_collision)
		
		# Set batches and add them to the layer
		self.star_batch = BatchNode()
		self.planet_batch = BatchNode()
		self.weapon_batch = BatchNode()
		self.asteroid_batch = BatchNode()
		self.trail_batch = BatchNode()
		self.add(self.star_batch)
		self.add(self.planet_batch)
		self.add(self.weapon_batch)
		self.add(self.asteroid_batch)
		self.add(self.trail_batch)
		
		# Generate star map and add stars, planets, and suns
		self.world = CreateWorld()
		self.world.make_map(self.star_batch, self.planet_batch, self, self.space)
		self.asteroids = Asteroids(self.asteroid_batch, self.space)
		
		# Track keys, lasers to move
		self.keys_being_pressed = set()
		self.laser_count = set()
		
		
		# Create a player, add to space and layer
		self.player = create_player()
		self.player.name = "player"
		self.space.add(self.player.body, self.player.poly)
		self.player2 = create_player()
		self.player2.name = "player2"
		self.space.add(self.player2.body, self.player2.poly)
		self.players = [self.player, self.player2]

		self.player.cooldown = 0
		self.player2.cooldown = 0
		self.add(self.player)
		self.add(self.player2)


		
		# Schedule update and debug
		self.schedule(self.update)
		self.schedule_interval(self.debug, 1)
Example #2
0
class Game(ScrollableLayer):
	is_event_handler = True
	def __init__(self):
		super(Game, self).__init__()
		
		# Set map dimensions
		self.px_width = 7680
		self.px_height = 4320
		
		# Set player score
		self.score = 0
		
		self.destroy_flag = False
		self.trail_list = [Sprite('ships/trail.png'), Sprite('ships/trail2.png')]
		self.trail_choice = random.choice (self.trail_list)
		
		# Set physics space
		self.space = pm.Space(iterations = 500)
		self.space.gravity = 0, 0
		self.space.add_collision_handler(0, 1, post_solve=self.player_asteroid_collision)
		self.space.add_collision_handler(1, 2, post_solve=self.asteroid_planet_collision)
		
		# Set batches and add them to the layer
		self.star_batch = BatchNode()
		self.planet_batch = BatchNode()
		self.weapon_batch = BatchNode()
		self.asteroid_batch = BatchNode()
		self.trail_batch = BatchNode()
		self.add(self.star_batch)
		self.add(self.planet_batch)
		self.add(self.weapon_batch)
		self.add(self.asteroid_batch)
		self.add(self.trail_batch)
		
		# Generate star map and add stars, planets, and suns
		self.world = CreateWorld()
		self.world.make_map(self.star_batch, self.planet_batch, self, self.space)
		self.asteroids = Asteroids(self.asteroid_batch, self.space)
		
		# Track keys, lasers to move
		self.keys_being_pressed = set()
		self.laser_count = set()
		
		
		# Create a player, add to space and layer
		self.player = create_player()
		self.player.name = "player"
		self.space.add(self.player.body, self.player.poly)
		self.player2 = create_player()
		self.player2.name = "player2"
		self.space.add(self.player2.body, self.player2.poly)
		self.players = [self.player, self.player2]

		self.player.cooldown = 0
		self.player2.cooldown = 0
		self.add(self.player)
		self.add(self.player2)


		
		# Schedule update and debug
		self.schedule(self.update)
		self.schedule_interval(self.debug, 1)
		
	def on_key_press(self, key, mod):
		try:
			self.keys_being_pressed.add( key )
		except KeyError:
			pass
	
	def on_key_release(self, key, mod):
		try:
			self.keys_being_pressed.remove(key)
		except KeyError:
			pass
	
	def remove_from_set(self, item, container):
		new_set = container.copy()
		try:
			new_set.remove(item)
		except KeyError:
			new_set.remove(item)
		finally:
			return new_set


	def player_asteroid_collision(self, space, arbiter):
		for asteroid in self.asteroids.asteroid_count:
			# This for loop checks the identity of the arbiter-asteroid with every asteroid until it finds a match
			# Then it calculates the damage to the player
			if asteroid.body is arbiter.shapes[1].body:
				if self.player.body is arbiter.shapes[0].body:
					player = self.player
					player.speed =  sqrt(pow(player.body.velocity[0], 2) +  pow(player.body.velocity[1], 2) )
				elif self.player2.body is arbiter.shapes[0].body:
					player = self.player2
					player.speed =  sqrt(pow(player.body.velocity[0], 2) +  pow(player.body.velocity[1], 2) )
				else:
					print "error did not find player"
				# Get the speed of an asteroid from it's velocity using the pythagoras theorem
				asteroid.speed =  sqrt(pow(asteroid.body.velocity[0], 2) +  pow(asteroid.body.velocity[1], 2) )
				# The damage is just the asteroid speed minus the player speed plus an arbitary number
				if asteroid.morph == 'large':
					damage = abs(5 + asteroid.speed - player.speed)
					player.health -= damage
				elif asteroid.morph == 'medium':
					damage = abs(10 + asteroid.speed - player.speed )
					player.health -= damage
				elif asteroid.morph == 'small':
					damage = abs(15 + asteroid.speed - player.speed )
					player.health -= damage

