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game.py
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game.py
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#!/usr/bin/python
# coding=UTF-8
import math
from pyglet import gl
from fwk.ui.screen import Screen
from fwk.ui.console import GAME_CONSOLE
from fwk.ui.layers.staticBg import StaticBackgroundLauer
from fwk.ui.layers.guiItem import GUIItemLayer
from fwk.ui.layers.guitextitem import GUITextItem
from fwk.ui.layers.gameLayer import GameLayer as GameLayer_
from fwk.ui.layers.texture9TileItem import *
from fwk.game.game import Game
from fwk.game.entity import GameEntity
from fwk.game.camera import Camera
import fwk.sound.static as ssound
import fwk.sound.music as music
from fwk.util.all import *
@GameEntity.defineClass('test-entity')
class TestEntity(GameEntity,GameEntity.mixin.Animation,GameEntity.mixin.Movement):
def spawn(self):
self.angularVelocity = 100
self.i = 0
self.think()
self.addTags('camera-target')
def think(self):
# if self.i > 10:
# return self.destroy()
self.game.scheduleAfter(1.0,self.think)
self.position = (self.i*10 % 40,-self.i*20 % 50)
# self.velocity = (self.i*2353 % 200 - 100,-self.i*5423 % 350 - 175)
self.velocity = (100*(-1 if self.i % 2 == 0 else 1),0)
self.i += 1
@GameEntity.defineClass('camera-controller')
class FightingCameraController(GameEntity,GameEntity.mixin.CameraTarget):
def spawn(self):
self._target_focus = 0,0
self._target_size = 100, 100
self._pad = 600,600
self._interp = 1.0
self._offset = 0, 0
self.id = 'camera-controller'
def update(self,dt):
targets = self.game.getEntitiesByTag('camera-target')
p = self.position
bl = self.position # min
tr = self.position # max
for target in targets:
p = p[0] + target.position[0], p[1] + target.position[1]
bl = min(bl[0], target.position[0]), min(bl[1], target.position[1])
tr = max(tr[0], target.position[0]), max(tr[1], target.position[1])
p = p[0] / float(len(targets)+1), p[1] / float(len(targets)+1)
self.position = self._offset[0] + p[0] * self._interp + self.position[0] * (1.0 - self._interp), \
self._offset[1] + p[1] * self._interp + self.position[1] * (1.0 - self._interp)
self._target_size = 2*max(p[0]-bl[0],tr[0]-p[0]) + self._pad[0], 2*max(p[1]-bl[1],tr[1]-p[1]) + self._pad[1]
self._interp = math.pow(2.0,dt-1.0) / 2.0
def initCamera(self,camera):
self._interp = 1
self.updateCamera(camera)
def updateCamera(self,camera):
GameEntity.mixin.CameraTarget.updateCamera(self,camera)
iscale = 1.0/camera.scale
itarget_scale = max(self._target_size[0]/camera.size[0],self._target_size[1]/camera.size[1])
camera.scale = 1.0/(self._interp * itarget_scale + (1.0-self._interp) * iscale)
# if self.game.currentTime > 0.5:
# GAME_CONSOLE.visible = False
class PlayerBase(GameEntity,GameEntity.mixin.Movement,GameEntity.mixin.Animation):
_MOVEMENT_LIMIT_BOTTOM = -100
_MOVEMENT_LIMIT_LEFT = -1000
_MOVEMENT_LIMIT_RIGHT = 1000
FIGHTER_NAME = 'Anonymous'
events = [
('state-change','on_state_change'),
('jump','on_jump'),
('hit','on_hit'),
('block','on_block'),
('smash','on_smash'),
('throw','on_throw'),
('special','on_special'),
('hurt','on_hurt')
]
def spawn(self):
self.addTags('camera-target','player')
self.state = 'standing'
self.animation = 'stand'
self.width = 100
self.height = 200
self.defence_level = 0
self.health = 100.0
self._action_timeout = self.game.currentTime
self.move = {}
def actionTimeoutAtLeast(self,timeout):
self._action_timeout = max(self._action_timeout,self.game.currentTime+timeout)
def checkActionTimeout(self):
return self._action_timeout < self.game.currentTime
def update(self,dt):
self.velocity = self.velocity[0], self.velocity[1] - 2000 * dt
