Esempio n. 1
0
class Dynamite(Object):
    ANIMATION_FRAME_COUNT = 3
    ANIMATION_FRAME_TIME = 0.25  # in seconds
    texture = None
    stageManager = None
    range = 0
    explosionTime = 0.

    def __init__(self, tilePos):
        Object.__init__(self, tilePos * Dynamite.stageManager.stage.tileSize, Dynamite.texture)
        self.currTime = Dynamite.explosionTime
        self.tilePos = tilePos
        self.exploded = False

        animationInfo = AnimationInfo()
        animationInfo.firstFrameRect = Rectangle((0, 0), (self.stageManager.stage.tileSize.x,
                                                          self.stageManager.stage.tileSize.y))
        animationInfo.frameCount = Dynamite.ANIMATION_FRAME_COUNT
        animationInfo.frameTime = Dynamite.ANIMATION_FRAME_TIME
        animationInfo.frameSize = self.stageManager.stage.tileSize
        animationInfo.sprite = self.sprite

        self.animation = Animation(animationInfo).start()

    def update(self, deltaTime):
        self.animation.update(deltaTime)
        self.currTime -= deltaTime
        self.exploded = self.currTime <= 0.
        if self.exploded:
            self.stageManager.clearDynamite(self)
            self.stageManager.addExplosion(Explosion(self.tilePos, Dynamite.range))
Esempio n. 2
0
class Explosion(Object):
    texture = None
    stage = None

    def __init__(self, centerTilePos, radiusInTile):
        Object.__init__(self, centerTilePos * self.stage.tileSize, Explosion.texture)
        self.spritesPos = [[], [], [], []]
        self.tilesPos = []
        self.sideSprites = (sf.Sprite, sf.Sprite)
        self.currTime = 0.
        self.over = False

        row = lambda tilePos, offSet: (tilePos.x +
                                       tilePos.y *
                                       self.stage.tilesCount.x +
                                       offSet)
        column = lambda tilePos, offSet: (tilePos.x +
                                          (tilePos.y + offSet) *
                                          self.stage.tilesCount.x)

        isObstacle = lambda tile: utils.checkBit(tile.bits, Tile.Obstacle) == 1

        spritePos = lambda tilePos: tilePos * self.stage.tileSize

        tileOffSet = 1
        while radiusInTile >= tileOffSet and not isObstacle(self.stage.tiles[row(centerTilePos, tileOffSet)]):
            self.spritesPos[0].append(spritePos(sf.Vector2(centerTilePos.x + tileOffSet,
                                                        centerTilePos.y)))
            tileOffSet += 1

        animationInfo = AnimationInfo()
        animationInfo.firstFrameRect = sf.Rectangle((0, 0), (48, 48))
        animationInfo.sprite = self.sprite
        animationInfo.frameSize = 48
        animationInfo.frameTime = 0.1
        animationInfo.frameCount = 3

        self.centerAnimation = Animation(animationInfo).start()

    def update(self, deltaTime):
        self.centerAnimation.update(deltaTime)
        self.currTime += deltaTime
        self.over = self.currTime >= 0.3

    def draw(self, target, states):
        states.transform *= self.transform
        target.draw(self.sprite, states)