Esempio n. 1
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    def __init__(self, uid: str, width, height, world_width: int,
                 world_height: int, start_pos):
        super().__init__(uid, width, height)

        keyl = runners.KeyListener()
        # adding pause button
        keyl.add_key(key=32, func=func.toggle_pause)
        # restart on F10
        keyl.add_key(key=299, func=func.restart)
        self.add_runner(keyl)

        # self.keyl.addKey(key=264, func = checkWarp)

        main = Entity(tag='main')
        #main.camera = camera.OrthoCamera(world_width=world_width * vars.tile_size,
        #                                 world_height=world_height * vars.tile_size,
        #                                 cam_width=width, cam_height=height, viewport=[0, 0, width, height],
        #                                 tag='maincam')
        main.camera = camera.PerspectiveCamera(viewport=[0, 0, width, height],
                                               tag='maincam')
        main.camera.pos = (0, 1, 0)
        self.main = main
        self.add(main)

        # create the collision engine
        ce = runners.CollisionEngine(85, 85)
        self.add_runner(ce)

        self.add_runner(runners.Scheduler())

        self.dw = runners.DynamicWorld(256, 256, 'maincam')
        self.add_runner(self.dw)

        diag = Entity(tag='diag')
        diag.camera = camera.OrthoCamera(world_width=width,
                                         world_height=height,
                                         cam_width=width,
                                         cam_height=height,
                                         viewport=[0, 0, width, height],
                                         tag='diagcam')

        fps_count = Text('main',
                         8,
                         '0', [255, 255, 255, 255],
                         align=TextAlignment.top_left,
                         tag='fps',
                         pos=(0, 256, 2))
        fps_count.add_component(comp.FPSCounter())
        diag.add(fps_count)

        self.add(diag)
        e = Entity()
        e.add_component(Road())
        e.add_component(comp.KeyInput())
        main.add(e)
Esempio n. 2
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    def create_player(self):
        pos_x = 200
        pos_y = 200

        tag = PlayerObject()

        position = PositionComponent(pos_x, pos_y)
        velocity = VelocityComponent()
        health = HealthComponent()
        canfly = FlyingComponent()

        sprite = SpriteComponent((20, 20), pg.Color("blue"))

        player = Entity(self)
        player.add_component("sprite", sprite)
        player.image = player.components["sprite"].image
        player.rect = player.components["sprite"].image.get_rect()
        player.add_component("position", position)
        player.add_component("velocity", velocity)
        player.add_component("health", health)
        player.add_component("player", tag)
        player.add_component("can_fly", canfly)

        self.entities.add(player)
Esempio n. 3
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    def create_player(self):
        pos_x = 200
        pos_y = 200

        tag = PlayerObject()

        position = PositionComponent(pos_x, pos_y)
        velocity = VelocityComponent()
        health = HealthComponent()
        canfly = FlyingComponent()

        sprite = SpriteComponent((20, 20), pg.Color("blue"))

        player = Entity(self)
        player.add_component("sprite", sprite)
        player.image = player.components["sprite"].image
        player.rect = player.components["sprite"].image.get_rect()
        player.add_component("position", position)
        player.add_component("velocity", velocity)
        player.add_component("health", health)
        player.add_component("player", tag)
        player.add_component("can_fly", canfly)

        self.entities.add(player)
Esempio n. 4
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    def create_enemy(self):
        pos_x = random.randint(1, 700)
        pos_y = random.randint(100, 400)
        position = PositionComponent(pos_x, pos_y)
        velocity = VelocityComponent()
        health = HealthComponent()

        sprite = SpriteComponent((10, 10), pg.Color("red"))

        enemy = Entity(self)
        enemy.add_component("sprite", sprite)

        enemy.image = enemy.components["sprite"].image
        enemy.rect = enemy.components["sprite"].image.get_rect()
        enemy.add_component("position", position)

        enemy.add_component("velocity", velocity)
        enemy.add_component("health", health)
        self.entities.add(enemy)
Esempio n. 5
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    def create_enemy(self):
        pos_x = random.randint(1, 700)
        pos_y = random.randint(100, 400)
        position = PositionComponent(pos_x, pos_y)
        velocity = VelocityComponent()
        health = HealthComponent()