if self.position[1] <= PlayerBase._MOVEMENT_LIMIT_BOTTOM \
and self.state not in ('block','lying'):
self.changeState('standing')
self.position = min(PlayerBase._MOVEMENT_LIMIT_RIGHT,max(PlayerBase._MOVEMENT_LIMIT_LEFT,self.position[0])), \
max(PlayerBase._MOVEMENT_LIMIT_BOTTOM,self.position[1])
if self.id == 'player-right':
left = self.game.getEntityById('player-left')
if (self.position[0]-self.width/2) <= (left.position[0]+left.width/2):
self.velocity = 0, self.velocity[1]
# if self.state == 'standing':
# self.animation = 'stand'
self.position = left.position[0]+(left.width+self.width)/2, self.position[1]
elif self.id == 'player-left':
right = self.game.getEntityById('player-right')
if (self.position[0]+self.width/2) >= (right.position[0]-right.width/2):
self.velocity = 0, self.velocity[1]
# if self.state == 'standing':
# self.animation = 'stand'
self.position = right.position[0] - (self.width + right.width)/2, self.position[1]
self.update_go()
def changeState(self,to,fromState=None):
if fromState is None or fromState == self.state:
if self.state != to:
self.state = to
self.trigger('state-change')
def on_state_change(self):
self.defence_level = 0
self.consoleInfo('state <- ',self.state)
if self.state == 'jump':
self.animation = 'jump'
elif self.state == 'block':
self.defence_level = 10
elif self.state == 'lying':
self.animation = 'lying'
else:
self.animation = 'stand'
def hurt(self,hurter):
if self.defence_level < hurter.level:
self.health -= hurter.damage
self.trigger('hurt',hurter.damage)
idst = distance(self.position,hurter.position)
self.velocity = self.velocity[0], self.velocity[1] + 1000*(self.position[1] - hurter.position[1])/idst
else:
k = hurter.level / self.defence_level
if self.health <= 0:
self.health = 0
# TODO: player defeat
self.game.unsetEntityTags(self,'camera-target')
self.changeState('lying')
self.game.trigger('win',hurter.owner)
return
def specialAvailiable(self):
return False
def update_go(self):
vx = 0
if self.checkActionTimeout() and self.state != 'lying':
for d,t in self.move.items():
if t:
vx += d
vx *= 1000
self.velocity = vx, self.velocity[1]
def do_go(self,direction):
if self.state != 'lying':
self.move[direction] = True
def stop_go(self,direction):
self.move[direction] = False
def do_hit(self):
if (not self.checkActionTimeout()) or self.health <= 0:
return
self.animation = 'hit'
if self.state == 'standing':
self.actionTimeoutAtLeast(0.3)
self.game.scheduleAfter(0.2, self.event('hit'))
elif self.state == 'jump':
self.actionTimeoutAtLeast(0.7)
self.game.scheduleAfter(0.2, self.event('smash'))
def do_block(self):
if not self.checkActionTimeout():
return
if self.state == 'standing':
self.changeState('block')
self.consoleInfo('block start')
self.trigger('block')
self.animation = 'block'
def stop_block(self):
self.consoleInfo('block end')
self.changeState(to='standing',fromState='block')
def do_throw(self):
if not self.checkActionTimeout():
return
if self.state in ('standing','block'):
self.changeState('standing')
self.animation = 'throw'
self.actionTimeoutAtLeast(2.4)
self.game.scheduleAfter(0.2, self.event('throw'))
def do_special(self):
if not self.checkActionTimeout():
return
if self.specialAvailiable():
self.trigger('special')
def do_jump(self):
if not self.checkActionTimeout():
return
if self.state in ('standing','block'):
self.velocity = self.velocity[0], 1000
self.changeState('jump')
self.trigger('jump')
def faceToTarget(self, x):
return x if (self.id == 'player-left') else -x
def consoleInfo(self,*args):
GAME_CONSOLE.write("{} ({}) ".format(self.FIGHTER_NAME,self.id),*args)
class Hurter(GameEntity,GameEntity.mixin.Movement):
'''
Причинятор ущерба.
