Example #1
0
 class Player(ppb.Sprite):
     image = ppb.Square()
     position = ppb.Vector()
     target = ppb.Vector()

     def on_update(self, update_event: ppb.events.Update, signal):
         self.position += (self.target - self.position)
Example #2
0
class Player(ppb.Sprite):
    direction = ppb.Vector(0, 0)
    speed = 4
    position = ppb.Vector(0, -3)
    left = keycodes.Left
    right = keycodes.Right
    shoot = keycodes.Space

    def on_update(self, update_event, signal):
        if self.direction.x and self.direction.y:
            direction = self.direction.normalize()
        else:
            direction = self.direction
        self.position += direction * self.speed * update_event.time_delta

    def on_key_pressed(self, key_event: KeyPressed, signal):
        if key_event.key == self.left:
            self.direction += ppb.Vector(-1, 0)
        elif key_event.key == self.right:
            self.direction += ppb.Vector(1, 0)
        elif key_event.key == self.shoot:
            key_event.scene.add(
                Projectile(position=self.position + ppb.Vector(0, 0.5)))

    def on_key_released(self, key_event: KeyReleased, signal):
        if key_event.key == self.left:
            self.direction += ppb.Vector(1, 0)
        elif key_event.key == self.right:
            self.direction += ppb.Vector(-1, 0)
Example #3
0
class Player(ppb.Sprite):
    position = ppb.Vector(0, -3)
    direction = ppb.Vector(0, 0)
    speed = 4
    left = keycodes.Left
    right = keycodes.Right
    projector = keycodes.Space

    def on_update(self, update_event, signal):
        self.position += self.direction * self.speed * update_event.time_delta

    def on_key_pressed(self, key_event: KeyPressed, signal):
        if key_event.key == self.left:
            self.direction += ppb.Vector(-1, 0)
        elif key_event.key == self.right:
            self.direction += ppb.Vector(1, 0)
        elif key_event.key == self.projector:
            key_event.scene.add(
                Skeleton(position=self.position + ppb.Vector(0, 0.5)))

    def on_key_released(self, key_event: KeyPressed, signal):
        if key_event.key == self.left:
            self.direction += ppb.Vector(1, 0)
        elif key_event.key == self.right:
            self.direction += ppb.Vector(-1, 0)
class Player(ppb.BaseSprite):
    position = ppb.Vector(0, 0)
    velocity = ppb.Vector(0, 0)
    speed = 4
    controls = {
        "left": keycodes.A,
        "right": keycodes.D,
        "project": keycodes.Space,
    }

    def on_update(self, event: events.Update, signal):
        velocity = self.velocity
        if velocity:
            velocity = self.velocity.scale(self.speed)
        self.position += velocity * event.time_delta

    def on_key_pressed(self, event: events.KeyPressed, signal):
        target_key = event.key
        if target_key == self.controls["left"]:
            self.velocity += ppb.Vector(-self.speed, 0)
        elif target_key == self.controls["right"]:
            self.velocity += ppb.Vector(self.speed, 0)
        elif target_key == self.controls["project"]:
            signal(Project(self.top.center))

    def on_key_released(self, event: events.KeyReleased, signal):
        target_key = event.key
        if target_key == self.controls["left"]:
            self.velocity += ppb.Vector(self.speed, 0)
        elif target_key == self.controls["right"]:
            self.velocity += ppb.Vector(-self.speed, 0)
Example #5
0
 def on_key_pressed(self, key_event: KeyPressed, signal):
     if key_event.key == self.left:
         self.direction += ppb.Vector(-1, 0)
     elif key_event.key == self.right:
         self.direction += ppb.Vector(1, 0)
     elif key_event.key == self.projector:
         key_event.scene.add(Projectile(position=self.position + ppb.Vector(0, 0.5)))
 def on_key_pressed(self, event: events.KeyPressed, signal):
     target_key = event.key
     if target_key == self.controls["left"]:
         self.velocity += ppb.Vector(-self.speed, 0)
     elif target_key == self.controls["right"]:
         self.velocity += ppb.Vector(self.speed, 0)
     elif target_key == self.controls["project"]:
         signal(Project(self.top.center))
Example #7
0
 def on_key_released(self, key_event: KeyReleased, signal):
     if key_event.key == self.left:
         self.direction += ppb.Vector(1, 0)
     elif key_event.key == self.right:
         self.direction += ppb.Vector(-1, 0)
     if key_event.key == self.up:
         self.direction += ppb.Vector(0, -1)
     elif key_event.key == self.down:
         self.direction += ppb.Vector(0, 1)
Example #8
0
class Mover(ppb.BaseSprite):
    image = ppb.Image("resources/mover.png")
    position = ppb.Vector(0, -4)
    velocity = ppb.Vector(0, 3)

