Esempio n. 1
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    def __init__(self, data, frame_name):
        self.name = frame_name
        self.image_file = data['image_file']
        self.image = data['image']

        anchor = data.get('anchor')
        if anchor:
            self.anchor = Vector2(anchor['x'], anchor['y'])
        else:
            self.anchor = Vector2(0, 0)

        rect = data.get('rect')
        if rect:
            self.rect = Rect(rect['x'], rect['y'], rect['width'],
                             rect['height'])
        else:
            self.rect = Rect(0, 0, self.image.width, self.image.height)

        attack_box = data.get('attack_box')
        if attack_box:
            if attack_box['width'] < 0:
                attack_box['x'] += attack_box['width']
                attack_box['width'] = -attack_box['width']
            if attack_box['height'] < 0:
                attack_box['y'] += attack_box['height']
                attack_box['height'] = -attack_box['height']

            self.attack_box = Rect(attack_box['x'], attack_box['y'],
                                   attack_box['width'], attack_box['height'])
        else:
            self.attack_box = None

        hit_box = data.get('hit_box')
        if hit_box:
            if hit_box['width'] < 0:
                hit_box['x'] += hit_box['width']
                hit_box['width'] = -hit_box['width']
            if hit_box['height'] < 0:
                hit_box['y'] += hit_box['height']
                hit_box['height'] = -hit_box['height']

            self.hit_box = Rect(hit_box['x'], hit_box['y'], hit_box['width'],
                                hit_box['height'])
        else:
            self.hit_box = Rect(0, 0, 0, 0)
Esempio n. 2
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 def __init__(self, filename):
     self._tmx_data = pytmx.TiledMap(filename,
                                     invert_y=True,
                                     image_loader=self._image_loader)
     self._size = self._tmx_data.width * self._tmx_data.tilewidth, self._tmx_data.height * self._tmx_data.tileheight
     self._layer_offsets = [
         Vector2(0, 0) for _ in range(0, len(self._tmx_data.layers))
     ]
     self._drawable = QuadDrawable()
Esempio n. 3
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 def update(self, game_speed, axis):
     if axis > 0:
         self.side_trail.size = self.side_trail_dimensions
         self.side_trail.pos = PHYSICS_SCALE * (
             self._ship._physicsShip.body.transform *
             (self.offset_x / PHYSICS_SCALE, self.offset_y / PHYSICS_SCALE))
         self.side_trail.angle = self.offset_angle + self._ship._quad.angle
     else:
         self.side_trail.size = Vector2(0, 0)
Esempio n. 4
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    def draw_char(self, screen, font_size, char, x, y, scale=1):
        font = self._font_faces[font_size]
        c = font.get_char(char)
        s = self._character_program

        self._quad.texture = self._page_textures[font_size][c.page_index]
        self._quad.size = Vector2(c.width, c.height) * scale
        self._quad.pos = Vector2(x, y + c.offset_y * scale)
        self._quad.shader = s
        s.bind()
        s.set_uniform_matrix4('projection', screen.projection_matrix.m)
        s.set_uniform_2f('area_pos', c.x / font.page_width,
                         c.y / font.page_height)
        s.set_uniform_2f('area_size', c.width / font.page_width,
                         c.height / font.page_height)
        self._quad.draw(screen)

        return c.advance_x
Esempio n. 5
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    def __init__(self, ship, offset_x, offset_y):
        self._isBoosting = False
        self._ship = ship
        self.offset_x = offset_x
        self.offset_y = offset_y

        self.engine_trail_dimensions = Vector2(130 * self._ship.size,
                                               344 * self._ship.size)
        self.engine_trail = QuadDrawable(0, 0, self.engine_trail_dimensions.x,
                                         self.engine_trail_dimensions.y)
        self.engine_trail.texture = Texture.load_from_file(
            'resources/images/ship/trail.png')
        # Don't ask why 173...
        self.engine_trail.anchor = Vector2(65 * self._ship.size,
                                           173 * self._ship.size)
        self.engine_trail.shader = ShaderProgram.from_files(
            vert_file='resources/shaders/base.vert',
            frag_file='resources/shaders/rgba.frag')

        self.update(0, 0, False)
Esempio n. 6
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    def generate_asteroid(self):
        # Picks a random movement direction
        direction = Vector2()
        angle = random.random() * math.pi * 2
        direction.x = math.cos(angle)
        direction.y = math.sin(angle)

