Example #1
0
 def initialize_player(self, x, y):
     """ initializes a player entity at x, y
     """
     position = Position(x, y)
     player_rect = pg.Rect(position.x, position.y, 32, 32)
     collider = Collider(
         layer=0b00000001,
         mask=0b11111110,
         rect=player_rect,
         callbacks={
             # floor
             0b00000010: self.player_floor,
         },
         debug=DEBUG
     )
     sprite = Sprite(
         base_image=self.images[0],
         anims=[],
         rect=player_rect,
     )
     physics = Physics(
         gravity=75,
         air_friction=0,
         ground_friction=1,
     )
     player_id = self.create_entity(position)
     self.add_component(player_id, collider)
     self.add_component(player_id, sprite)
     self.add_component(player_id, Input())
     self.add_component(player_id, physics)
Example #2
0
def make_enemy(game):
    return GameObject(game, components = [
        Sprite('brick.png', size = Vector2(32, 32)), 
        Follow(target=game.player), 
        Wiggle(1), 
        Physics(debug_color = (255,0,0,50))
    ])
Example #3
0
def create_field(world, pworld, position_x, position_y, field_renderable):
    """create field without physics with image from paramteres on given position"""
    field = world.create_entity()
    field_body = pworld.CreateStaticBody(position=(position_x, position_y))
    field_body.userData = field
    world.add_component(field, Physics(body=field_body))
    world.add_component(field, field_renderable)
Example #4
0
def create_static_field(world, pworld, position_x, position_y, field_size,
                        field_renderable):
    """draw static field with image from parameters on given position"""
    field = world.create_entity()
    field_body = pworld.CreateStaticBody(position=(position_x, position_y),
                                         userData=field)
    field_body.userData = field
    field_body.CreatePolygonFixture(box=(field_size / 2, field_size / 2),
                                    density=234,
                                    friction=0.3)
    world.add_component(field, Physics(body=field_body))
    world.add_component(field, field_renderable)
Example #5
0
 def _spawn_bomb(self, source, source_physics):
     bomb = self.world.create_entity()
     bomb_image = pygame.image.load("assets/tnt_barrel.png")
     bomb_renderable = Renderable(image=bomb_image)
     bomb_body = self.world.pworld.CreateDynamicBody(
         position=source_physics.body.position)
     bomb_body.userData = bomb
     bomb_body.CreatePolygonFixture(
         box=(bomb_renderable.w / self.world.PPM / 2,
              bomb_renderable.h / self.world.PPM / 2),
         density=1,
         friction=0.3)
     self.world.add_component(bomb, Physics(body=bomb_body))
     self.world.add_component(bomb, bomb_renderable)
     self.world.add_component(
         bomb, Explodable(explosion_time=time.time() + 1, planter=source))
Example #6
0
def create_field_with_physics(world, pworld, position_x, position_y,
                              field_size, field_renderable):
    """Draw field with physics with image from parameters on given position"""
    field = world.create_entity()
    field_body = pworld.CreateDynamicBody(position=(position_x, position_y),
                                          userData=field)
    field_body.userData = field
    field_body.fixedRotation = True
    field_body.CreatePolygonFixture(box=(field_size / 2 - 0.1,
                                         field_size / 2 - 0.1),
                                    density=1000000,
                                    friction=6000)
    world.add_component(field, Physics(body=field_body))
    world.add_component(field, field_renderable)
    world.add_component(field, Health(hp=2))
    world.add_component(field, Treasure(chance=0.5))
Example #7
0
 def process(self):
     for msg in self.world.msg_bus.get_by_type(MessageType.INTENT):
         if msg.intent == Intent.PLACE_BONUS:
             selected = random.choice(self.bonuses)
             source_pos = self.world.component_for_entity(
                 msg.source, Physics).body.position
             bonus = self.world.create_entity()
             bonus_renderable = Renderable(image=selected[1])
             bonus_body = self.world.pworld.CreateStaticBody(
                 position=source_pos)
             bonus_body.userData = bonus
