Example #1
0
class World(object):

    def __init__(self, playerstate, level, scale=1.0, L=10, item=None):
        self.level = level
        self.scale = scale
        L *= scale
        self.L = L
        # self.stardust = StarDust(scale)
        self.wireframe = WireFrame(scale)
        self.sky = Sky()
        self.player = Player(self, playerstate, Vector4D(0, 0, 0, L))
        self.enemies = Enemies(self)
        types = [randint(0, level.types - 1)for i in xrange(level.enemy_num-1)]
        types += [level.types-1]
        for t in types:
            x = 6*L*(2.0*random()-1.0)
            y = 6*L*(2.0*random()-1.0)
            z = 6*L*(1.0*random()-2.0)
            self.enemies.add(Vector4D(0, x, y, z), t)

        self.stars = Stars(self, Vector4D(0.0, 0.0, -0.5*scale, L-3*scale), scale)
        
        if item is not None and item == playerstate.gun_num:
            self.item = Item(item, self.player.P.X+Vector4D(0, 0, 0.5*scale, -5*scale), scale)
        else:
            self.item = None
            
        self.score = 0

    def action(self, keys, ds):
        # self.player.worldline.reset()
        # for enemy in self.enemies:
        #     enemy.worldline.reset()

        n = int(ds * 10.0) + 1
        ds /= n
        count = 0
        while count < n:
            self.player.action(keys, ds)
            self.score += self.enemies.action(ds)
            self.stars.hit_check(self.player.P.X)
            
            if (self.item is not None and
                self.player.P.X.distance_to_squared(self.item.X) < self.player.collision_radius2*4):
                self.player.state.gun_get()
                self.player.gun_get_time = self.player.time
                self.item = None
            elif self.item is not None:
                self.item.action(ds)

            count += 1

        # self.player.worldline.cut()
        # for enemy in self.enemies:
        #     enemy.worldline.cut()

    def draw(self, keys):
        L = Lorentz(self.player.P.U)
        Xp = self.player.P.X
        matrix = self.player.quaternion.get_RotMat()
        if keys.k_look_behind:
            matrix *= Matrix44.y_rotation(pi)
        matrix_i = matrix.get_inverse_rot()

        glDisable(GL_DEPTH_TEST)
        glLoadMatrixd(matrix_i.to_opengl())
        self.sky.draw(matrix_i, Lorentz(-self.player.P.U))
        if keys.k_map:
            # self.stardust.draw(Xp, L)
            self.wireframe.draw(Xp, L)
        glEnable(GL_DEPTH_TEST)
        self.stars.draw(Xp, L)
        self.enemies.draw(Xp, L)
        if self.item is not None:
            self.item.draw(Xp, L)
        
        for gun in self.player.guns:
            gun.bullets.draw(Xp, L)
        self.enemies.bullets.draw(Xp, L)

        glDisable(GL_DEPTH_TEST)
        self.player.draw_window(L)
        glEnable(GL_DEPTH_TEST)
        if keys.k_map:
            self.player.draw_hp()
            self.player.draw_gun_name()
        self.player.draw_booster(keys)
Example #2
0
class World(object):

    def __init__(self, level, scale, playerstate, item=None):
        self.level = level
        self.scale = scale
        self.playerstate = playerstate
        self.L = self.level.L * scale
        self.wireframe = WireFrame(scale=self.scale)
        self.sky = Sky()
        self.player = Player(world=self, level=level,
                             state=playerstate,
                             pos=Vector4D(0, 0, 0, self.L))
        self.solar = SolarSystem(self, self.player.P.X, self.scale)
        self.enemies = Enemies(world=self)
        self.item = None
        if not level.is_travel():
            self.init_set_enemy()
            self.init_set_item(item)
            self.init_set_worldline()
        self.score = 0

    def init_set_enemy(self):
        types = [randint(0, self.level.types - 1)for i in xrange(self.level.enemy_num-1)]
        types += [self.level.types-1]
        for typ in types:
            x = 6.0 * self.L * (2.0*random()-1.0)
            y = 6.0 * self.L * (2.0*random()-1.0)
            z = 6.0 * self.L * (1.0*random()-2.0)
            self.enemies.add(Vector4D(0, x, y, z), typ=typ, level=self.level)

    def init_set_item(self, item):
        if item is not None and item == self.playerstate.gun_num:
            pos = self.player.P.X + Vector4D(0, 0, 0.5, -5.0) * self.scale
            self.item = Item(item, pos, self.scale)

    def init_set_worldline(self):
        self.worldline_ref = {}
        lis = list(self.enemies) + [self.player]
        for a in lis:
            self.worldline_ref[id(a)] = a.worldline
            for b in lis:
                if a is b:
                    continue
                a.worldline.set_id(id(b.P.X))

    def action(self, keys, ds):
        n = int(ds * 10.0) + 1
        ds /= n
        count = 0
        while count < n:
            self.player.action(keys, ds)
            self.score += self.enemies.action(ds)
            self.solar.hit_check(self.player.P.X)
            self.item_action(ds)
            count += 1
        for wl in self.worldline_ref.itervalues():
            wl.cut()

    def item_action(self, ds):
        if self.item is not None:
            self.item.action(ds)
            if self.item.check_collision(self.player.P.X, self.player.collision_radius2*4):
                self.player.state.gun_get()
                self.player.gun_get_time = self.player.time
                self.item = None

    def draw(self, keys):
        L = Lorentz(self.player.P.U)
        LL = Lorentz(-self.player.P.U)
        Xp = self.player.P.X
        matrix = self.player.quaternion.get_RotMat()
        if keys.k_look_behind:
            matrix *= Matrix44.y_rotation(pi)
        matrix_i = matrix.get_inverse_rot()

        glDisable(GL_DEPTH_TEST)
        glLoadMatrixd(matrix_i.to_opengl())
        self.sky.draw(matrix_i, LL)
        if keys.k_map:
            self.wireframe.draw(Xp, L)
        glEnable(GL_DEPTH_TEST)
        self.solar.draw(Xp, L, LL)
        self.enemies.draw(Xp, L, LL, self.worldline_ref)
        if self.item is not None:
            self.item.draw(Xp, L, LL)
        
        for gun in self.player.guns:
            gun.bullets.draw(Xp, L)
        self.enemies.bullets.draw(Xp, L)

        if keys.k_map:
            glDisable(GL_DEPTH_TEST)
            self.player.draw_window(L)
            glEnable(GL_DEPTH_TEST)
            self.player.draw_hp()
            self.player.draw_gun_name()
        self.player.draw_booster(keys)