        # Places the asteroid outside of the screen
        position = Vector2()
        position.x = SCREEN_WIDTH / 2 + direction.x * (SCREEN_WIDTH / 1.5)
        position.y = SCREEN_HEIGHT / 2 + direction.y * (SCREEN_HEIGHT / 1.5)

        speed = -Vector2(direction.x, direction.y) * 1000 * random.random()
        torque = 1 * random.random()
        asteroid = Asteroid(self,
                            position.x,
                            position.y,
                            speed=speed,
                            torque=torque)
        self.asteroids.append(asteroid)
Esempio n. 7
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 def update(self, game_speed, trigger_intensity, boost):
     self._isBoosting = boost
     """`trigger_intensity` is a number from 0 to 1 representing how much a player is
     pressing the controller's right trigger.
     """
     self.engine_trail.size = self.engine_trail_dimensions * (
         1 if boost else trigger_intensity)
     self.engine_trail.pos = Vector2(
         self._ship._quad.pos.x + self.offset_x,
         self._ship._quad.pos.y + self.offset_y,
     )
     self.engine_trail.angle = self._ship._quad._angle
Esempio n. 8
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 def update(self, screen):
     pos = self._physics.body.position
     if pos.x < 0 or pos.x > self._world.bounds.w / PHYSICS_SCALE or \
                     pos.y < 0 or pos.y > self._world.bounds.h / PHYSICS_SCALE:
         # Bullet is outside the screen
         self.remove_bullet()
     else:
         # Update the position of the bullet
         pos *= PHYSICS_SCALE
         self._quad.pos = Vector2(pos[0], pos[1])
         self._quad.angle = self._physics.body.angle
         pos /= PHYSICS_SCALE
Esempio n. 9
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    def __init__(
            self,
            world,
            bullet_mgr,
            controllers,
            x,
            y,
            z=0,
            angle=0,
            color='standard',
    ):
        super().__init__(world, x, y, z)
        self.world = world

        self._dim = Vector2(130 * SCALE, 344 * SCALE)
        self._angle = angle
        self._physicsShip = PhysicsShip(
            self,
            world.physicsWorld,
            x / config.PHYSICS_SCALE,
            y / config.PHYSICS_SCALE,
            angle=angle,
        )

        # Used by ship components to scale themselves
        self.size = SCALE

        self._quad = QuadDrawable(0, 0, self._dim.x, self._dim.y)
        self._quad.pos = self._position
        self._quad.anchor = self._dim.__div__(2.0)

        texture_file = SHIP_TEXTURES.get(color, SHIP_TEXTURES['standard'])
        self._quad.texture = Texture.load_from_file(texture_file)
        self._quad.shader = ShaderProgram.from_files(vert_file='resources/shaders/base.vert', frag_file='resources/shaders/rgba.frag')

        self.controllers = controllers
        self.pilotController = controllers[0] if len(controllers) else None
        self.shieldController = controllers[1] if len(controllers) > 1 else None
        self.turretController = controllers[2] if len(controllers) > 2 else None

        self.shields = [
            Shield(self, world),
            Shield(self, world),
        ]

        self.turret_right = Turret(self, bullet_mgr, offset_x=-59 * SCALE, offset_y=2 * SCALE)
        self.turret_left = Turret(self, bullet_mgr, offset_x=59 * SCALE, offset_y=2 * SCALE)

        self.ship_state = ShipState(self)

        self.trail = Trail(self, 0, 0)
        self.side_trail_left = SideTrail(self, 28 * SCALE, 40 * SCALE, -45)
        self.side_trail_right = SideTrail(self, -25 * SCALE, 40 * SCALE, 225)
Esempio n. 10
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    def draw(self, screen):
        if self._frame is None:
            return

        self._drawable.pos = Vector2(
            self._x, self._y)  # - camera.offset.x, self._y - camera.offset.y)
        self._drawable.draw(screen)