        sprite = SpriteComponent((10, 10), pg.Color("red"))

        enemy = Entity(self)
        enemy.add_component("sprite", sprite)


        enemy.image = enemy.components["sprite"].image
        enemy.rect = enemy.components["sprite"].image.get_rect()
        enemy.add_component("position", position)

        enemy.add_component("velocity", velocity)
        enemy.add_component("health", health)
        self.entities.add(enemy)
Esempio n. 6
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    def create_entity(self,
                      entity_type,
                      pos=[0, 0],
                      rot=0,
                      vel=[0, 0],
                      avel=0,
                      radius=0,
                      player_id=-1):
        """Create an entity of a specific type and with specific settings"""

        try:
            e = self.unused_entities.pop()
            self.log('Reusing entity')
            e.initialize(pos, rot, vel, avel, radius, self.dispatch.get_id(),
                         entity_type)
        except IndexError:
            self.log('No unused entities free, creating a new one')
            e = Entity(pos, rot, vel, avel, radius, self.dispatch.get_id(),
                       entity_type)

        # Construct some of the data we'll send to clients about this new entity
        msg_content = [(MSGCONTENT.ENTITY_ID, e.entity_id),
                       (MSGCONTENT.ENTITY_TYPE, e.entity_type),
                       (MSGCONTENT.X_POS, e.position[0]),
                       (MSGCONTENT.Y_POS, e.position[1]),
                       (MSGCONTENT.ROTATION, e.rotation)]

        # Asteroids
        if (entity_type == GAME.ENTITY_ASTEROID_BIG
                or entity_type == GAME.ENTITY_ASTEROID_MED
                or entity_type == GAME.ENTITY_ASTEROID_SMALL):
            if entity_type == GAME.ENTITY_ASTEROID_BIG:
                # These radii are roughly half the width/height of the sprite that represents
                #   the entity
                e.radius = 58

            elif entity_type == GAME.ENTITY_ASTEROID_MED:
                e.radius = 21

            elif entity_type == GAME.ENTITY_ASTEROID_SMALL:
                e.radius = 14
            e.add_component(components.AsteroidComponent())
            self.asteroids.append(e)

        # Bullets fired from a ship
        elif entity_type == GAME.ENTITY_BULLET:
            e.add_component(components.BulletComponent())
            e.radius = 5
            e.lifetime = 1
            # player_id_and_addr = self.dispatch.concat_id_and_addr(player_id, player_addr)
            self.bullets[player_id].append(e)

        # Explosion that spawns after an asteroid or the player blows up
        elif entity_type == GAME.ENTITY_EXPLOSION:
            e.add_component(components.ExplosionComponent(0.5))

        # Player ship
        elif entity_type == GAME.ENTITY_PLAYERSHIP:
            e.add_component(components.PlayerComponent())
            e.radius = 30
            msg_content.append((MSGCONTENT.PLAYER_ID, player_id))

        e.player_id = player_id
        e.visible = True
        e.active = True
        self.entities[e.entity_id] = e
        self.send_global_msg(MESSAGES.CREATE_ENTITY, *msg_content)
        return e
Esempio n. 7
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    def add_entities(self):
        base_stats = Stats("stats", 100, 80, 5, 6, 7, 10)
        monster_stats = Stats("stats", 50, 50, 3, 5, 5, 5)
        player_x, player_y = self.world.empty_location(0)
        player = Entity(player_x,
                        player_y, 0,
                        '@', "player")
        player.add_component(MovementController("controller"))
        player.add_component(PlayerAi("ai"))
        player.add_component(copy.deepcopy(base_stats))
        player.add_component(FovComponent("fov"))
        player.add_component(AttackComponent("attack", 15))
        player.add_component(DestructibleComponent("destructible",
                                                   8))
        player.add_component(Inventory("inventory", 10))
        self.world.add_entity(player, is_player=True)
        # must be done in this order!
        player.get_component("fov").initialize()

