Exemple #1
0
    def __init__(self):
        logger.info("Initializing scene: demo/basic.")
        self.camera.position = Vector(0., 0.)
        self.seg_node = Node()
        self.seg_node.shape = Segment(Vector(-2., -2.),
                                      Vector(2., 2.,))

        self.circle_node = Node()
        self.circle_node.shape = Circle(2., Vector(2., 2.))

        self.box_node = Node()
        self.box_node.shape = Polygon.from_box(Vector(1.5, 1.5))

        logger.info("Node scene before adding to tree: %s", self.seg_node.scene)
        self.root.add_child(self.seg_node)
        self.root.add_child(self.circle_node)
        self.root.add_child(self.box_node)
        logger.info("Node scene after adding to tree: %s", self.seg_node.scene)

        self.virtual_resolutions_cycle = itertools.cycle(
            [Vector(10, 10), Vector(20, 20), Vector(5, 15), Vector(15, 5)]
        )
        self.virtual_resolution_modes_cycle = itertools.cycle(
            [VirtualResolutionMode.aggresive_stretch,
             VirtualResolutionMode.no_stretch,
             VirtualResolutionMode.adaptive_stretch]
        )

        logger.info("Displays info:")
        for display in self.engine.get_displays():
            logger.info("* %r", display)
Exemple #2
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    def __init__(self):
        self.camera.position = Vector(0., 0.)
        self.python_img = Sprite(PYTHON_IMAGE_PATH)
        self.box_img = Sprite(BOX_IMAGE_PATH)

        self.objects = []
        self.random_collisions = False
        self.collision_spawning = False

        self.space = self.root.add_child(SpaceNode())
        self.box = self.space.add_child(BodyNode(
            sprite=self.box_img,
            body_type=BodyNodeType.kinematic,
            angular_velocity_degrees=30.,
        ))
        # create bounding collision box with segments
        self.box_seg1 = self.box.add_child(HitboxNode(
            shape=Segment(Vector(-143, -143), Vector(-143, 143)),
        ))
        self.box_seg2 = self.box.add_child(HitboxNode(
            shape=Segment(Vector(-143, 143), Vector(143, 143)),
        ))
        self.box_seg3 = self.box.add_child(HitboxNode(
            shape=Segment(Vector(143, 143), Vector(143, -143)),
        ))
        self.box_seg4 = self.box.add_child(HitboxNode(
            shape=Segment(Vector(143, -143), Vector(-143, -143)),
        ))

        for i in range(5):
            self.spawn_object()

        self.space.set_collision_handler(
            COLLISION_TRIGGER, COLLISION_TRIGGER,
            self.on_collision,
            phases_mask=(CollisionPhase.begin |
                         CollisionPhase.separate),
        )

        self.observed_ball = [
            n for n in self.space.children if isinstance(n, FlyingBall)
        ][0]
Exemple #3
0
Fichier : main.py Projet : ylwb/kaa
    def __init__(self, sound_path, music_path):
        logger.info("Initializing scene: demo/basic.")
        self.camera.position = Vector(0., 0.)
        self.seg_node = Node()
        self.seg_node.shape = Segment(Vector(-2., -2.), Vector(
            2.,
            2.,
        ))

        self.circle_node = Node()
        self.circle_node.shape = Circle(2., Vector(2., 2.))

        self.box_node = Node()
        self.box_node.shape = Polygon.from_box(Vector(1.5, 1.5))

        print("Node scene before adding to tree: {}".format(
            self.seg_node.scene))
        self.root.add_child(self.seg_node)
        self.root.add_child(self.circle_node)
        self.root.add_child(self.box_node)
        print("Node scene after adding to tree: {}".format(
            self.seg_node.scene))

        if sound_path:
            self.sound = Sound(sound_path)
        else:
            self.sound = None

        if music_path:
            self.music = Music(music_path)
        else:
            self.music = None

        self.virtual_resolutions_cycle = itertools.cycle(
            [Vector(10, 10),
             Vector(20, 20),
             Vector(5, 15),
             Vector(15, 5)])
        self.virtual_resolution_modes_cycle = itertools.cycle([
            VirtualResolutionMode.aggresive_stretch,
            VirtualResolutionMode.no_stretch,
            VirtualResolutionMode.adaptive_stretch
        ])

        print("Displays info:")
        for display in self.engine.get_displays():
            print("* {!r}".format(display))
Exemple #4
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    def __init__(self):
        self.camera.position = Vector(0., 0.)
        self.python_img = Sprite(PYTHON_IMAGE_PATH)
        self.collisions_enabled = True

        self.space = self.root.add_child(SpaceNode(position=Vector(0, 0), ))
        self.box = self.space.add_child(
            BodyNode(
                body_type=BodyNodeType.kinematic,
                angular_velocity=0.3,
            ))
        # create bounding collision box with segments
        self.box_seg1 = self.box.add_child(
            HitboxNode(
                shape=Segment(Vector(-4, -4), Vector(-4, 4)),
                mask=HitboxMask.side,
                collision_mask=HitboxMask.all,
                color=Color(0.5, 0.5, 0.5),
            ))
        self.box_seg2 = self.box.add_child(
            HitboxNode(
                shape=Segment(Vector(-4, 4), Vector(4, 4)),
                mask=HitboxMask.side,
                collision_mask=HitboxMask.all,
                color=Color(0.5, 0.5, 0.5),
            ))
        self.box_seg3 = self.box.add_child(
            HitboxNode(
                shape=Segment(Vector(4, 4), Vector(4, -4)),
                mask=HitboxMask.side,
                collision_mask=HitboxMask.all,
                color=Color(0.5, 0.5, 0.5),
            ))
        self.box_seg4 = self.box.add_child(
            HitboxNode(
                shape=Segment(Vector(4, -4), Vector(-4, -4)),
                mask=HitboxMask.side,
                collision_mask=HitboxMask.all,
                color=Color(0.5, 0.5, 0.5),
            ))