    def on_update(self, update: ppb.events.Update, signal):
        self.position += self.velocity * update.time_delta
        if self.position.y > 4 or self.position.y < -4:
            self.velocity *= -1
Example #9
0
 def on_key_pressed(self, key_event: KeyPressed, signal):
     if key_event.key == self.left:
         self.direction += ppb.Vector(-1, 0)
     elif key_event.key == self.right:
         self.direction += ppb.Vector(1, 0)
     if key_event.key == self.up:
         self.direction += ppb.Vector(0, 1)
     elif key_event.key == self.down:
         self.direction += ppb.Vector(0, -1)
     if key_event.key == self.space:
         print(self.position)
Example #10
0
 def get_progress_sprites(self):
     left = LoadingSprite(
         position=ppb.Vector(-4, 0),
         ready_image=ppb.Image("resources/load_bar/left_filled.png"),
         waiting_image=ppb.Image("resources/load_bar/left_empty.png"))
     center = [
         LoadingSprite(position=ppb.Vector(x, 0)) for x in range(-3, 4)
     ]
     right = LoadingSprite(
         position=ppb.Vector(4, 0),
         ready_image=ppb.Image("resources/load_bar/right_filled.png"),
         waiting_image=ppb.Image("resources/load_bar/right_empty.png"))
     return [left, *center, right]
Example #11
0
 def on_key_pressed(self, key_event: KeyPressed, signal):
     if key_event.key == self.left:
         self.tweener.tween(self,
                            'position',
                            ppb.Vector(-4, 0),
                            1,
                            easing='bounce_out')
     elif key_event.key == self.right:
         self.tweener.tween(self,
                            'position',
                            ppb.Vector(4, 0),
                            1,
                            easing='bounce_out')
Example #12
0
 def on_viking_death(self, ev, signal):
     v = ev.viking.position
     d = (self.position - v).length
     if d < self.absorb_radius and not ev.claimed:
         self.absorbing = get_time() + 5.0
         signal(ParticleSpawnerCreate(
             source=(v + ppb.Vector(-1, -0.4), v),
             dest=(v + ppb.Vector(-0.9, 1.25), v + ppb.Vector(-0.1, 1)),
             color=COLOR['YELLOW'],
             lifespan=5.0,
         ))
         delay(5.0, lambda: signal(ScorePoints(1)))
         delay(5.0, lambda: signal(CreateFloatingNumber(1, ev.viking.position + ppb.Vector(0, 1), COLOR['YELLOW'])))
         ev.claimed = True
Example #13
0
class Player(ppb.Sprite):
    layer = 1
    image = Image('player.png')
    height = 1
    width = 1
    position = ppb.Vector(0, 0)
    direction = ppb.Vector(0, 0)
    max_speed = 4
    speed = 4
    left = keycodes.Left
    right = keycodes.Right
    up = keycodes.Up
    down = keycodes.Down
    space = keycodes.Space

    def on_update(self, update_event, signal):
        if self.speed == self.max_speed:
            self.position += self.direction * self.speed * update_event.time_delta
        else:
            self.position -= self.direction * self.max_speed * update_event.time_delta
            self.speed = self.max_speed

        # print(self.position)

    def on_button_released(self, key_event: ButtonReleased, signal):
        if key_event.button:
            print(key_event.position)

    def on_key_pressed(self, key_event: KeyPressed, signal):
        if key_event.key == self.left:
            self.direction += ppb.Vector(-1, 0)
        elif key_event.key == self.right:
            self.direction += ppb.Vector(1, 0)
        if key_event.key == self.up:
            self.direction += ppb.Vector(0, 1)
        elif key_event.key == self.down:
            self.direction += ppb.Vector(0, -1)
        if key_event.key == self.space:
            print(self.position)

    def on_key_released(self, key_event: KeyReleased, signal):
        if key_event.key == self.left:
            self.direction += ppb.Vector(1, 0)
        elif key_event.key == self.right:
            self.direction += ppb.Vector(-1, 0)
        if key_event.key == self.up:
            self.direction += ppb.Vector(0, -1)
        elif key_event.key == self.down:
            self.direction += ppb.Vector(0, 1)
Example #14
0
        def spawn_one():
            source_x = uniform(source_bl.x, source_tr.x)
            source_y = uniform(source_bl.y, source_tr.y)
            dest_x = uniform(dest_bl.x, dest_tr.x)
            dest_y = uniform(dest_bl.y, dest_tr.y)

            source = ppb.Vector(source_x, source_y)
            dest = ppb.Vector(dest_x, dest_y)

