def __init__(self, pos, scale=1, **kw): """Initialize the game object.""" Collider.__init__(self, kw.get('shape', Collider.ELLIPSE)) Controllable.__init__(self, ConstantController(-1, 0)) Movable.__init__(self, pos) GameObject.__init__(self, GameObject.Priority.BOSS) self.__sprite = Sprite('media/images/asteroid.png', scale=scale, rotate=0)
def __init__(self, creator, color, origin, target, size=8): """Initialize the object.""" Collider.__init__(self, Collider.LINE) Controllable.__init__(self, self.__controller(origin, target, size)) Movable.__init__(self, origin) Hideable.__init__(self) GameObject.__init__(self, GameObject.Priority.PROJECTILE) self.__creator = type(creator) self.__color = color self.__next = None
def __init__(self, canvas, image, **kw): """Initialize Enemy object.""" Controllable.__init__(self, kw.get('controller', ConstantController(-1, 0))) Collider.__init__(self, kw.get('bounding_shape', Collider.RECT)) Movable.__init__( self, kw.get('position', (canvas[0] + 10, randint(50, canvas[1] - 50)))) GameObject.__init__(self, kw.get('priority', GameObject.Priority.NPC)) self.__sprite = Sprite(image, **kw) x, y, *_ = self.__sprite.bounds self.move(x, y)
def __init__(self, creator, color, origin, direction, **kwargs): """Initialize the object.""" Collider.__init__(self, Collider.LINE) Controllable.__init__(self, direction) Movable.__init__(self, origin) Hideable.__init__(self) GameObject.__init__(self, GameObject.Priority.PROJECTILE) self.__size = kwargs.get("size", 8) self.__creator = type(creator) self.__color = color self.__next = None self.__ignore_colision = tuple(kwargs.get('ignore_colision', ()))
def __init__(self, canvas, image, **kw): """Initialize Enemy object.""" Controllable.__init__(self, kw.get('controller', ConstantController(-1, 0))) Collider.__init__(self, kw.get('shape', Collider.RECT)) Movable.__init__(self, kw.get('position', (canvas[0] + 10, randint(50, canvas[1] - 50)))) Killable.__init__(self, Explosion.SMALL, time_scale=0.5) GameObject.__init__(self, GameObject.Priority.NPC) self. __sprite = Sprite(image, animate=kw.get('animate', False), cast_shadow=kw.get('cast_shadow', True))
def __init__(self, position, speed=5, controller=ConstantController(0, 0)): """Initialize the object.""" Collider.__init__(self, Collider.RECT) Controllable.__init__(self, controller) Movable.__init__(self, position) Killable.__init__(self, Explosion.BIG) GameObject.__init__(self, GameObject.Priority.PLAYER) self.__original_position = position self.__sprite = Sprite('media/images/f18.png') self.__lives = 3 self.__points = 0 self.__speed = speed self.__move = (0, 0)
def Calculate_collider(self): min_x = None max_x = None min_y = None max_y = None min_z = None max_z = None for vertex in self.mesh.vertices_init: if not min_x or min_x > vertex[0]: min_x = vertex[0] if not max_x or max_x < vertex[0]: max_x = vertex[0] if not min_y or min_y > vertex[1]: min_y = vertex[1] if not max_y or max_y < vertex[1]: max_y = vertex[1] if not min_z or min_z > vertex[2]: min_z = vertex[2] if not max_z or max_z < vertex[2]: max_z = vertex[2] collider_center = ((max_x + min_x) / 2, (max_y + min_y) / 2, (max_z + min_z) / 2) collider_size = ((max_x - min_x) / 2, (max_y - min_y) / 2, (max_z - min_z) / 2) self.collider = Collider.Box_collider(self, collider_center, collider_size)
def Set_collider(self, center, size, rotation=Quaternion(1, (0, 0, 0))): self.collider = Collider.Box_collider(self, center, size, rotation)
import pygame from engine import (Collider, Color, Importer, Input, Mesh, Other, Rigidbody, pyinit) from engine.Quaternion import Quaternion from engine.Ray import Ray from engine.render import text_renderer from engine.math import vector3, vector2 from engine.render import Screen from engine.render.camera import camera player = Mesh.Object((0, 0, 0.9)) cam = camera.Camera((0, 0, 0.9), resolution=(1366, 768)) player.add_camera(cam) player.collider = Collider.Box_collider(player, (0, 0, 0), (0.1, 0.1, 0.85)) pygame.mixer.pre_init(44100, -16, 1, 512) pyinit.init(camera.main_camera.resolution, "The game", "window") pygame.mouse.set_visible(False) pygame.event.set_grab(True) game_exit = False """********************************************************************************** ********************************************************************************** ***********************************MAIN******************************************* ********************************************************************************** **********************************************************************************""" walk_speed = 1.5 run_speed = 3 crouch_speed = 0.8