        # DEBUG boxes
        if Sprite.DEBUG:
            # TODO: !!!
            pass
Esempio n. 11
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    def __init__(self, width, height, cloud_list):
        start_x = random.randint(0, width)
        start_y = random.randint(0, height)
        cloud_number = random.randint(0, len(cloud_list))

        self.pos = Vector2(start_x, start_y)
        self.speed_x = (random.random() - 0.5) / 10
        self.speed_y = (random.random() - 0.5) / 10

        self.quad = None
        size = calculate_size(width, height)
        create_cloud_quad(self, size, cloud_list, cloud_number)
Esempio n. 12
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    def update(self, game_speed):
        self.stage.update(game_speed)
        for e in self.asteroids:
            e.update(game_speed)
        for e in self.entities:
            e.update(game_speed)

        should_gen_asteroid = random.randint(0, 10000)
        if should_gen_asteroid < 10:
            self.generate_person()
        elif should_gen_asteroid < 20:
            self.generate_derelict()
        elif should_gen_asteroid < 100:
            self.generate_asteroid()

        self.check_asteroids()

        # Check position of physical objects
        for e in self.entities:
            if not isinstance(e, Ship):
                continue

            pos = e._physicsShip.body.position
            force_dir = Vector2()
            if pos.x < 0:
                force_dir = Vector2(1, 0)
            elif pos.x > self.bounds.w / PHYSICS_SCALE:
                force_dir = Vector2(-1, 0)
            elif pos.y < 0:
                force_dir = Vector2(0, 1)
            elif pos.y > self.bounds.h / PHYSICS_SCALE:
                force_dir = Vector2(0, -1)

            intensity = 100
            force_dir *= intensity
            force_apply_pos = e._physicsShip.body.GetWorldPoint(
                localPoint=(0.0, 0.0))
            e._physicsShip.body.ApplyLinearImpulse((force_dir.x, force_dir.y),
                                                   force_apply_pos, True)
Esempio n. 13
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    def generate_asteroid(self):
        # Picks a random movement direction
        direction = Vector2()
        angle = random.random() * math.pi * 2
        direction.x = math.cos(angle)
        direction.y = math.sin(angle)

        # Places the asteroid outside of the screen
        position = Vector2()
        position.x = SCREEN_WIDTH / 2 + direction.x * (SCREEN_WIDTH / 1.5)
        position.y = SCREEN_HEIGHT / 2 + direction.y * (SCREEN_HEIGHT / 1.5)

        assets = [
            'resources/images/asteroides/asteroid_01.png',
            'resources/images/asteroides/asteroid_02.png',
            'resources/images/asteroides/asteroid_03.png',
            'resources/images/asteroides/asteroid_04.png',
            'resources/images/asteroides/asteroid_05.png',
            'resources/images/asteroides/asteroid_06.png',
            'resources/images/asteroides/asteroid_07.png',
            'resources/images/asteroides/asteroid_08.png',
            'resources/images/asteroides/asteroid_09.png',
            'resources/images/asteroides/asteroid_10.png',
            'resources/images/asteroides/asteroid_11.png',
            'resources/images/asteroides/asteroid_12.png',
            'resources/images/asteroides/asteroid_13.png',
            'resources/images/asteroides/asteroid_14.png',
        ]

