def update(self, timer, world, events):
        self.functionality(events, world)
        way_point = Vector(self.aim) - Vector(self.rect.center)
        bearing = way_point.normalize()
        self.image = pygame.transform.rotate(self.image_master,
                                             way_point.angle_to(Vector(1, 0)))
        self.rect = Rectangle.get_rect(self.image, self.rect.center)
        if not self.should_retract:
            self.hook_image = pygame.transform.rotate(
                self.hook_image_master, way_point.angle_to(Vector(1, 0)))
            self.hook_rect = Rectangle.get_rect(self.hook_image,
                                                self.hook_rect.center)
            self.hitmask = get_hitmask(self.hook_rect, self.hook_image, 0)

        self.x = self.rect.x
        self.y = self.rect.y

        if self.shooter:
            self.shoot(timer)
            self.should_retract = True
            self.should_aim = False

        elif not self.should_retract:
            self.hook_rect = Rectangle.get_rect(
                self.hook_image,
                (self.rect.center[0] + bearing.x * self.displacement,
                 self.rect.center[1] + bearing.y * self.displacement))
        if self.should_retract and not self.shooter:
            self.retract(timer)
        if self.should_release:
            self.release(timer)
Example #2
0
 def update(self, dt):
     """Destroy scene bricks when hit them."""
     hit = False
     if Game.current_scene.testCollision(self.rect):
         Game.current_scene.damage(self.rect, Vector2.normalize(self.vel))
         hit = True
     for obj in Game.all_objects:
         if (hasattr(obj, "testCollision") and self != obj
                 and self.parent != obj and type(self.parent) != type(obj)
                 and obj.testCollision(self.rect)
                 and obj.is_active is True):
             if (type(self.parent) == PlayerTank):
                 self.parent.kills += 1
                 Game.all_objects.remove(obj)
             elif type(obj) == PlayerTank:
                 obj.hp -= 50
                 if obj.hp <= 0:
                     Game.all_objects.remove(obj)
                     main_menu_event = pygame.event.Event(
                         pygame.USEREVENT, user_type='MAINMENU')
                     pygame.event.post(main_menu_event)
             hit = True
     if hit:
         Game.all_objects.remove(self)
     super().update(dt)
Example #3
0
 def __init__(self, direction: Vector2, start: Vector2, speed=1.0):
     super().__init__()
     self.direction = direction.normalize()
     self.direction.y *= -1  # Y-axis is inverted... + is down, - is up
     self.start = start
     self.bday = pygame.time.get_ticks()
     self.speed = speed
     self.image = pygame.transform.rotate(
         Potato.POTATO, math.atan2(direction.y, direction.x))
     self.rect = self.image.get_rect(center=self.start)
Example #4
0
    def __init__(self, pos: tuple[int, int], size: tuple[int, int],
                 color: tuple[int, int, int], direction: Vector2, speed: float,
                 damage: int) -> None:

        super(Projectile, self).__init__(pos, size, color, centered=True)
        self.__pos: Vector2 = Vector2(pos)
        self.__direction: Vector2 = direction.normalize()
        self.__velocity: Vector2 = self.__direction * speed
        self.__alive: bool = True
        self.__damage: int = damage
Example #5
0
 def circlecast_collision(self, pos: Vector2, direction: Vector2, range: float, radius: float, screen: pygame.display = None):
     destination = direction.normalize() * range
     length = destination.length()
     dx = destination.x / length
     dy = destination.y / length
     for i in range(0, round(length)):
         rx = round(dx * i)
         ry = round(dy * i)
         info = self.circle_collision(Vector2(rx, ry), radius, screen)
         if info != None:
             return info
     return None
Example #6
0
 def update(self, player_list, base_list):
     self.check_collide_with_player(player_list[self.owner_index])
     self.check_collide_with_base(base_list[self.owner_index])
     if self.status == 0:
         self.direction = Vec(0, 0)
         self.cd -= 1
         if self.cd == 0:
             self.change_status(1)
     else:
         target = (player_list[self.owner_index].position if self.status == 1 \
                   else base_list[self.owner_index].center)
         self.direction = Vec.normalize(target - self.position)
         self.position += self.direction * self.speed
Example #7
0
 def update(self, oils, bases, players, ev_manager):
     if self.item is not None and self.item.active:
         self.item.update(ev_manager)
     self.update_speed()
     if self.magnet_attract:
         for oil in oils:
             if Vec.magnitude(oil.position - self.position) <= oil.radius + model_const.magnet_attract_radius:
                 oil.update_position(Vec.normalize(self.position - oil.position) * model_const.magnet_attract_speed)
     if not self.freeze and not self.theworld:
         new_x = self.position[0] + self.direction[0] * self.speed
         new_y = self.position[1] + self.direction[1] * self.speed
         if new_x < self.radius or new_x > view_const.game_size[0] - self.radius:
             self.direction[0] = 0
         if new_y < self.radius or new_y > view_const.game_size[1] - self.radius:
             self.direction[1] = 0
         self.position += Vec(self.direction) * self.speed
     self.pick_oil(oils, ev_manager)
     self.store_price(bases, ev_manager)
Example #8
0
 def move(self, direction: Vector2):
     try:
         self._speed = direction.normalize() * self.velocity * self.level.tile_size
     except ValueError:
         self._speed = Vector2(0, 0)
Example #9
0
class SawBlock():
    def __init__(self, x, y, length):
        """ x and y should be the coordinates of the pivot """
        self.rope_height = length
        self.x, self.y = x, y
        self.rope_width = SAW_ROPE_WIDTH

        self.saw_image_master = image.load(
            "../ArtWork/Environment/{0}".format(SAW_IMAGE)).convert_alpha()
        self.saw_image_master = transform.scale(self.saw_image_master,
                                                SAW_DIMENSION)
        self.image = self.saw_image_master