             bonus_body.fixedRotation = True
             bonus_body.CreatePolygonFixture(
                 box=(bonus_renderable.w / self.world.PPM / 2,
                      bonus_renderable.h / self.world.PPM / 2),
                 density=1,
                 friction=0.3)
             self.world.add_component(bonus, Bonus(on_pickup=selected[0]))
             self.world.add_component(bonus, bonus_renderable)
             self.world.add_component(bonus, Physics(body=bonus_body))
Example #8
0
def _setup_player(world):
    """Create new player with all its components and add it to world"""
    player = world.create_entity()
    shift = 3 * 40 / 2  # change 40 to field_size
    world.player = player
    player_image = pygame.image.load("assets/player.png")
    player_renderable = Renderable(image=player_image)
    player_body = world.pworld.CreateDynamicBody(position=(shift / PPM,
                                                           shift / PPM))
    player_body.userData = player
    player_body.fixedRotation = True
    player_body.CreatePolygonFixture(
        box=(player_renderable.w / world.PPM / 2 - 0.2,
             player_renderable.h / world.PPM / 2 - 0.2),
        density=1,
        friction=0.3)
    world.add_component(player, Physics(body=player_body))
    world.add_component(player, Velocity(x=0, y=0))
    world.add_component(player, player_renderable)
    world.add_component(player, Bomber(max=3, cooldown=0.5))
    world.add_component(player, Health(hp=5))
    return player
Example #9
0
def draw_door_field(world, pworld, PPM, x, y):
    """draw wooden wall with hidden door on given position"""
    field_size = int(40 / PPM)
    source_pos = (x * field_size + field_size / 2,
                  y * field_size + field_size / 2)
    bonus = world.create_entity()
    field_image = pygame.image.load("assets/door.png")
    bonus_renderable = Renderable(image=field_image)
    bonus_body = world.pworld.CreateStaticBody(position=source_pos)
    bonus_body.userData = bonus
    bonus_body.fixedRotation = True
    bonus_body.CreatePolygonFixture(box=(0.01, 0.01), density=0, friction=0.3)
    world.add_component(bonus, Bonus(on_pickup=_start_next_level))
    world.add_component(bonus, bonus_renderable)
    world.add_component(bonus, Physics(body=bonus_body))

    field_image = pygame.image.load("assets/fields/woden_big_lines.png")
    field_renderable = Renderable(image=field_image)
    field_size = field_renderable.w
    field_size = int(field_size / PPM)
    create_field_with_physics(world, pworld, x * field_size + field_size / 2,
                              y * field_size + field_size / 2, field_size,
                              field_renderable)
Example #10
0
def _setup_enemy(world):
    """Create new enemy with all its components and add it to world"""
    enemy = world.create_entity()
    world.enemy = enemy
    enemy_image = pygame.image.load("assets/enemy.png")
    enemy_renderable = Renderable(image=enemy_image)
    shift = 3 * 40 / 2  # change 40 to field_size
    enemy_body = world.pworld.CreateDynamicBody(
        position=((world.RESOLUTION[0] - shift) / world.PPM,
                  (world.RESOLUTION[1] - 40 - shift) / world.PPM))
    enemy_body.userData = enemy
    enemy_body.fixedRotation = True
    enemy_body.CreatePolygonFixture(
        box=(enemy_renderable.w / world.PPM / 2 - 0.2,
             enemy_renderable.h / world.PPM / 2 - 0.2),
        density=1,
        friction=0.3)
    enemy_body.userData = enemy
    world.add_component(enemy, Physics(body=enemy_body))
    world.add_component(enemy, enemy_renderable)
    world.add_component(enemy, AIControllable())
    world.add_component(enemy, Bomber(max=100, cooldown=4))
    world.add_component(enemy, Velocity(x=0, y=0))
    return enemy
Example #11
0
def make_camera(game):
    return GameObject(game, components = [
        Physics(debug_color = (255, 0, 255, 50), size = Vector2(10,10), is_collidable=False), 
        Follow(target=game.player, follow_type=FollowType.EXPONENTIAL_DECAY),
    ])
Example #12
0
def make_wall(game, pos):
    return GameObject(game, components = [
        Sprite('block.png'), 
        Physics(pos = pos, debug_color = (150,150,255,50), is_dynamic=False)
    ])
Example #13
0
def make_player(game):
    return GameObject(game, components = [
        Sprite('tank_0.png', size = Vector2(32, 32)), 
        WASDControlled(200), 
        Physics(debug_color = (0,255,0,50))
    ])