        speed = -Vector2(direction.x, direction.y) * 500 * random.random()
        torque = 1 * random.random()
        asteroid = Asteroid(self,
                            position.x,
                            position.y,
                            speed=speed,
                            torque=torque,
                            asset=assets[random.randint(0,
                                                        len(assets) - 1)])
        self.asteroids.append(asteroid)
Esempio n. 14
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    def __init__(self, begin_x, begin_y, width, height, planet_list):
        start_x = begin_x + width / 8 + random.randint(-width / 4, width / 4)
        start_y = begin_y + height / 8 + random.randint(
            -height / 4, height / 4)
        planet_number = random.randint(0, len(planet_list))
        self.pos = Vector2(start_x, start_y)
        self.speed_x = (random.random() - 0.5) / 100
        self.speed_y = (random.random() - 0.5) / 100
        self.rotation_speed = (random.random() - 0.5) / 800

        self.quad = None
        size = calculate_size(width, height)
        create_planet_quad(self, size, planet_list, planet_number)
Esempio n. 15
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 def __init__(self, bullet_mgr, world):
     super().__init__(world, 0, 0, 0)
     # The visual representation of the bullet.
     self.owner = None
     self._world = world
     self._quad = QuadDrawable()
     self._quad.texture = Texture.load_from_file(
         'resources/images/bullet.png')
     self._quad.size = Vector2(self._quad.texture.width,
                               self._quad.texture.height)
     self._quad.anchor_to_center()
     # Attach physics only in the initialize method
     self.bullet_radius = min(self._quad.size.x,
                              self._quad.size.y) / PHYSICS_SCALE / 2
     self._angle = None
     self.bullet_mgr = bullet_mgr
Esempio n. 16
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    def destroy_ship(self):
        pos = self._physicsShip.body.position * config.PHYSICS_SCALE
        x, y = pos

        self.world.asteroids.append(Asteroid(
            self.world,
            x, y - 30,
            Vector2(random() * 30 - 15, random() * -100),
               random() * 3.0,
            'resources/images/derelict/part_01.png', config.SHIP_SCALE
        ))
        self.world.asteroids.append(Asteroid(
            self.world,
            x + 30, y + 30,
            Vector2(random() * 60 + 30, random() * 60 + 30),
            random() * 3.0,
            'resources/images/derelict/part_02.png', config.SHIP_SCALE
        ))
        self.world.asteroids.append(Asteroid(
            self.world,
            x - 30, y + 30,
            Vector2(random() * -60 - 30, random() * 60 + 30),
            random() * 3.0,
            'resources/images/derelict/part_03.png', config.SHIP_SCALE
        ))

        self.world.asteroids.append(Asteroid(
            self.world,
            x, y - 30,
            Vector2(random() * 3.0 - 1.5, random() * -10),
               random() * 3.0,
            'resources/images/people/pilot.png', config.SHIP_SCALE
        ))
        self.world.asteroids.append(Asteroid(
            self.world,
            x + 30, y + 30,
            Vector2(random() * 6.0 + 3.0, random() * 6.0 + 3.0),
            random() * 3.0,
            'resources/images/people/gunner.png', config.SHIP_SCALE
        ))
        self.world.asteroids.append(Asteroid(
            self.world,
            x - 30, y + 30,
            Vector2(random() * -6.0 - 3.0, random() * 6.0 + 3.0),
            random() * 3.0,
            'resources/images/people/technician.png', config.SHIP_SCALE
        ))
Esempio n. 17
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    def __init__(self, frames_store):
        self._frames_store = frames_store
        self._x = 0
        self._y = 0
        self._flags = 0
        self._angle = 0
        self._scale = Vector2(1, 1)

        # Collision detection
        self._attack_box = None
        self._hit_box = None

        # Frames and animations
        self._frame = None
        self._animation = None
        self._animation_name = None
        self._animation_frame_index = None
        self._animation_frame_delay = 0
        self._animation_speed = 1
        self._animating = False