        self.obj1 = self.space.add_child(
            BodyNode(
                mass=1e10,
                position=Vector(0, -2),
                velocity=Vector(-3.0, 0.5),  # * 10,
                shape=Circle(0.2),
                sprite=self.python_img,
                color=Color(1., 0., 0., 1.),
            ))
        self.obj1_hitbox = self.obj1.add_child(
            HitboxNode(
                shape=Circle(0.2),
                mask=HitboxMask.snake,
                collision_mask=HitboxMask.all,
                trigger_id=CollisionTrigger.obj,
                visible=False,
            ))

        self.obj2 = self.space.add_child(
            BodyNode(
                mass=1e10,
                position=Vector(0, 2),
                velocity=Vector(4.0, -0.1),  # * 10,
                shape=Circle(0.2),
                sprite=self.python_img,
            ))
        self.obj2_hitbox = self.obj2.add_child(
            HitboxNode(
                shape=Circle(0.2),
                mask=HitboxMask.snake,
                collision_mask=HitboxMask.all,
                trigger_id=CollisionTrigger.obj,
                visible=False,
            ))
        self.obj3 = self.space.add_child(
            BodyNode(
                mass=1e15,
                moment=1e20,
                position=Vector(-1.5, 0.1),
                velocity=Vector(-1.0, -2.0),
                angular_velocity_degrees=35.,
                shape=Polygon([
                    Vector(-1, -1),
                    Vector(1, -1),
                    Vector(1, 1),
                    Vector(-1, 1)
                ]),
            ))
        self.obj3_hitbox = self.obj3.add_child(
            HitboxNode(
                mask=HitboxMask.box1,
                collision_mask=HitboxMask.all,
                shape=self.obj3.shape,
                visible=False,
                elasticity=0.3,
            ))
        self.obj4 = self.space.add_child(
            BodyNode(
                position=Vector(0, -2),
                velocity=Vector(1.0, 5.0),
                angular_velocity_degrees=-5.,
                shape=Polygon.from_box(Vector(0.5, 1.)),
            ))
        self.obj4_hitbox = self.obj4.add_child(
            HitboxNode(
                mask=HitboxMask.box2,
                collision_mask=HitboxMask.all,
                shape=self.obj4.shape,
                visible=False,
                elasticity=0.6,
            ))

        self.space.set_collision_handler(CollisionTrigger.obj,
                                         CollisionTrigger.obj,
                                         self.handle_collision)
Exemple #5
0
    def __init__(self):
        self.camera.position = Vector(0, 0)
        self.game_over = False

        # physics setup
        self.space = self.root.add_child(SpaceNode(sprite=SPRITE_HAND, ))
        self.space_static = self.space.add_child(
            BodyNode(body_type=BodyNodeType.static, ))
        self.border = self.space_static.add_child(
            HitboxNode(
                position=Vector(0, 350),
                shape=Segment(Vector(-600, 0), Vector(600, 0)),
                trigger_id=CollisionTrigger.border,
                # color=Color(1., 0., 0., 0.5),
                z_index=100,
            ))
        self.space.set_collision_handler(
            CollisionTrigger.soap,
            CollisionTrigger.runner_enemy,
            self.on_collision_soap_enemy,
            phases_mask=CollisionPhase.begin,
        )
        self.space.set_collision_handler(
            CollisionTrigger.border,
            CollisionTrigger.runner_enemy,
            self.on_collision_border_enemy,
            phases_mask=CollisionPhase.begin,
        )
        self.space.set_collision_handler(
            CollisionTrigger.soap,
            CollisionTrigger.runner_pickup,
            self.on_collision_soap_pickup,
            phases_mask=CollisionPhase.begin,
        )
        self.space.set_collision_handler(
            CollisionTrigger.border,
            CollisionTrigger.runner_pickup,
            self.on_collision_border_pickup,
            phases_mask=CollisionPhase.begin,
        )

        # background parallax effect
        self.water_back = self.root.add_child(
            VerticalScrollingNode(
                repeat_sprite=SPRITE_WATER_BACK,
                scroll_duration=9000.,
                z_index=-10,
            ))
        self.water_front = self.root.add_child(
            VerticalScrollingNode(
                repeat_sprite=SPRITE_WATER_FRONT,
                scroll_duration=3000.,
                z_index=10,
            ))

        self.player_state = PlayerState()
        self.effects_manager = EffectsManager(
            root_node=self.root,
            camera=self.camera,
        )
        self.runners_manager = RunnersManager(space_node=self.space, )
        self.powerups_manager = PowerupsManager(
            player_state=self.player_state,
            runners_manager=self.runners_manager,
        )
        self.player_manager = PlayerManager(
            player_state=self.player_state,
            space_node=self.space,
            effects_manager=self.effects_manager,
        )
        self.ui_manager = UIManager(
            player_state=self.player_state,
            root_node=self.root,
        )