        self.center_old = Vector(x, y + self.rope_height + 15)
        self.rect = Rectangle.get_rect(self.image, self.center_old)
        self.collision_circle = Circle(25, self.center_old)

        self.step = ROTATION_STEP
        self.rotation = 0
        self.time = 0
        self.last_time = 0
        self.current_time = 0
        self.direction = Vector((0, 0))
        self.velocity = Vector((0, 0))
        self.bob = Pendulum(SAW_ROPE_ANGLE, self.rope_height, (self.x, self.y))
        self.is_severed = False

    def rotate_saw(self, time):
        self.image = transform.rotate(self.saw_image_master, self.rotation)
        self.rect = Rectangle.get_rect(self.image, self.center_old)
        self.rotation += 300 * time / 1000
        if self.rotation > 360:
            self.rotation = self.step

    def swing_rope(self):
        self.current_time = time.get_ticks()
        if self.current_time - self.last_time >= TICKS_FOR_60_FPS:
            self.bob.recompute_angle()
            self.center_old = self.bob.rect.center
            self.rect.center = self.center_old
            self.collision_circle.move(self.center_old -
                                       self.collision_circle.position)
            self.last_time = self.current_time

    def deploy(self):
        self.is_severed = True

        self.direction = Vector((self.x, self.y)) - Vector(self.center_old)
        self.direction = self.direction.normalize()

        # pseudo velocity vector - defines only direction not speed
        self.velocity = self.direction.rotate(-90 *
                                              self.sign(self.bob.d_theta))
        self.velocity = self.velocity.normalize()

    def sign(self, number):
        if number >= 0:
            return 1
        else:
            return -1

    def update(self, time):
        if self.is_severed:
            self.time += 0.5

            self.rect.advance(
                (self.velocity.x * 10 + math.sin(math.fabs(self.bob.theta))),
                (self.velocity.y * 8 * Vector(0, 1).x * 10 + self.time))
            self.collision_circle.move(self.rect.center -
                                       self.collision_circle.position)

            self.center_old = self.rect.center
        else:
            self.rotate_saw(time)
            self.swing_rope()

    def draw(self, surface, camera):
        if self.is_severed:
            surface.blit(self.image, camera.apply((self.rect.x, self.rect.y)))

        else:
            surface.blit(self.image, camera.apply((self.rect.x, self.rect.y)))
            draw.line(surface, (0, 0, 0), camera.apply((self.x, self.y)),
                      camera.apply((self.rect.center[0], self.rect.center[1])),
                      self.rope_width)
Example #10
0
class Batarang():
    def __init__(self, x, y, world):
        """x and y are the coordinates of player's hand,
        world are all objects batarang can collide with
        """
        self.width = BATARANG_WIDTH
        self.height = BATARANG_HEIGHT
        self.world = world.level_blocks
        self.saws = world.level_saws
        self.x, self.y = x, y
        self.triangle = Triangle([Vector(self.x, self.y),
                                  Vector(self.x + self.width, self.y),
                                  Vector(self.x + self.width // 2,
                                         self.y + self.height)],
                                 (self.x, self.y))
        self.triangle.load_avatar("/Environment/{0}".format(BATARANG_IMAGE))
        self.triangle.scale_avatar(self.width, self.height)
        self.direction = Vector(0, 0)
        self.rotation = 0
        self.step = ROTATION_STEP
        self.speed = 0
        self.last_update = 0
        self.mouse_position = 0
        self.should_fly = False

    def rotate(self, timer):
        self.triangle.rotate(self.rotation * (1000 / timer))
        self.triangle.move(Vector((self.x, self.y)) - self.triangle.position)
        self.rotation += self.step
        if self.rotation > 360:
            self.rotation = self.step

    def move(self, timer):
        self.speed = 50 * 10 * (timer / 1000)
        self.x += self.direction.x * self.speed
        self.y += self.direction.y * self.speed
        self.triangle.move(self.direction * self.speed)

    def get_next_position(self):
        return self.x + self.direction.x * self.speed, \
            self.y + self.direction.y * self.speed

    def direct(self, mouse_x, mouse_y):
        self.direction = Vector(mouse_x - self.x, mouse_y - self.y)
        self.direction = self.direction.normalize()

    def take_action(self, camera):
        self.last_update = time.get_ticks()
        self.mouse_position = camera.reverse_apply(mouse.get_pos())
        self.direct(self.mouse_position[0], self.mouse_position[1])
        self.should_fly = True

    def update(self):
        timer = time.get_ticks() - self.last_update + 1
        self.last_update += timer
        if self.should_fly:
            self.move(timer)
            self.rotate(timer)
            self.collides(self.world)
        return self.should_fly

    def draw(self, surface, camera=0):
        if camera != 0:
            self.triangle.display_avatar(surface, camera)
        else:
            return

    def collide_saw(self, saw):
        rope = Line(Point(saw.x, saw.y),
                    Point(saw.collision_circle.position.x,
                          saw.collision_circle.position.y))
        next_position = self.get_next_position()
        path = Line(Point(self.x, self.y),
                    Point(next_position[0], next_position[1]))
        intersection = Line.get_intersection(rope, path)
        return bool(intersection)

    def collides(self, world):
        for obstacle in world:
            if self.triangle.check_if_collide(obstacle.rect)[0]:
                self.should_fly = False
                break
        for saw in self.saws:
            if not saw.is_severed and self.collide_saw(saw):
                saw.deploy()

    def reposition(self, coordinates, orientation):
        self.x, self.y = coordinates
        self.triangle.move(Vector(coordinates) - self.triangle.position)
        self.triangle.direction = orientation.normalize()