Esempio n. 1
0
 def perform(self, time):
     """
     Morph line into real collideable figure.
     """
     #Define geometry and time data
     actor = self.master.owner
     v1 = actor.b2body.GetLocalPoint(pixels_to_tiles((self.start.x, self.start.y)))
     v2 = actor.b2body.GetLocalPoint(pixels_to_tiles((self.end.x, self.end.y)))
     if v2.x <= v1.x:
         v1, v2 = v2, v1
     vlen = math.sqrt((v2.x-v1.x)*(v2.x-v1.x)+(v2.y-v1.y)*(v2.y-v1.y))
     vcent = ((v1.x+v2.x)/2.0, (v1.y+v2.y)/2.0)
     vangle = math.asin((v2.y-v1.y)/vlen)
     v = self.end - self.start
     start = gm.Point2(self.start.x, self.start.y)
     self.trace = gm.LineSegment2(start, v)
     self.cshape = shape_to_cshape(self.trace)
     self.set_time_to_complete(time)
     self.b2fixture = actor.b2body.CreateFixture(b2.b2FixtureDef(shape=b2.b2PolygonShape(box=(vlen, 0,
                                                                                              vcent, vangle)),
                                                                 isSensor=True, userData=self))
     self.b2fixture.filterData.categoryBits = B2SWING
     self.b2fixture.filterData.maskBits = B2HITZONE | B2SWING | B2BODYPART
     actor.world.addEventHandler(self.b2fixture, self.on_begin_contact, self.on_end_contact)
     self.schedule(self.update)
Esempio n. 2
0
 def b2drop(self):
     self.cshape.center = eu.Vector2(self.position[0], self.position[1])
     rx, ry = pixels_to_tiles((self.cshape.rx, self.cshape.ry))
     self.b2body.CreateFixture(b2.b2FixtureDef(shape=b2.b2PolygonShape(box=(rx, ry)), userData=self))
     self.b2body.fixtures[-1].filterData.categoryBits = B2ITEM
     self.b2body.fixtures[-1].filterData.maskBits = B2LEVEL
     self.b2body.fixtures[-1].friction = 10
     x, y = pixels_to_tiles((self.cshape.center.x, self.cshape.center.y))
     self.b2body.position = (x, y)
     self.b2body.linearVelocity.x = self.master.b2body.linearVelocity.x + pixels_to_tiles(randint(-500, 500))
     self.b2body.linearVelocity.y = self.master.b2body.linearVelocity.y + pixels_to_tiles(randint(-100, 100))
Esempio n. 3
0
 def setup_b2body(self):
     super(Hit_Zone, self).setup_b2body()
     cshape = self.cshape
     hit_shape = self.hit_shape
     img = self.image
     if hit_shape is RECTANGLE:
         rx, ry = pixels_to_tiles((cshape.rx, cshape.ry))
         self.b2body.CreateFixture(b2.b2FixtureDef(shape=b2.b2PolygonShape(box=(rx, ry)), isSensor=True,
                                                   userData=self))
     elif hit_shape is LINE:
         r = pixels_to_tiles(img.width/2.0)
         self.b2body.CreateFixture(b2.b2FixtureDef(shape=b2.b2PolygonShape(box=(r, 0)),
                                                   isSensor=True, userData=self))
     self.b2body.gravityScale = 0
     self.b2body.fixtures[-1].filterData.categoryBits = B2HITZONE
     self.b2body.fixtures[-1].filterData.maskBits = B2HITZONE | \
                                                    B2SWING | B2LEVEL | B2BODYPART
     self.world.addEventHandler(self.b2body.fixtures[-1], self.on_begin_contact, self.on_end_contact)
Esempio n. 4
0
 def move_to(self, x, y):
     """
     Place Actor to x, y.
     """
     old = self.cshape.center.copy()
     vec = eu.Vector2(int(x), int(y))
     self.position = vec
     self.cshape.center = vec
     self.b2body.position = pixels_to_tiles((vec.x, vec.y))
Esempio n. 5
0
    def __init__(self, img, cshape=None, position=(0, 0), vertical_speed=0.0, horizontal_speed=0.0):
        super(Movable_Object, self).__init__(img, position)
        self.image = img
        self.cshape = cshape
        if cshape:
            self.cshape.center = eu.Vector2(*position)
        self.b2body = None
        self.setup_b2body()
        self.b2body.linearVelocity = pixels_to_tiles((horizontal_speed, vertical_speed))
        self.b2body.position = position

        self.ground_count = 0
        self.on_ground = False