Example #1
0
    def __init__(self, screen, switch_state_func):
        pg.init()
        pg.font.init()
        self.switch_state = switch_state_func
        self.screen = screen
        self.clock = pg.time.Clock()
        self.running = True
        self.char_buffer = [Character(' ', (0, 0), 3)] * 5

        # Is this a separate game?? :)
        self.part_gen = ParticleGenerator(0, 0, 1, self.screen, rand_color())
Example #2
0
 def update(self):
     x, y = pg.mouse.get_pos()
     for event in pg.event.get():
         if event.type == KEYDOWN:
             char = event.unicode.upper()
             if char == "" or char not in "ABCDEFGHIJKLMNOPQRSTUVWXYZÆØÅ":
                 continue
             new_char = self.non_overlapping_character(char)
             self.update_char_buffer(new_char)
         if event.type == MOUSEBUTTONDOWN:
             self.part_gen = ParticleGenerator(x, y, 1, self.screen,
                                               rand_color())
         if event.type == MOUSEBUTTONUP:
             self.part_gen = NullGenerator()
     self.fading_buffer = [c for c in self.fading_buffer if c.alpha]
     self.part_gen.update(x, y)
     self.check_quit()
Example #3
0
class Letters():
    def __init__(self, screen, switch_state_func):
        pg.init()
        pg.font.init()
        self.switch_state = switch_state_func
        self.screen = screen
        self.clock = pg.time.Clock()
        self.running = True
        self.char_buffer = [Character(' ', (0, 0), 3)] * 5

        # Is this a separate game?? :)
        self.part_gen = ParticleGenerator(0, 0, 1, self.screen, rand_color())

    def non_overlapping_character(self, char):
        """Return a character_object that does not overlap
        with any of the ones currently in the buffer."""
        while True:
            # TODO: This loop might never terminate!
            size = randint(cons.MIN_LETTER_SIZE, cons.MAX_LETTER_SIZE)
            # Get a random position within the confines of the screen
            pos = rand_screen_pos(cons.WINDOW_WIDTH, cons.WINDOW_HEIGHT, size,
                                  size)
            new_char_object = Character(char, pos, size)
            # Chekc for overlapp
            index = new_char_object.get_rect().collidelist(
                self.buffer_to_rects())
            if index == -1:
                break
        return new_char_object

    def update(self):
        x, y = pg.mouse.get_pos()
        self.part_gen.reposition(x, y)
        for event in pg.event.get():
            if event.type == KEYDOWN:
                char = get_character(event.key)
                new_char = self.non_overlapping_character(char)
                self.update_char_buffer(new_char)
                self.char_buffer[0].fade_out()
            if event.type == MOUSEBUTTONDOWN:
                self.part_gen.active = True
                self.part_gen.set_color(rand_color())
            if event.type == MOUSEBUTTONUP:
                self.part_gen.active = False
                self.part_gen.clear()
        self.part_gen.update()
        self.check_quit()

    def draw(self):
        self.screen.fill(pg.color.Color(cons.BACKGROUND_COLOR))
        for letter in self.char_buffer:
            letter.draw(self.screen)
        self.part_gen.draw()
        pg.display.update()

    def buffer_to_string(self):
        return ''.join(str(char) for char in self.char_buffer)

    def buffer_to_rects(self):
        return [char.get_rect() for char in self.char_buffer]

    def update_char_buffer(self, new_char):
        self.char_buffer.append(new_char)
        self.char_buffer.pop(0)

    def check_quit(self):
        if self.buffer_to_string()[-4:] == 'QUIT':
            self.switch_state('MAINMENU')
Example #4
0
    def explode(self):

        def emitter(t):
            while True:
                dx = 2.*random.random()-1.
                dy = 2.*random.random()-1.
                dz = 2.*random.random()-1.

                r = dx*dx+dy*dy+dz*dz

                if r < 1.0 and r>0.5:

                    d = (dx,dy,dz)

                    return self._pos - (dx*3,dy*3,dz*3), d



        p = ParticleGenerator("billboard","particle4.png")
        p.setEmitter(emitter)
        p.setEvolveTime(1)
        p.setAcceleration(0)
        p.setSpawnSpeed(100)
        p.setEasing(0.5,0.8,0,0.5,0.5)
        p.setMode("ONCE")
        self._scene.getParticleManager().manageGenerator(p)
        self.close(self.DESTROYED)
Example #5
0
 def close(self):
     pg = ParticleGenerator("billboard","particle2.png")
     pg.setMode("ONCE")
     pg.setPosition(self._pos)
     self._scene.getParticleManager().manageGenerator(pg)
     self._closing = True
Example #6
0
    def __init__(self, scene, pos, direction, missile_type, follow):
        Entity.__init__(self)

        self._t0 = None
        self._follow = follow

        self._scene = scene

        self._map = scene.getMap()

        self.moveTo(pos)

        self._thrust = 0.01
        self._speed = 0.1

        self._destroyed = False

        self._graphics = R.loadObject(missile_type+".obj","diffuse")
        self._pos_m = T.translation_matrix(pos)