	
	def asteroid_planet_collision(self, space, arbiter):
		for asteroid in self.asteroids.asteroid_count:
			# This for loop checks the identity of the arbiter with the asteroid for every asteroid until it finds a match
			if asteroid.body is arbiter.shapes[0].body:
				
				self.explode(asteroid)
				
				# Remove asteroids from world
				self.space.remove(asteroid.body, asteroid.poly)
				self.asteroids.asteroid_count = self.remove_from_set(asteroid, self.asteroids.asteroid_count)
				self.asteroid_batch.remove(asteroid)	
				self.destroy_flag = True	
				# Regenerate asteroids and adjust score
				if asteroid.morph == 'large':
					self.asteroids.create_asteroid(asteroid.position, asteroid.morph)
					self.asteroids.create_asteroid(asteroid.position, asteroid.morph)

				elif asteroid.morph == 'medium':
					self.asteroids.create_asteroid(asteroid.position, asteroid.morph)
					self.asteroids.create_asteroid(asteroid.position, asteroid.morph)
						

		
	def update_asteroids(self,dt):
		for player in self.players:
			if player.cooldown < 20:
				player.cooldown += 1
			
		# Move asteroids and collide them with lasers		
		for asteroid in self.asteroids.asteroid_count:
			self.planetoid_gravity(asteroid.body, 5000000, 1.0, dt)
			asteroid.position = asteroid.body.position
			asteroid.rotation = asteroid.body.angle
			
			for laser in self.laser_count:
				collide = asteroid.get_rect().contains(laser.position[0], laser.position[1])
				if collide:
					
					# Remove laser from world
					laser.do(FadeOut(0.09) + CallFunc (self.weapon_batch.remove, laser) )
					self.laser_count = self.remove_from_set(laser, self.laser_count)
						
					# Create an explosion
					self.explode(asteroid)
					
					try:
						self.asteroids.asteroid_count = self.remove_from_set(asteroid, self.asteroids.asteroid_count)
						self.space.remove(asteroid.body, asteroid.poly)
						
						self.asteroid_batch.remove(asteroid)
					except:
						print "WARNING: could not remove asteroid"
						continue
					self.destroy_flag = True	
					
					# Regenerate asteroids and adjust score
					if asteroid.morph == 'large':
						self.asteroids.create_asteroid(asteroid.position, asteroid.morph)
						self.asteroids.create_asteroid(asteroid.position, asteroid.morph)
						
						player = laser.owner
						player.score += 10

					elif asteroid.morph == 'medium':
						self.asteroids.create_asteroid(asteroid.position, asteroid.morph)
						self.asteroids.create_asteroid(asteroid.position, asteroid.morph)
						player = laser.owner
						player.score += 25
						
					elif asteroid.morph == "small":
						player = laser.owner
						player.score += 50

	
	def planetoid_gravity(self, body, gravity, damping, dt):
		# for every planet created adjust a body's velocity to imitate gravity
		for planet in self.world.planet_count:
			p = pm.Vec2d(body.position) - pm.Vec2d(planet.position)
			sqdist = p.get_length_sqrd()
			g = (p * -gravity)/(sqdist * sqrt(sqdist))
			pm.Body.update_velocity(body, g, damping, dt)
	
	def update_trail(self, trail_choice, player):
		if trail_choice == self.trail_list[0]:
			# Red trail
			trail = Sprite('ships/trail.png')
		elif trail_choice == self.trail_list[1]:
			# Blue trail
			trail = Sprite('ships/trail2.png')
		trail.position = player.position
		self.trail_batch.add(trail)
		trail.do(FadeOut(1) + CallFunc (self.trail_batch.remove, trail ) )			
	
	def explode(self, asteroid):
		explode = Explosion()
		'''
		if asteroid.morph == "large":
			explode.size = 25
		elif asteroid.morph == 'medium':
			explode.size = 15
		elif asteroid.morph == 'small':
			explode.size = 5
		'''
		explode.size = 5	
		explode.start_color = Color( 255, 0, 0, 255 )
		explode.end_color = Color(255,0,0,255)
		explode.total_particles = 10
		explode.position = asteroid.position
		explode.auto_remove_on_finish = True
		self.add(explode)
			
