Esempio n. 1
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 def __init__(self, scene, spawn_cell: tuple, *groups):
     super().__init__(
         scene, Cell.WIDTH * spawn_cell[0] + (Cell.WIDTH - self.WIDTH) // 2,
         Cell.HEIGHT * (spawn_cell[1] + 1) - self.HEIGHT, *groups)
     self.speed_y = Float(0)
     self.speed_x = Float(0)
     self.last_x_direction = DirectionX.RIGHT
     self.weapon_index = 0
     self.weapons = [NoneWeapon(self.scene, self), Pistol(self.scene, self)]
     self.set_weapon(self.weapon_index)
     ObjectWithHealth.__init__(self)
 def __init__(self, scene, obj, *groups, offset_y=Properties.OFFSET_Y):
     super().__init__(scene, 0, 0, *groups, render_level=3)
     self.obj = obj
     BarIndicator.__init__(self, Properties.WIDTH, Properties.HEIGHT,
                           BarIndicatorColor(*Properties.BAR_COLOR),
                           Properties.BORDER_SIZE, obj.get_max_health(),
                           obj.get_health())
     self.offset_y = Float(offset_y)
Esempio n. 3
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 def process_logic(self, events):
     if self.is_dead():
         self.scene.game_over()
     for event in events:
         if event.type == pg.KEYDOWN and event.key == pg.K_c:
             self.set_weapon((self.weapon_index + 1) % len(self.weapons))
     pressed = pg.key.get_pressed()
     if pressed[pg.K_a]:
         self.speed_x = -Properties.X_SPEED
     if pressed[pg.K_d]:
         self.speed_x = Properties.X_SPEED
     if pressed[pg.K_SPACE]:
         if self.is_grounded():
             self.speed_y = -sqrt(
                 2 * Gravitation.G * Properties.JUMP_HEIGHT)
     if not self.is_grounded():
         self.speed_y += Gravitation.G
     vector_x = Float(self.speed_x)
     vector_y = Float(self.speed_y)
     self.add_vectors(vector_x, vector_y)
     self.speed_x = Float(self.speed_x)
     self.speed_y = Float(self.speed_y)
     if self.get_y() >= self.scene.height:
         self.damage(self.get_max_health())
     if not self.animation.playing_once:
         if self.speed_x != 0:
             self.last_x_direction = (DirectionX.RIGHT if self.speed_x > 0
                                      else DirectionX.LEFT)
     d = ('left' if self.last_x_direction == DirectionX.LEFT else 'right')
     if self.speed_x != 0:
         if self.speed_x > 0:
             if self.is_grounded():
                 self.animation.set_animation('walk_right')
             else:
                 self.animation.set_animation('jump_right')
         else:
             if self.is_grounded():
                 self.animation.set_animation('walk_left')
             else:
                 self.animation.set_animation('jump_left')
     else:
         self.animation.set_animation('none_' + d)
     self.speed_x = 0
     if pg.mouse.get_pressed(3)[0]:
         self.get_weapon().fire()
Esempio n. 4
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 def is_grounded(self):
     if Float(self.speed_y) != 0:
         return False
     for obj in self.scene.get_objects('can_collide'):
         if obj is self:
             continue
         if self.get_x2() > obj.get_x1() and self.get_x1() < obj.get_x2(
         ) and self.get_y2() == obj.get_y1():
             return True
     return False
Esempio n. 5
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 def update(self):
     inner_pos = self.get_inner_pos()
     if Float(inner_pos[0]) > Float(self.obj.get_x()):
         self.x -= inner_pos[0] - self.obj.get_x()
     elif Float(self.obj.get_x2()) > Float(inner_pos[0] + self.inner_size[0]):
         self.x += self.obj.get_x2() - (inner_pos[0] + self.inner_size[0])
     if Float(inner_pos[1]) > Float(self.obj.get_y()):
         self.y -= inner_pos[1] - self.obj.get_y()
     elif Float(self.obj.get_y2()) > Float(inner_pos[1] + self.inner_size[1]):
         self.y += self.obj.get_y2() - (inner_pos[1] + self.inner_size[1])
     self.x = sorted([0, self.x, self.obj.scene.width - self.width])[1]
     self.y = sorted([0, self.y, self.obj.scene.height - self.height])[1]
Esempio n. 6
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 def can_fire(self):
     if self.remaining == 0:
         return False
     self.update_remaining_time()