        # Drawing
        self._drawable = QuadDrawable()
Esempio n. 18
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    def _set_animation_frame(self, frame_index):
        self._animation = self._frames_store.get_animation(
            self._animation_name)
        self._animation_frame_index = frame_index
        self.animation_frame = self._animation.frames[
            self._animation_frame_index]
        new_frame = self._animation.frames[frame_index]
        self._animation_frame_delay = new_frame.delay
        self._frame = self._frames_store.get_frame(new_frame.frame_name)

        # Override animation flip if the frame is also flipped
        flags = self._flags
        if self.animation_frame.flip_x:
            flags |= FramesStore.FLAG_FLIP_X
        if self.animation_frame.flip_y:
            flags |= FramesStore.FLAG_FLIP_Y

        # Updates the drawable
        self._drawable.texture = self._frame.image
        self._drawable.scale = Vector2(self._frame.rect.w,
                                       self._frame.rect.h).dot(self._scale)
        self._drawable.anchor = self._frame.anchor.dot(self._scale)
        self._drawable.flip_x = (flags & FramesStore.FLAG_FLIP_X > 0)
        self._drawable.flip_y = (flags & FramesStore.FLAG_FLIP_Y > 0)
Esempio n. 19
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    def __init__(self, x=0.0, y=0.0, scale_x=1, scale_y=1, angle=0):
        super().__init__(x=x,
                         y=y,
                         scale_x=scale_x,
                         scale_y=scale_y,
                         angle=angle)
        self._anchor = Vector2(0, 0)
        self._m_anchor = Matrix4()

        self._vao = glGenVertexArrays(1)
        glBindVertexArray(self._vao)

        # Vertices
        self._vbo = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self._vbo)
        self._vertices = np.array([0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0],
                                  dtype=np.float32)
        glBufferData(GL_ARRAY_BUFFER, self._vertices.nbytes, self._vertices,
                     GL_STATIC_DRAW)
        glEnableVertexAttribArray(0)
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, None)

        # Texture coordinates
        self._vbo_uvs = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self._vbo_uvs)
        self._texture_coords = np.array([0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0],
                                        dtype=np.float32)
        glBufferData(GL_ARRAY_BUFFER, self._texture_coords.nbytes,
                     self._texture_coords, GL_STATIC_DRAW)
        glEnableVertexAttribArray(1)
        glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, None)

        glBindVertexArray(0)
        if self._default_shader is None:
            self._setup_default_shader()
        self.shader = self._default_shader
Esempio n. 20
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    sdl2.ext.line(surface, color, (x1, y1, x2, y2))


def draw_rect(surface, x, y, width, height):
    color = sdl2.ext.Color(255, 0, 0)
    sdl2.ext.fill(surface, color,
                  ((x - width / 2) * 10,
                   (y - height / 2) * 10, width * 10, height * 10))


contact_listener = ContactListener()
physicsWorld = b2World(gravity=(0, 0), contactListener=contact_listener)

pShip = PhysicsShip(object(), physicsWorld, 50, 50)
pShip2 = PhysicsShip(object(), physicsWorld, 80, 80)
pShield = PhysicsShield(object(), physicsWorld, Vector2(60, 60), 20)
# pBullet = PhysicsBullet(object(), physicsWorld, 10, 20, 8, 13)
pAsteroid = PhysicsAsteroid(object(), physicsWorld, 100, 100)

sdl2.ext.init()
window = sdl2.ext.Window("2D drawing primitives", size=(1920, 1080))
window.show()

windowsurface = window.get_surface()