'''
_FX_PICS = {'hit':['rc/img/star-hit-0.png'],'smash':['rc/img/star-smash-0.png'],'guitar':['rc/img/star-guitar-0.png']}
@staticmethod
def static_init(game,owner,position,velocity,ttl,damage,radius,level,type_='hit'):
self = Hurter()
game.addEntity(self)
self.position = position
self.velocity = velocity
self.owner = owner
self.damage = damage
self.radius = radius
self.level = level
self.type_ = type_
game.scheduleAfter(ttl,self.destroy)
self.sprite = "rc/img/32x32fg.png"
self.scale = (self.radius/16.0)
return self
def spawn(self):
self.addTags('hurter')
def intersectsPlayer(self,player):
px,py = player.position
x,y = self.position
return (x-self.radius < px+player.width/2) and\
(x+self.radius > px-player.width/2) and\
(y-self.radius < py+player.height/2) and\
(y+self.radius > py-player.height/2)
def spawnFx(self,player):
p = (self.position[0] + player.position[0]) / 2.0, (self.position[1] + player.position[1]) / 2.0
e = HitFxEntity()
self.game.addEntity(e)
e.position = p
e.sprite = random.choice(self._FX_PICS[self.type_])
e.spriteAnchor = 'center'
e.rotation = random.randrange(start=-50,stop=50)
e.trigger('configured')
def update(self,dt):
for player in self.game.getEntitiesByTag('player'):
if player != self.owner:
if self.intersectsPlayer(player):
self.spawnFx(player)
player.hurt(self)
self._sprite = None
self.destroy()
@GameEntity.defineClass('static-entity')
class StaticEntity(GameEntity,GameEntity.mixin.Sprite):
'''
Просто статическая спрайтовая сущность с нестандартным z-индексом.
'''
z_index = -1
@GameEntity.defineClass('background-entity')
class BGEntity(GameEntity,GameEntity.mixin.Sprite):
z_index = -2
def on_configured(self):
self._base_pos = self.position
def update(self,dt):
ctl = self.game.getEntityById('camera-controller')
if ctl is not None:
self.position = 0.5*(self._base_pos[0] + ctl.position[0]), \
0.5*(self._base_pos[1] + ctl.position[1])
import random
class HitFxEntity(GameEntity,GameEntity.mixin.Sprite):
z_index = 1000
def spawn(self):
self.angularVelocity = 10
self.game.scheduleAfter(0.6,self.destroy)
self._lt = 0.0
def update(self,dt):
self._lt += dt
lt = self._lt / 0.6
self.scale = lt * 2.0 + 0.5
self._sprite.opacity = int((1.0 - lt) * 255)
class GameLayer(GameLayer_):
'''
Наследник игрового слоя.
'''
_KEYMAP = {
KEY.W : {'player': 'left', 'action': 'jump'},
KEY.A : {'player': 'left', 'action': 'go', 'kw': {'direction':-1}},
KEY.D : {'player': 'left', 'action': 'go', 'kw': {'direction':1}},
KEY.G : {'player': 'left', 'action': 'hit'},
KEY.C : {'player': 'left', 'action': 'special'},
KEY.J : {'player': 'left', 'action': 'throw'},
KEY.H : {'player': 'left', 'action': 'block'},
KEY.UP : {'player': 'right', 'action': 'jump'},
KEY.LEFT : {'player': 'right', 'action': 'go', 'kw': {'direction':-1}},
KEY.RIGHT : {'player': 'right', 'action': 'go', 'kw': {'direction':1}},
KEY.NUM_7 : {'player': 'right', 'action': 'hit'},
KEY.NUM_3 : {'player': 'right', 'action': 'special'},
KEY.NUM_9 : {'player': 'right', 'action': 'throw'},
KEY.NUM_8 : {'player': 'right', 'action': 'block'},
}
def init(self,*args,**kwargs):
self._players = {
'left':self._game.getEntityById('player-left'),
'right':self._game.getEntityById('player-right')
}
self._camera_controller = self._game.getEntityById('camera-controller')
self._camera.setController(self._camera_controller)
def on_key_press(self,key,mod):
'''
Здесь происходит управление с клавиатуры.