     if self.remaining_time > 0:
         return False
     d = self.player.get_last_x_direction()
     if d == DirectionX.LEFT:
         rect = (self.player.get_x1() - self.get_extra_width() - BulletProperties.WIDTH, self.player.get_y1(),
                 self.player.get_x1(), self.player.get_y2())
     else:
         rect = (self.player.get_x2(), self.player.get_y1(),
                 self.player.get_x2() + self.get_extra_width() + BulletProperties.WIDTH, self.player.get_y2())
     if Float(rect[0]) < 0 or Float(rect[2]) > self.scene.get_width() or \
             Float(rect[1]) < 0 or Float(rect[3]) > self.scene.get_height():
         return False
     for obj in self.scene.get_objects('can_collide'):
         if is_intersection(rect, obj.get_rect()):
             return False
     return True
 def update_image(self):
     image = get_surface(self.width, self.height)
     image.fill(self.color.border)
     offset_x, offset_y = self.border_size
     image.fill(self.color.background,
                (offset_x, offset_y, self.width - 2 * offset_x,
                 self.height - 2 * offset_y))
     cnt = self.width - 2 * offset_x
     cnt = int(Float(ceil(cnt * self.current / self.max)))
     image.fill(self.color.full,
                (offset_x, offset_y, cnt, self.height - 2 * offset_y))
     self.image = image
Esempio n. 8
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 def add_vectors(self, vector_x, vector_y):
     # Oy
     if Float(self.get_y() + vector_y) < 0:
         vector_y = max(vector_y, -self.get_y())
         self.speed_y = 0
     for obj in self.scene.get_objects('can_collide'):
         if obj is self:
             continue
         if self.get_x2() > obj.get_x1() and self.get_x1() < obj.get_x2():
             if self.get_y2() <= obj.get_y1() < Float(self.get_y2() +
                                                      vector_y):
                 vector_y = obj.get_y1() - self.get_y2()
                 self.speed_y = 0
             if self.get_y1() >= obj.get_y2() > Float(self.get_y1() +
                                                      vector_y):
                 vector_y = obj.get_y2() - self.get_y1()
                 self.speed_y = 0
     self.y += vector_y
     # Ox
     if Float(self.get_x1() +
              vector_x) < 0 or Float(self.get_x2() + vector_x) > Float(
                  self.scene.get_width()):
         vector_x = sorted([
             -self.get_x1(), vector_x,
             Float(self.scene.get_width() - self.get_x2())
         ])[1]
         self.speed_x = 0
     for obj in self.scene.get_objects('can_collide'):
         if obj is self:
             continue
         if self.get_y2() > obj.get_y1() and self.get_y1() < obj.get_y2():
             if self.get_x2() <= obj.get_x1() < Float(self.get_x2() +
                                                      vector_x):
                 vector_x = obj.get_x1() - self.get_x2()
                 self.speed_x = 0
             if self.get_x1() >= obj.get_x2() > Float(self.get_x1() +
                                                      vector_x):
                 vector_x = obj.get_x2() - self.get_x1()
                 self.speed_x = 0
     self.x += vector_x
 def __init__(self, scene, a: float, b: float, radius: float, *groups):
     super().__init__(scene, a - radius, b - radius, *groups, render_level=1)
     self.a = a
     self.b = b
     self.radius = radius
     self.width = int(Float(2 * self.radius))
     self.height = int(Float(2 * self.radius))
     image_red = get_surface(self.width, self.height)
     image_green = get_surface(self.width, self.height)
     for x in range(self.width):
         for y in range(self.height):
             if circle_and_rect_collide((Float(x + self.x), Float(y + self.y), Float(x + self.x + 1),
                                         Float(y + self.y + 1)),
                                        (self.a, self.b, self.radius)):
                 image_red.set_at((x, y), Color.RED)
                 image_green.set_at((x, y), Color.GREEN)
     dct = {
         'none': ((image_red, 1),),
         'detected': ((image_green, 30), (image_red, 30))
     }
     self.animation.override_animations(dct)
Esempio n. 10
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 def add_vector_x(self, vector):