            ParticleSystem.spawn(
                source,
                ev.color,
                dest,
                opacity=ev.opacity,
                opacity_mode=ev.opacity_mode,
            )
Example #15
0
    def create_mushroom(self, cls, position, signal):
        # TODO: create different kinds
        mushroom = cls(position=position, layer=LAYER_GAMEPLAY_LOW)
        self.scene.add(mushroom, tags=['mushroom'])
        # TODO: Create meters through events
        CtrlMeter.create(self.scene,
                         FRAMES_HEALTH,
                         target=mushroom,
                         attr='health',
                         track=mushroom,
                         color=COLOR['RED'])
        CtrlMeter.create(self.scene,
                         FRAMES_HEALTH,
                         target=mushroom,
                         attr='toxins',
                         track=mushroom,
                         color=COLOR['DARKGREEN'],
                         flip=SDL_FLIP_VERTICAL)
        signal(MeterUpdate(mushroom, 'health', 1.0))

        mushroom.root = ppb.Sprite(
            image=ppb.Image("resources/root_1.png"),
            position=position - ppb.Vector(0, 0.5),
            size=6,
            layer=LAYER_GROUND_HIGHLIGHT,
            opacity=0,
        )
        self.scene.add(mushroom.root)

        signal(MushroomPlaced(position, mushroom))
Example #16
0
    def on_mouse_motion(self, mouse, signal):
        if not self.frame_happened:
            return
        self.frame_happened = False
        x, y = mouse.position
        cam = self.main_camera

        if not (cam.frame_width and cam.frame_height):
            return

        frame_left, frame_right, frame_top, frame_bottom = \
            cam.frame_left, cam.frame_right, cam.frame_top, cam.frame_bottom

        frame_width, frame_height = cam.frame_width, cam.frame_height

        # if not (self.xmin <= x <= self.xmax and self.ymin <= y <= self.ymax):
        #     return

        xpercent = (x - frame_left) / frame_width
        ypercent = (y - frame_top) / frame_height

        if xpercent < 0: xpercent = 0
        if xpercent > 1: xpercent = 1
        if ypercent < 0: ypercent = 0
        if ypercent > 1: ypercent = 1

        cam.position = ppb.Vector(
            (self.xmax - self.xmin) * xpercent + self.xmin,
            (self.ymax - self.ymin) * ypercent + self.ymin,
        )
Example #17
0
    def create(cls, scene, signal):
        ctrl = cls()

        ctrl.tweener = Tweener()

        ctrl.scene = scene
        ctrl.mode = "waiting"
        ctrl.marker = MushroomPlacementMarker()
        ctrl.radius = [RadiusMarker() for i in range(24)]

        scene.add(ctrl.marker)
        for r in ctrl.radius:
            scene.add(r)

        signal(ui.CreateButton("Smooshroom", enabled=False))
        signal(ui.DisableButton("Smooshroom"))

        signal(ui.CreateButton("Poddacim", enabled=False))
        signal(ui.DisableButton("Poddacim"))

        # TODO: Move to scene?
        ctrl.create_mushroom(Smooshroom, ppb.Vector(0, 0), signal)
        scene.add(ctrl)

        return ctrl
Example #18
0
 def on_scene_started(self, scene_started: ppb.events.SceneStarted, signal):
     images = [
         *self.wall_images, *self.floor_images, self.blob_animation,
         *self.squares
     ]
     for (x, y), image in zip(product(range(-5, 6), range(-3, 4)), images):
         self.add(ppb.Sprite(image=image, position=ppb.Vector(x, y)))
Example #19
0
class CreateSprite:
    image: typing.Union[str, ppb.Image]
    position: ppb.Vector = ppb.Vector(0, 0)
    anchor: ppb.Sprite = None
    layer: float = 0.0
    size: float = 1.0
    opacity: int = 255
    sprite_class: type = ppb.Sprite
Example #20
0
class TargetSprite(ppb.BaseSprite):
    """Sprite that moves to a given target"""
    target = ppb.Vector(0, 0)
    speed = 1.0

