Exemple #1
0
    def update(self):
        if self.running:
            self.ship.update(self.dt)

            # adjusted gl.  20 is approx ship radius
            adj = 17

            if self.landed:
                if self.mt.is_above_ground(self.ship, adj):
                    self.landed = False
                else:
                    self.ship.y = self.mt.get_y(self.ship.x) + adj
                    self.ship.null()
            else:
                level = self.mt.is_level(self.ship.x - 10, self.ship.x + 10)
                hot = abs(self.ship.vy) > 1.0 or abs(
                    self.ship.vx) > 0.30 or not level

                self.label.text = f'vx:{self.ship.vx:+4.2f} vy:{self.ship.vy:+4.2f} r:{self.ship.r:4.2f} l:{level}'
                self.label.color = '#f44' if hot else 'white'

                if not self.mt.is_above_ground(self.ship,
                                               adj) and self.ship.vy < 0:
                    if hot:
                        self.crash()
                    else:
                        self.land()
                    self.ship.y = self.mt.get_y(self.ship.x) + adj

        # recompute scale and update positions of all children
        self.update_scale()

        for c in self.children:
            if isinstance(c, Part):
                c.update(self.dt)
                if not self.mt.is_above_ground(c, 0):
                    c.y = self.mt.get_y(c.x)
                    c.vr = 0
                    c.vx = -c.vx / 2

                # viewport is centered on ship so just adjust for that
                c.position = (self.size.w / self.scale / 2 + c.x - self.ship.x,
                              c.y)
                c.rotation = c.r

        self.ship.position = Point(self.size.w / self.scale / 2, self.ship.y)
        self.ship.rotation = self.ship.r

        self.stats.position = Point(self.size.w / 2,
                                    self.size.h - 40) / self.scale
        self.stats.scale = 1 / self.scale
        self.label.position = Point(self.size.w / 2,
                                    self.size.h - 20) / self.scale
        self.label.scale = 1 / self.scale
        self.mt.position = Point(
            self.size.w / self.scale / 2 + 0 - self.ship.x, 0)
        self.stars.scale = 1 / self.scale

        self.update_status()
Exemple #2
0
    def generate_mountain(self, size):
        self.points = [Point(0, 0), Point(20, 20)]
        x, y = 10, 10
        while x < size.w:
            dx = random.uniform(40, 80)
            if random.uniform(0, 1) < 0.6:
                dy = random.uniform(-size.h, size.h)
            else:
                dy = 0
            x = min(x + dx, size.w)
            y = max(y + dy, 20)
            y = min(y, MAX_EXTENT)

            self.points.append(Point(x, y))
Exemple #3
0
    def fire(self):
        path = make_path([(0, 0), (0, 1)])
        path.line_width = 2
        bullet = ShapeNode(path=path,
                           fill_color='clear',
                           stroke_color='white',
                           parent=self)

        r = self.ship.rotation
        cannon = Point(math.cos(r), math.sin(r)) * 20
        bullet.position = self.ship.position + cannon
        end = bullet.position + Point(math.cos(r), math.sin(r)) * 350

        bullet.run_action(A.sequence(A.move_to(end.x, end.y, 1.5), A.remove()))

        sound.play_effect('fire.mp3', looping=False, volume=0.0)
Exemple #4
0
 def is_level(self, x1, x2):
     if x1 > 0 and x2 > 0:
         pp = Point(0, 0)
         for p in self.points:
             if x1 > pp.x and x2 > pp.x and x1 < p.x and x2 < p.x:
                 if pp.y == p.y:
                     return True
                 else:
                     return False
             pp = p
     return False
Exemple #5
0
    def generate_shapes(self):
        start_i = 0
        end = self.points[-1]
        for i, p in enumerate(self.points):
            start_x = self.points[start_i].x
            width = p.x - start_x
            # shapes cant be larger than 2048 wide so create multiple ShapeNodes
            if width > MAX_EXTENT or p == end:
                # get a sublist of points adjusted for the start of the panel
                points = [
                    p - Point(start_x, 0) for p in self.points[start_i:i]
                ]
                base = [
                    Point(points[-1].x, 0),
                    Point(0, 0),
                    Point(0, points[0].y)
                ]

                path = make_path(points + base, 1.5)
                panel = ShapeNode(path=path,
                                  fill_color=BACKGROUND,
                                  stroke_color='clear')
                panel.anchor_point = (0, 0)
                panel.position = (start_x, 0)
                self.add_child(panel)

                path = make_path(points, 1.5)
                path.move_to(0, 0)
                path.line_to(0, 0)
                panel = ShapeNode(path=path,
                                  fill_color='clear',
                                  stroke_color='#bbb')
                panel.anchor_point = (0, 0)
                panel.position = (start_x, 0)
                self.add_child(panel)

                start_i = i - 1
Exemple #6
0
 def end_game(self):
     self.game_state = GAME_DEAD
     self.player.velocity = Point(0, 0)
     death_loc = self.player.frame.center()
     death_loc.y = max(death_loc.y, 80)
     self.player.die()
     del self.player
     self.player = None
     score = int(self.climb / 10)
     if self.high_scores.is_high_score(player_name, score):
         self.smoke_special.frame.center(death_loc)
         self.smoke_special.configure(frame_count=0, is_done=False)
         # console.hud_alert('New high score!') # for debugging purposes
         run_in_thread(high_score_sounds)
         fmt = 'Congratulations {}:\nYou have a new high score!'
         self.high_score_msg = fmt.format(player_name)
     else:
         self.smoke_normal.frame.center(death_loc)
         self.smoke_normal.configure(frame_count=0, is_done=False)
Exemple #7
0
    def crash(self):
        self.thrust_sound.stop()
        sound.play_effect('explosion_large_distant.mp3')
        self.fuel = max(self.fuel - 50, 0)

        # create ship parts
        prevx, prevy = self.points[0]
        for x, y in self.points[1:]:
            p = Part([(prevx, prevy), Point(x, y)])
            p.x, p.y, p.r = self.x + (x + prevx) / 2, self.y + (
                y + prevy) / 2, self.r

            prevx, prevy = x, y

            p.vr = random.uniform(-0.3, 0.3)
            p.vx = self.vx + random.uniform(-1, 1)
            p.vy = self.vy * -0.3 + 1
            p.run_action(A.sequence(A.fade_to(0.25, 30), A.remove()))

            self.parent.add_child(p)
Exemple #8
0
 def __init__(self, rect=Rect(), parent=None, image_name='Boy'):
     super(Sprite, self).__init__(rect)
     if parent:
         parent.add_layer(self)
     self.image = image_name
     self.velocity = Point(0, 0)
Exemple #9
0
 def distance_from_start(self):
     return abs(Point(*self.location) - Point(*self.start_location))
Exemple #10
0
 def get_center_location(self):
     center_loc = Point(0, 0)
     for touch in self.touches.values():
         center_loc += Point(*touch.location)
     center_loc /= len(self.touches)
     return center_loc
Exemple #11
0
 def a(self):
     return abs(Point(self.ax, self.ay))