		
	def debug(self, dt):
		'''
		print "#########################"
		print "Asteroid count"
		print len(self.asteroids.asteroid_count)
		print "asteroid_batch children"
		print len(self.asteroid_batch.get_children())
		print "Laser count"
		print len(self.laser_count)
		print "weapon_batch children"
		print len(self.weapon_batch.get_children())
		print "number of bodies"
		print len(self.space.bodies)
		print "#########################"
		'''
		pass
	
	def player_player_damage(self):
		for player in self.players:
			for laser in self.laser_count:
				collide = player.get_rect().contains(laser.position[0], laser.position[1])
				if collide:
					if laser.owner is not player:
						player.health -= laser.damage
						player.score -= 50
						laser.owner.score += 50
						laser.do(FadeOut(0.09) + CallFunc (self.weapon_batch.remove, laser) )
						self.laser_count = self.remove_from_set(laser, self.laser_count)
						self.explode(player)
						
	def update(self, dt):
		# Create a list of pressed keys
		key_names = [symbol_string(k) for k in self.keys_being_pressed]
		
		# Turn player angle to radians
		# Get the vector angle of the player
		player2_radians = self.player2.rotation * (pi/180)
		player_radians = self.player.rotation * (pi/180)
		self.player.vector_angle = xAngle, yAngle = sin(player_radians), cos(player_radians)
		self.player2.vector_angle = xAngle, yAngle = sin(player2_radians), cos(player2_radians)
		for key in key_names:
			# Handle player input
			if key == "LEFT":
				self.player2.rotation -= 1
			elif key == "RIGHT":
				self.player2.rotation += 1
			elif key == "UP":
				self.player2.body.apply_impulse ( (self.player2.vector_angle[0] * 20, self.player2.vector_angle[1] * 20) )
			elif key == "DOWN":
				self.player2.body.apply_impulse( (-self.player2.vector_angle[0] * 20, -self.player2.vector_angle[1] * 20) )
			if key == "BACKSPACE":
				if self.player2.cooldown >= 20:
					laser = Sprite('weapons/LaserMKI.png')
					laser.rotation = self.player2.rotation
					laser.position = self.player2.get_rect().center
					laser.vector = self.player2.vector_angle
					laser.owner = self.player2
					laser.damage = 100
					self.weapon_batch.add(laser)
					self.laser_count.add(laser)
					self.player2.cooldown = 0 
					
			if key == "A":
				self.player.rotation -= 1
			elif key == "D":
				self.player.rotation += 1
			elif key == "W":
				self.player.body.apply_impulse ( (self.player.vector_angle[0] * 20, self.player.vector_angle[1] * 20) )
			elif key == "S":
				self.player.body.apply_impulse( (-self.player.vector_angle[0] * 20, -self.player.vector_angle[1] * 20) )
			if key == "SPACE":
				if self.player.cooldown >= 20:
					laser = Sprite('weapons/LaserMKI.png')
					laser.rotation = self.player.rotation
					laser.position = self.player.get_rect().center
					laser.vector = self.player.vector_angle
					laser.owner = self.player
					laser.damage = 100
					self.weapon_batch.add(laser)
					self.laser_count.add(laser)
					self.player.cooldown = 0 
					
		for laser in self.laser_count:
			laser.position = laser.position[0] + laser.vector[0] * dt * 2000, laser.position[1] + laser.vector[1] * dt * 2000
		
		# Update asteroids and planetary gravity			
		self.planetoid_gravity(self.player.body, 5000000, 1.0, dt)	
		self.planetoid_gravity(self.player2.body, 5000000, 1.0, dt)
		self.update_asteroids(dt)
		
		if self.destroy_flag == True:
			if len(self.asteroids.asteroid_count) <= 5:
				#print "There are %s asteroids in the scene" % (str(len(self.asteroids.asteroid_count)))
				self.asteroids.create_asteroid("garbage input", 'new')
			self.destroy_flag = False
		
		# Step the simulation
		self.space.step(0.05)
		
		self.player_player_damage()
		
		# Update player position
		self.player.position = self.player.body.position
		self.player2.position = self.player2.body.position
		
		# Update player tails
		self.update_trail(self.trail_list[0], self.player)
		self.update_trail(self.trail_list[1], self.player2)	
		
		if self.player.health <= 0 or self.player2.health <= 0:
			director.replace(SplitColsTransition(GameOver(self.player.score, self.player2.score)))