    def on_update(self, update_event, signal):
        direction = (self.position - self.target).normalize()
        self.position += direction * self.speed * update_event.time_delta
Example #21
0
 def next_pos(self):
     if not self.target_path:
         return None
     else:
         try:
             return ppb.Vector(self.target_path[self.target_path_step])
         except IndexError:
             return None
Example #22
0
 def on_create_floating_number(self, ev: CreateFloatingNumber, signal):
     T = Text(str(ev.number), ev.position, color=ev.color, layer=500)
     ev.scene.add(T)
     T.scene = ev.scene
     T.setup()
     tween(T, 'position', ev.position + ppb.Vector(0, -1), 0.5)
     tween(T, 'opacity', 0, 0.5)
     delay(0.5, lambda: T.remove(ev.scene))
Example #23
0
class FoodUIButton(ppb.BaseSprite):
    image = "./resources/food-can.png"
    position = ppb.Vector(-5, 4)

    def on_button_pressed(self, button_event: ppb.events.ButtonPressed, signal):
        if (self.left < button_event.position.x < self.right
                and self.top > button_event.position.y > self.bottom):
            button_event.scene.add(Food())
Example #24
0
    def on_pre_render(self, ev, signal):
        layer = pos_to_layer(self.position)

        # Initialize child sprites on the first frame
        if not self.parts:
            self.parts = {}

            clothes_i = min(len(VIKING_CLOTHES), max(1,
                                                     self.strength // 2)) - 1
            hat_i = min(len(VIKING_HAT), max(1, self.strength - clothes_i)) - 1

            self.parts['base'] = create_sprite(
                image=VIKING_WALK,
                anchor=self,
                size=2,
            )

            self.parts['clothes'] = create_sprite(
                image=VIKING_CLOTHES[clothes_i],
                anchor=self,
                layer=0.1,
                size=2,
            )

            if self.shield:
                self.parts['hair'] = create_sprite(
                    image=choice(VIKING_HAIR),
                    anchor=self,
                    layer=0.2,
                    size=2,
                )
            else:
                self.parts['hat'] = create_sprite(
                    image=VIKING_HAT[hat_i],
                    anchor=self,
                    layer=0.2,
                    size=2,
                )

            self.parts['corpse'] = create_sprite(
                image=ppb.Image("resources/viking/dead_fg.png"),
                anchor=self,
                layer=0.1,
                size=2,
                opacity=0,
            )

            if self.shield:
                self.parts['shield'] = create_sprite(
                    image=IMAGE_SHIELD,
                    anchor=self,
                    position=ppb.Vector(0.5, 0.0),
                    size=2,
                    layer=0.9,
                )

        self.state.on_pre_render(self, ev, signal)
        self.layer = layer
Example #25
0
 def enter_state(self, scene, signal):
     self.parts['base'].image = ppb.Image("resources/viking/dead_bg.png")
     for s in self.sprites:
         tweening.tween(s, 'rotation', 90, 0.5)
         tweening.tween(s, 'opacity', 0, 5.0)
     tweening.tween(self, 'position',
                    self.position + ppb.Vector(-0.5, -0.25), 0.5)
     self.parts['corpse'].opacity = 255
     signal(VikingDeath(self))
Example #26
0
 def size(self, value):
     self._size = value
     p = self.position
     align = self._get_alignment_offset()
     for i, l in enumerate(self.letters):
         l.size = value
         x = p.x + i * KERNING * value + align
         y = p.y
         l.position = ppb.Vector(x, y)
Example #27
0
 def create(cls, scene, signal):
     ctrl = cls()
     ctrl.score = 0
     ctrl.text = Text(str(ctrl.score),
                      ppb.Vector(0, 4),
                      color=COLOR['YELLOW'])
     scene.add(ctrl.text)
     scene.add(ctrl)
     return ctrl
Example #28
0
class Food(ppb.BaseSprite):
    size = 0.5
    image = "./resources/food.png"
    position = ppb.Vector(0, 5)

    def on_update(self, event: ppb.events.Update, signal):
        self.position += ppb.Vector(0, -3) * event.time_delta
        pet = next(event.scene.get(kind=Pet))  # There's only one pet.
        if (pet.position - self.position).length < ((self.size + pet.size) / 2):
            event.scene.remove(self)
Example #29
0
class FlyUpEffect(AnimationSprite):
    line = ppb.Vector(0, 1)
    duration = 3

    def do_start(self, signal):
        self.position = self.aposition

    def do_frame(self, dt, t, signal):
        self.position = self.line * (t / self.duration) + self.aposition
        return t < self.duration
Example #30
0
class Projectile(ppb.Sprite):
    size = 0.25
    direction = ppb.Vector(0, 1)
    speed = 6

    def on_update(self, update_event, signal):
        if self.direction:
            direction = self.direction.normalize()
        else:
            direction = self.direction
        self.position += direction * self.speed * update_event.time_delta