def draw_polygon(screen, body, polygon):
    vertices = [(body.transform * v) * 10 for v in polygon.vertices]
    vertices = [(v[0], 1080 - v[1]) for v in vertices]
    for i in range(0, len(vertices)):
        draw_line(screen, int(vertices[i][0]), int(vertices[i][1]),
Esempio n. 21
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 def __init__(self, width, height):
     super().__init__(width, height)
     texture = Texture.load_from_file('resources/images/logo.png')
     self._logo = QuadDrawable(0, 0, texture.width, texture.height)
     self._logo.anchor = Vector2(texture.width / 2, texture.height / 2)
     self._logo.texture = texture
Esempio n. 22
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 def __init__(self, world, x, y, z=0):
     self._world = world
     self._position = Vector2(x, y)
     self._z = z
     self.should_be_removed = False
Esempio n. 23
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 def __init__(self):
     self._size = Vector2()
     self.texture_id = 0
Esempio n. 24
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import logging

from mgl2d.app import App
from mgl2d.graphics.quad_drawable import QuadDrawable
from mgl2d.graphics.screen import Screen
from mgl2d.graphics.texture import Texture
from mgl2d.math.vector2 import Vector2

logging.basicConfig(level=logging.INFO)

app = App()
screen = Screen(800, 600, 'Quad drawable')
screen.print_info()

# Textured quad centered
quad = QuadDrawable(400, 300, 200, 200)
quad.texture = Texture.load_from_file('data/texture.png')
quad.anchor = Vector2(100, 100)


def draw_frame(screen):
    quad.draw(screen)


def update_frame(delta_ms):
    quad.angle += 0.1
    pass


app.run(screen, draw_frame, update_frame)
Esempio n. 25
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 def scale_from_texture(self):
     self.scale = Vector2(self._texture.width, self._texture.height)
Esempio n. 26
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    def update(self, game_speed):
        self._physicsShip.update_forces(self.pilotController)
        for c in self.controllers:
            c.update()
            # if c.is_button_pressed(GameController.BUTTON_DIR_PAD_UP):
            #     if self.turretController == c:
            #         self.turretController = None
            #     if self.shieldController == c:
            #         self.shieldController = None
            #     self.pilotController = c
            # elif c.is_button_pressed(GameController.BUTTON_DIR_PAD_DOWN):
            #     if self.pilotController == c:
            #         self.pilotController = None
            #     if self.shieldController == c:
            #         self.shieldController = None
            #     self.turretController = c
            # elif c.is_button_pressed(GameController.BUTTON_DIR_PAD_LEFT):
            #     if self.turretController == c:
            #         self.turretController = None
            #     if self.pilotController == c:
            #         self.pilotController = None
            #     self.shieldController = c

        if self.pilotController and self.ship_state.state == ShipState.LIVE:
            boost = self.pilotController.is_button_down(GameController.BUTTON_A)

            trigger_intensity = self.pilotController.get_axis(GameController.AXIS_TRIGGER_RIGHT) or 0.0
            self.trail.update(game_speed, trigger_intensity, boost)

            axis_intensity = self.pilotController.get_axis(GameController.AXIS_LEFT_X) or 0.0
            self.side_trail_left.update(game_speed, axis_intensity)
            self.side_trail_right.update(game_speed, -axis_intensity)

        if self.shieldController and self.ship_state.state == ShipState.LIVE:
            shield0_input_values = (
                self.shieldController.get_axis(GameController.AXIS_LEFT_X) or 0.0,
                self.shieldController.get_axis(GameController.AXIS_LEFT_Y) or 0.0, 0.0,
            )
            shield1_input_values = (
                self.shieldController.get_axis(GameController.AXIS_RIGHT_X) or 0.0,
                self.shieldController.get_axis(GameController.AXIS_RIGHT_Y) or 0.0, 0.0,
            )
        else:
            shield0_input_values = (0.0, 0.0, 0.0)
            shield1_input_values = (0.0, 0.0, 0.0)

        self.shields[0].update(game_speed, shield0_input_values)
        self.shields[1].update(game_speed, shield1_input_values)