     if Float(self.get_x1() + vector) < 0 or Float(self.get_x2() + vector) > Float(self.scene.get_width()):
         vector = sorted([-self.get_x1(), vector, Float(self.scene.get_width() - self.get_x2())])[1]
         self.speed_x = 0
     collided_object = None
     for obj in self.scene.get_objects('can_collide'):
         if self.get_y2() > obj.get_y1() and self.get_y1() < obj.get_y2():
             if self.get_x2() <= obj.get_x1() < Float(self.get_x2() + vector):
                 vector = obj.get_x1() - self.get_x2()
                 self.speed_x = 0
                 collided_object = obj
             if self.get_x1() >= obj.get_x2() > Float(self.get_x1() + vector):
                 vector = obj.get_x2() - self.get_x1()
                 self.speed_x = 0
                 collided_object = obj
             if self.collide_with(obj):
                 collided_object = obj
                 self.speed_x = 0
     if collided_object is not None:
         if self.scene.get_group('damageable').has(collided_object):
             collided_object.damage(self.damage)
     self.x += vector
Esempio n. 11
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 def set_health(self, value):
     if Float(0) <= Float(value) <= self.get_max_health():
         self._health = Float(value)
         self.on_health_updated()
 def set_y(self, value):
     self.y = Float(value)
Esempio n. 13
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 def get_health(self):
     return Float(self._health)
 def get_x(self):
     return Float(self.x)
 def get_current(self):
     return Float(self.current)
Esempio n. 16
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 def subf(segment: tuple, coord: float):
     if Float(segment[0]) <= Float(coord) <= Float(segment[1]):
         return 0
     return min(Float((coord - segment[0]) ** 2), Float((coord - segment[1]) ** 2))
Esempio n. 17
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def is_intersection(r1, r2):  # r1, r2 = (x1, y1, x2, y2);
    # (x1, y1) - левый верхний угол, (x2, y2) - правый нижний
    return not (Float(r2[3]) <= Float(r1[1]) or Float(r2[0]) >= Float(r1[2]) or
                Float(r2[1]) >= Float(r1[3]) or Float(r2[2]) <= Float(r1[0]))
 def get_middle_x(self):
     return Float((self.get_x1() + self.get_x2()) / 2)
Esempio n. 19
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def circle_and_rect_collide(rect, circle):
    def subf(segment: tuple, coord: float):
        if Float(segment[0]) <= Float(coord) <= Float(segment[1]):
            return 0
        return min(Float((coord - segment[0]) ** 2), Float((coord - segment[1]) ** 2))
    return Float(subf((rect[0], rect[2]), circle[0]) + subf((rect[1], rect[3]), circle[1])) < Float(circle[2] ** 2)
 def set_x(self, value):
     self.x = Float(value)
 def get_x2(self):
     return Float(self.x + self.width)
Esempio n. 22
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 def is_dead(self):
     return self.get_health() == Float(0)
Esempio n. 23
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 def damage(self, value):
     value = max(Float(0), Float(self.get_health() - value))
     self.set_health(value)
 def get_y(self):
     return Float(self.y)
 def get_middle_y(self):
     return Float((self.get_y1() + self.get_y2()) / 2)
 def get_y2(self):
     return Float(self.y + self.height)
Esempio n. 27
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 def heal(self, value):
     value = min(self.get_max_health(), Float(self.get_health() + value))
     self.set_health(value)
Esempio n. 28
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 def process_logic(self, events):
     if Float(self.speed_x) == 0:
         self.kill()
     else:
         vector_x = self.speed_x
         self.add_vector_x(vector_x)
Esempio n. 29
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 def __init__(self, current=None):
     if current is None:
         current = self.HEALTH
     self._max_health = Float(self.HEALTH)
     self._health = 0
     self.set_health(current)
Esempio n. 30
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 def get_rect(self):
     return Float(self.x), Float(self.y), Float(self.x + self.width), Float(self.y + self.height)