'''
if key in GameLayer._KEYMAP:
k = GameLayer._KEYMAP[key]
kwa = k.get('kw',{})
getattr(self._players[k['player']],'do_'+k['action'])(**kwa);
def on_key_release(self,key,mod):
if key in GameLayer._KEYMAP:
k = GameLayer._KEYMAP[key]
kwa = k.get('kw',{})
fn = getattr(self._players[k['player']],'stop_'+k['action'],None)
if fn is not None:
fn(**kwa)
class ProgressBar(GUIItemLayer):
LEFT_LAYOUT = {'height': 30,'width': 100}
RIGHT_LAYOUT = {'height': 30,'width': 100}
def init(self,grow_origin,expression,*args,**kwargs):
self._expression = expression
self._grow_origin = grow_origin
self.back = _9Tiles(LoadTexture('rc/img/ui-frames.png'),Rect(left=0,bottom=0,width=12,height=12))
self.front = _9Tiles(LoadTexture('rc/img/ui-frames.png'),Rect(left=12,bottom=0,width=12,height=12))
self._inrect = None
self._expRes = 65595
def draw(self):
self.back.draw(self.rect)
k = self._expression()
if self._inrect is None or k != self._expRes:
self._inrect = self.rect.clone().inset(5).scale(scaleX=k,scaleY=1,origin=self._grow_origin)
self._expRes = k
if k > 0:
if k < 0.4:
gl.glColor3ub(255,0,0)
elif k < 0.7:
gl.glColor3ub(255,255,0)
else:
gl.glColor3ub(0,255,0)
self.front.draw(self._inrect)
gl.glColor3ub(255,255,255)
def on_layout_updated(self):
self._inrect = None
class HpProgressBar(ProgressBar):
def init(self,player,*args,**kwargs):
self.player = player
def draw(self):
cam = self.screen.camera
pt = self.player.position
pt = pt[0], pt[1] + 250
pt = cam.project(pt)
lay = self.layout
lay['bottom'] = int(pt[1])
lay['left'] = int(pt[0] - 50)
self.layout = lay
ProgressBar.draw(self)
class GUITextItem_(GUITextItem):
def draw(self):
self._label.color = (255,255,0,255)
self._label.draw()
class Timer(GUITextItem_):
events = ['update']
def on_add_to_screen(self,screen):
self._time_left = 60
self._time_left_int = None
self.subscribe(self.screen,'update')
def update(self,dt):
self._time_left -= dt
tli = int(self._time_left)
if tli <= 0:
self._time_left = 0
tli = 0
self.screen.trigger('round-end')
if tli != self._time_left_int:
self.text = str(tli)
self.layout = self.layout
@Screen.ScreenClass('GAME')
class GameScreen(Screen):
events = [('win','on_player_win'),('round-end','on_round_end')]
def init(self,*args,**kwargs):
self.winner = None
self.freeze = False
gl.glClearColor(0x1d/255.0,0x5b/255.0,0x70/255.0,1)
# self.pushLayerFront(StaticBackgroundLauer('rc/img/256x256bg.png','fill'))
game = Game()
self.camera = Camera()
self.game = game
self.game.listen('win')
self.game.on('win',self.event('win'))
game.loadFromJSON('rc/lvl/level0.json')