        if self.turretController and self.ship_state.state == ShipState.LIVE:
            turret_left_x, turret_left_y = (
                self.turretController.get_axis(GameController.AXIS_LEFT_X) or 0.0,
                self.turretController.get_axis(GameController.AXIS_LEFT_Y) or 0.0,
            )
            turret_right_x, turret_right_y = (
                self.turretController.get_axis(GameController.AXIS_RIGHT_X) or 0.0,
                self.turretController.get_axis(GameController.AXIS_RIGHT_Y) or 0.0,
            )

            threshold = 0.2
            turret_left_fire = (self.turretController.get_axis(GameController.AXIS_TRIGGER_LEFT) or 0.0) > threshold
            turret_right_fire = (self.turretController.get_axis(GameController.AXIS_TRIGGER_RIGHT) or 0.0) > threshold

        else:
            turret_left_x, turret_left_y = (0, 0)
            turret_right_x, turret_right_y = (0, 0)
            turret_left_fire = turret_right_fire = False

        self.turret_left.update(
            game_speed,
            turret_left_x,
            turret_left_y,
            turret_left_fire,
            is_right_wing=False,
        )
        self.turret_right.update(
            game_speed,
            turret_right_x,
            turret_right_y,
            turret_right_fire,
            is_right_wing=True,
        )

        self._angle = self._physicsShip.body.angle + math.pi
        pos = self._physicsShip.body.position * config.PHYSICS_SCALE
        self._position = Vector2(pos[0], pos[1])
        self._quad.pos = self._position
        self._quad.angle = self._angle

        self.ship_state.update(
            time_passed_ms=(game_speed * config.GAME_FRAME_MS),
        )
Esempio n. 27
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 def update(self, screen):
     self.quadm.size = Vector2(self.quadm.scale.x, self.quadm.scale.y * 0.9)
     if self.quadm.scale.x < 0.01:
         self.should_be_removed = True
         self.quadm.size = Vector2(0, 0)
Esempio n. 28
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        quad = QuadDrawable(100 + x * 200,
                            100 + y * 200,
                            size_x=120,
                            size_y=120)
        quad.texture = Texture.load_from_file('data/texture.png')
        quad.anchor_to_center()
        quads.append(quad)

# Flipped horizontally
quads[1].flip_x = True
# Flipped vertically
quads[2].flip_y = True
# Flipped in both directions
quads[3].flip_x = quads[3].flip_y = True
# Scaled smaller
quads[4].scale = Vector2(0.8, 0.8)
# Scaled bigger
quads[5].scale = Vector2(1.2, 1.2)
# Rotated 45 degrees
quads[6].angle = math.pi / 4
# Rotated 22 degrees and scaled to 50%
quads[7].angle = math.pi / 8
quads[7].scale = Vector2(0.8, 0.8)
# Stretched
quads[8].scale = Vector2(0.5, 1.2)


def draw_frame(screen):
    for q in quads:
        q.draw(screen)
Esempio n. 29
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import math

from Box2D import b2Vec2
from mgl2d.graphics.quad_drawable import QuadDrawable
from mgl2d.graphics.shader_program import ShaderProgram
from mgl2d.graphics.texture import Texture
from mgl2d.math.vector2 import Vector2

import config
from config import PHYSICS_SCALE
from game.entities.shield_state import ShieldState
from game.entity import Entity
from physics.physics_shield import PhysicsShield

SHIP_SIZE = Vector2(109, 156)
HALF_ARC_DEGREES = 40
INERTIA = True


class Shield(Entity):
    def __init__(self, ship, world):
        super().__init__(ship._world, 0, 0)
        self._ship = ship

        self._quad = QuadDrawable(0, 0, 0, 0)
        self._quad.texture = Texture.load_from_file(
            'resources/images/shield_arc.png')
        self._quad.shader = ShaderProgram.from_files(
            vert_file='resources/shaders/base.vert',
            frag_file='resources/shaders/rgba.frag')
        self._quad.size = Vector2(self._quad.texture.width,
Esempio n. 30
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 def update(self, game_speed):
     super().update(game_speed)
     self._logo.pos = Vector2(self.width / 2, self.height / 2)