        axis = T.random_vector(3)

        self._d_rotation = T.quaternion_about_axis(0.01, axis)
        self._rotation = T.random_quaternion()

        self._dir = direction

        scale = 0.05

        self._scaling_m = T.scale_matrix(scale)

        bounds = self._graphics.getObj().getBounds() * scale

        Entity.setBounds(self,bounds)

        self._trail= ParticleGenerator("billboard","puff.jpg")
        self._trail.setEvolveTime(0.5)
        self._trail.setAcceleration(0)
        self._trail.setEasing(0.5, 0.5, 0.0, 0.05, 0.2)
        self._trail.setBrightness(0.5)

        pg = scene.getParticleManager()

        def em(t):
            while True:
                dx = 2.*random.random()-1.
                dy = 2.*random.random()-1.
                dz = 2.*random.random()-1.

                r = dx*dx+dy*dy+dz*dz

                if r < 1.0:
                    break

            return self._pos,(dx*0.2,dy*0.2,dz*0.2)

        self._trail.setEmitter(em)
        self._trail.setMode("DYNAMIC")

        pg.manageGenerator(self._trail)

        self._last_z = 0
Example #7
0
class Missile(Entity):

    _gravity = N.array((0,0,-0.008))

    def __init__(self, scene, pos, direction, missile_type, follow):
        Entity.__init__(self)

        self._t0 = None
        self._follow = follow

        self._scene = scene

        self._map = scene.getMap()

        self.moveTo(pos)

        self._thrust = 0.01
        self._speed = 0.1

        self._destroyed = False

        self._graphics = R.loadObject(missile_type+".obj","diffuse")
        self._pos_m = T.translation_matrix(pos)


        axis = T.random_vector(3)

        self._d_rotation = T.quaternion_about_axis(0.01, axis)
        self._rotation = T.random_quaternion()

        self._dir = direction

        scale = 0.05

        self._scaling_m = T.scale_matrix(scale)

        bounds = self._graphics.getObj().getBounds() * scale

        Entity.setBounds(self,bounds)

        self._trail= ParticleGenerator("billboard","puff.jpg")
        self._trail.setEvolveTime(0.5)
        self._trail.setAcceleration(0)
        self._trail.setEasing(0.5, 0.5, 0.0, 0.05, 0.2)
        self._trail.setBrightness(0.5)

        pg = scene.getParticleManager()

        def em(t):
            while True:
                dx = 2.*random.random()-1.
                dy = 2.*random.random()-1.
                dz = 2.*random.random()-1.

                r = dx*dx+dy*dy+dz*dz

                if r < 1.0:
                    break

            return self._pos,(dx*0.2,dy*0.2,dz*0.2)

        self._trail.setEmitter(em)
        self._trail.setMode("DYNAMIC")

        pg.manageGenerator(self._trail)

        self._last_z = 0




    def destroy(self):
        self._destroyed = True
        Entity.destroy(self)
        if self._trail:
            self._trail.destroy()
            self._trail = None


    def explode(self):
        self.destroy()
        p = ParticleGenerator("billboard","particle3.png")
        p.setPosition(self._pos)
        p.setEvolveTime(0.5)
        p.setAcceleration(0)
        p.setSpawnSpeed(100)
        p.setMode("ONCE")

        self._scene.getParticleManager().manageGenerator(p)


    def checkColliders(self, colliders):
        hits = []
        for c in colliders:
            if self.collidesWith(c):
                hits.append(c)
        return hits


    def update(self, time):
        if self._destroyed:
            return False

        if self._t0 is None:
           self._t0 = time

        if self._follow is not None and not self._follow.closing() :

            d = self._follow._pos - self._pos

            T.unit_vector(d,d)

            self._dir = self._dir * (1-self._thrust) + d * self._thrust

            if time - self._t0 > 3000 or self._follow._destroyed:
                print "Not following anymore"

                self._follow = None

            Entity.moveTo(self, self._pos + self._dir * self._speed) # also updates _pos
        else:
            # too simple to use Verlet
            Entity.moveTo(self, self._pos + self._dir * self._speed) # also updates _pos
            self._dir += self._gravity

        self._xform = mmult(self._pos_m,self._scaling_m, T.quaternion_matrix(self._rotation))
        self._rotation = T.quaternion_multiply(self._d_rotation, self._rotation)

        # hit the floor
        if self._map(self._pos[0], self._pos[1], False) > self._pos[2]:
            self.explode()
            return False # tell the scene the missile is toast

        return True


    def draw(self, scene):
        self._graphics.draw(scene, self._xform)
Example #8
0
    def explode(self):
        self.destroy()
        p = ParticleGenerator("billboard","particle3.png")
        p.setPosition(self._pos)
        p.setEvolveTime(0.5)
        p.setAcceleration(0)
        p.setSpawnSpeed(100)
        p.setMode("ONCE")

        self._scene.getParticleManager().manageGenerator(p)