for pid, pcl in PLAYER_CHOICES.items():
p = pcl()
game.addEntity(p)
# p.animations = 'rc/ani/player-test-'+pid+'.json'
p.position = 500 if pid == 'player-right' else -500, 0
p.id = pid
p.trigger('configured')
self.gameLayer = GameLayer(game=game,camera=self.camera)
self.pushLayerFront(self.gameLayer)
self.pushLayerFront(HpProgressBar(grow_origin='top-left',
expression=lambda: game.getEntityById('player-left').health / 100.0,
layout=ProgressBar.LEFT_LAYOUT,player=game.getEntityById('player-left')))
self.pushLayerFront(HpProgressBar(grow_origin='top-right',
expression=lambda: game.getEntityById('player-right').health / 100.0,
layout=ProgressBar.RIGHT_LAYOUT,player=game.getEntityById('player-right')))
self.timer = Timer(layout={'top':70,'width':100,'height':20,'force-size':True})
self.pushLayerFront(self.timer)
self.pushLayerFront(GUITextItem_(layout={'top':20,'width':100,'height':20},text=('ROUND #'+str(GLOBAL_STATE['round']))))
self.counters = {pid : GUITextItem_(layout={'top':40,pid[7:]:40,'width':0,'height':0},text=str(GLOBAL_STATE['player-left'])) for pid in ['player-left','player-right']}
for z,x in self.counters.items():
self.pushLayerFront(x)
GAME_CONSOLE.write('Startup screen created.')
def updateCounters(self):
for k in ['player-left','player-right']:
self.counters[k].text = str(GLOBAL_STATE[k])
def on_key_press(self,key,mod):
if key == KEY.ENTER and self.freeze:
if self.isGameOver():
self.next = ChoiceScreen()
else:
self.next = GameScreen()
pass#GAME_CONSOLE.write('SSC:Key down:',KEY.symbol_string(key),'(',key,') [+',KEY.modifiers_string(mod),']')
def isGameOver(self):
return (GLOBAL_STATE['round'] > 2) and (GLOBAL_STATE['player-left'] != GLOBAL_STATE['player-right'])
def freezeGame(self):
self.pushLayerFront(GUITextItem_(
layout = {
'width': 10,
'height': 10,
'bottom': 50
},
text='Press ENTER to play again' if self.isGameOver() else 'Press ENTER for next round!',
fontSize=17))
for e in self.game.getEntitiesByTag('hurter'):
e.damage = 0
for e in self.game.getEntitiesByTag('player'):
e.hurt = lambda *a: None
self.gameLayer.ignore('in:key:press')
self.gameLayer.ignore('in:key:release')
self.timer.ignore('update')
self.freeze = True
self.updateCounters()
def on_player_win(self,player):
GAME_CONSOLE.write('Player #',player.id if player else 'NONE',' wins.')
self.winner = player
self.pushLayerFront(GUITextItem_(
layout = {
'width': 10,
'height': 10,
'bottom': 100
},
text=((player.FIGHTER_NAME+
{'player-left':' (Player #1)', 'player-right':' (Player #2)'}[player.id])
if player else 'Nobody')+' wins!'))