        monster_count = 4
        for x in xrange(0, monster_count):
            m = Entity(random.randint(0, self.game.screen_width),
                       random.randint(0, self.game.screen_height),
                       0, 'm', 'monster', lbt.yellow)
            m.add_component(MovementController("controller"))
            m.add_component(SimpleFollowAi("ai"))
            m.add_component(copy.deepcopy(monster_stats))
            m.add_component(AttackComponent("attack", 10))
            m.add_component(DestructibleComponent("destructible",
                                                  10))
            self.world.add_entity(m)
Esempio n. 8
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    def create_test_scene(self):
        self.loader = mesh_loader.MeshLoader(self)
        self.mesh_pool = []
        self.mesh_pool.append(
            self.loader.get_meshs("data/models/objs/cube.obj"))
        self.mesh_pool.append(
            self.loader.get_meshs("data/models/objs/ground_box.obj"))
        #self.mesh_pool.append(self.loader.get_meshs("data/models/iqms/mrfixit/mrfixit.iqm"))

        ent = Entity(self)
        ent.add_component(mesh_renderer.MeshRenderer(self.mesh_pool[0]))
        ent.add_component(mesh_debug_renderer.MeshDebugRenderer())

        b_size = self.mesh_pool[0][0].get_aabb().get_size()
        ent.add_component(
            rigid_body.RigidBody(
                box_collision_shape.BoxCollisionShape(b_size.x, b_size.y,
                                                      b_size.z)))

        self.entities.append(ent)

        ent2 = Entity(self)
        ent2.add_component(mesh_renderer.MeshRenderer(self.mesh_pool[0]))
        ent2.add_component(mesh_debug_renderer.MeshDebugRenderer())

        b_size = self.mesh_pool[0][0].get_aabb().get_size()
        ent2.add_component(
            static_body.StaticBody(
                box_collision_shape.BoxCollisionShape(b_size.x, b_size.y,
                                                      b_size.z)))

        self.entities.append(ent2)

        ent3 = Entity(self)
        ent3.add_component(mesh_renderer.MeshRenderer(self.mesh_pool[1]))
        ent3.add_component(mesh_debug_renderer.MeshDebugRenderer())

        b_size = self.mesh_pool[1][0].get_aabb().get_size()
        ent3.add_component(
            static_body.StaticBody(
                box_collision_shape.BoxCollisionShape(b_size.x, -b_size.y,
                                                      b_size.z)))

        self.entities.append(ent3)

        ent4 = Entity(self)
        ent4.add_component(
            primitive_render.PrimitiveRender(
                DebugShapes.create_box_shape(b_size.x * 0.5, b_size.y,
                                             b_size.z)))

        self.entities.append(ent4)

        #for testing we say the mesh is at the origin for now
        quat = quaternion.Quaternion(vector3.Vector3(0.0, 0.0, -1.0),
                                     3.141 * 0.5).get_axis_quaternion()
        quat = quat * quaternion.Quaternion(vector3.Vector3(0.0, -1.0, 0.0),
                                            3.141 * 0.5).get_axis_quaternion()

        self.t1_position = vector3.Vector3(0.0, 5.0, -10.0)

        self.entities[0].get_transform().set_local_rotation(
            quaternion.Quaternion.from_axis(vector3.Vector3(), 1.0))
        self.entities[0].get_transform().set_local_position(self.t1_position)

        self.entities[1].get_transform().set_local_rotation(
            quat.get_normalized())
        self.entities[1].get_transform().set_local_position(
            vector3.Vector3(5.0, -5.0, -10.0))

        self.entities[0].get_component("MeshRenderer").play_animation(
            "idle", 1.0)
        self.entities[1].get_component("MeshRenderer").play_animation(
            "idle", 1.0)

        self.entities[2].get_transform().set_local_position(
            vector3.Vector3(0.0, -8, 0.0))
        self.entities[2].get_component(
            "MeshRenderer").get_materials()[0].assign_material(
                "mesh_color", [0.5, 0.5, 0.5, 1.0])

        self.entities[3].get_transform().set_local_position(
            vector3.Vector3(0.0, -8, 0.0))