GLOBAL_STATE['round'] += 1
if player:
self.game.getEntityById('camera-controller')._pad = [player.width*3,player.height*3 ]
GLOBAL_STATE[player.id] += 1
self.freezeGame()
def on_round_end(self):
pl = self.game.getEntityById('player-left')
pr = self.game.getEntityById('player-right')
if pl.health > pr.health:
return self.trigger('win',pl)
elif pr.health > pl.health:
return self.trigger('win',pr)
else:
return self.trigger('win',None)
class PlayerIcon(GUIItemLayer):
ARROWS_IMG = LoadTexture('rc/img/ui-arrows.png')
KEYZ = {'player-left':[KEY.A,KEY.D],'player-right':[KEY.LEFT,KEY.RIGHT]}
def init(self,playerId,**kwargs):
self.playerId = playerId
def on_add_to_screen(self,screen):
lay = self.layout
lay['offset_y'] = -100
self.text = GUITextItem_(layout=lay)
self.screen.pushLayerFront(self.text)
self.updateText()
lay['offset_y'] = 150
self.screen.pushLayerFront(GUITextItem_(layout=lay,text={'player-left':'Player #1','player-right':'Player #2'}[self.playerId]))
def updateText(self):
self.text.text = PLAYER_CHOICES[self.playerId].FIGHTER_NAME
self.text.layout = self.text.layout
def draw(self):
BlitTextureToRect((PLAYER_CHOICES[self.playerId].ICON_IMAGE
if self.playerId == 'player-right' else PLAYER_CHOICES[self.playerId].ICON_IMAGE_L),self.rect)
BlitTextureToRect(PlayerIcon.ARROWS_IMG,self.rect)
def on_click(self,*args):
PLAYER_CHOICES[self.playerId] = PLAYER_NEXT[PLAYER_CHOICES[self.playerId]]
self.updateText()
def on_key_press(self,key,mod):
if key in self.KEYZ[self.playerId]:
self.on_click()
@Screen.ScreenClass('STARTUP')
class ChoiceScreen(Screen):
def init(self):
self.pushLayerFront(StaticBackgroundLauer('rc/img/bg-2.jpg',mode='fill'))
self.pushLayerFront(PlayerIcon(layout={'width':256,'height':256,'left':50},playerId='player-left'))
self.pushLayerFront(PlayerIcon(layout={'width':256,'height':256,'right':50},playerId='player-right'))
self.pushLayerFront(GUITextItem_(
layout = {
'width': 10,
'height': 10,
'bottom': 50
},
text='Press ENTER to FIGHT!'))
def on_key_press(self,key,mod):
global GLOBAL_STATE
if key == KEY.ENTER:
GLOBAL_STATE = {'player-left':0,'player-right':0,'round':1}
self.next = GameScreen()
class NaotaFighter(PlayerBase):
FIGHTER_NAME = 'Naota'
ICON_IMAGE = LoadTexture('rc/img/fg-boy-st.png')
ICON_IMAGE_L = LoadTexture('rc/img/fg-boy-st-l.png')
z_index = 134
def on_configured(self):
self.animations = 'rc/ani/fighter-naota-'+self.id+'.json'
# def on_block(self):
# self.defence_level = 10
def on_hit(self):
px,py=self.position
Hurter.static_init(
game=self.game,
owner=self,
position=(px+self.faceToTarget(50),py),
velocity=(self.faceToTarget(1000),0),
ttl=0.150,damage=5,radius=16,level=1,type_='hit')
ssound.Play('rc/snd/hit.wav')
self.consoleInfo('strike')
def on_hurt(self, damage):
self.consoleInfo('damaged',damage)
def on_smash(self):
Hurter.static_init(
game=self.game,
owner=self,
position=(self.position[0]+self.faceToTarget(0),self.position[1]+200),
velocity=(self.faceToTarget(1000),-2000),
ttl=0.3,damage=15,radius=100,level=1,type_='smash')
ssound.Play('rc/snd/smash.wav')
self.consoleInfo('smashing')
def on_throw(self):
# время полёта в одну сторону подобрано в ручную
local_ttl = 1.2
FlyingGuitar.static_init(
game=self.game,
position=(self.position[0]+self.faceToTarget(100),self.position[1]-100),
velocity=(self.faceToTarget(2000),0),
angularVelocity=(self.faceToTarget(720)),
sprite="rc/img/fg-boy-guitar.png",
ttl=local_ttl
)
Hurter.static_init(
game=self.game,
owner=self,
position=(self.position[0]+self.faceToTarget(100),self.position[1]-100),
velocity=(self.faceToTarget(2000),0),
ttl=local_ttl,damage=12,radius=100,level=11,type_='guitar')
self.game.scheduleAfter(local_ttl,lambda : Hurter.static_init(
game=self.game,
owner=self,
position=(self.position[0]+self.faceToTarget(100+2500),self.position[1]-100),
velocity=(-self.faceToTarget(2000),0),
ttl=local_ttl,damage=12,radius=100,level=11,type_='guitar'))
ssound.Play('rc/snd/chainsaw.wav')
self.consoleInfo('throw')
def on_jump(self):
ssound.Play('rc/snd/hop.wav')
class HarukoFighter(PlayerBase):
FIGHTER_NAME = 'Haruko'
ICON_IMAGE = LoadTexture('rc/img/fg-girl-st.png')
ICON_IMAGE_L = LoadTexture('rc/img/fg-girl-st-l.png')
z_index=100
def on_configured(self):
self.animations = 'rc/ani/fighter-haruko-'+self.id+'.json'
# def on_block(self):
# self.defence_level = 10
def on_hit(self):
Hurter.static_init(
game=self.game,
owner=self,
position=self.position,
velocity=(self.faceToTarget(2000),0),
ttl=0.150,damage=5,radius=16,level=1,type_='hit')
ssound.Play('rc/snd/hit.wav')
self.consoleInfo('strike')
def on_hurt(self, damage):
self.consoleInfo('damaged',damage)
def on_smash(self):
Hurter.static_init(
game=self.game,
owner=self,
position=(self.position[0]+self.faceToTarget(100),self.position[1]+200),
velocity=(self.faceToTarget(1000),-2000),
ttl=0.3,damage=15,radius=100,level=1,type_='smash')
ssound.Play('rc/snd/smash.wav')
self.consoleInfo('smashing')
def on_throw(self):
# время полёта в одну сторону подобрано в ручную
local_ttl = 1.2
FlyingGuitar.static_init(
game=self.game,
position=(self.position[0]+self.faceToTarget(100),self.position[1]-100),
velocity=(self.faceToTarget(2000),0),
angularVelocity=(self.faceToTarget(720)),
sprite="rc/img/fg-girl-guitar.png",
ttl=local_ttl
)
Hurter.static_init(
game=self.game,
owner=self,
position=(self.position[0]+self.faceToTarget(100),self.position[1]-100),
velocity=(self.faceToTarget(2000),0),
ttl=local_ttl,damage=12,radius=100,level=11,type_='guitar')
self.game.scheduleAfter(local_ttl,lambda : Hurter.static_init(
game=self.game,
owner=self,
position=(self.position[0]+self.faceToTarget(100+2500),self.position[1]-100),
velocity=(-self.faceToTarget(2000),0),
ttl=local_ttl,damage=12,radius=100,level=11,type_='guitar'))
ssound.Play('rc/snd/chainsaw.wav')
self.consoleInfo('throw')
def on_jump(self):
ssound.Play('rc/snd/hu.wav')
class AtomskFighter(PlayerBase):
FIGHTER_NAME = 'Atomsk'
pass
class FlyingGuitar(GameEntity,GameEntity.mixin.Movement,GameEntity.mixin.Sprite):
@staticmethod
def static_init(game,position,velocity,angularVelocity,sprite,ttl):
self = FlyingGuitar()
game.addEntity(self)
self.ttl = ttl
self.position = position
self.velocity = velocity
self.angularVelocity = angularVelocity
game.scheduleAfter(self.ttl, self.changeDirection)
self.sprite = sprite
self.spriteAnchor = 'center'
# self.scale = (self.radius/16.0)
return self
def changeDirection(self):
vx,vy = self.velocity
self.velocity = (-vx,vy)
self.angularVelocity = - self.angularVelocity
self.game.scheduleAfter(self.ttl, self.destroy)
GLOBAL_STATE = {'player-left':0,'player-right':0,'round':1}
PLAYER_VARIANTS = [HarukoFighter,NaotaFighter]
PLAYER_DEFAULTS = {'player-left': NaotaFighter, 'player-right': HarukoFighter}
PLAYER_CHOICES = {'player-left': NaotaFighter, 'player-right': HarukoFighter}
PLAYER_NEXT = {NaotaFighter: HarukoFighter, HarukoFighter: NaotaFighter}
music.Play("rc/snd/music/fourth.ogg")
GAME_CONSOLE.visible = False