Esempio n. 1
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def addActorToWorld(world, actor, sprite_name=None, layer_name=None, center_position=None, physics=None, origin=None):
    """Create a new actor in the world
    
    If the center position is not specified then it is placed at the center of the screen.
    
    """
    #
    # If not position then put at the center
    if origin is None and center_position is None:
        renderer = serge.engine.CurrentEngine().getRenderer()
        center_position = (renderer.width/2.0, renderer.height/2.0)
    #
    # Create the new actor
    if sprite_name is not None:
        actor.setSpriteName(sprite_name)
    if layer_name is not None:
        actor.setLayerName(layer_name)
    if physics:
        actor.setPhysical(physics)
    if center_position is not None:
        actor.moveTo(*center_position)
    else:
        actor.setOrigin(*origin)
    world.addActor(actor)
    return actor
Esempio n. 2
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def addActorToWorld(world, actor, sprite_name=None, layer_name=None, center_position=None, physics=None, origin=None):
    """Create a new actor in the world
    
    If the center position is not specified then it is placed at the center of the screen.
    
    """
    #
    # If not position then put at the center
    if origin is None and center_position is None:
        renderer = serge.engine.CurrentEngine().getRenderer()
        center_position = (renderer.width/2.0, renderer.height/2.0)
    #
    # Create the new actor
    if sprite_name is not None:
        actor.setSpriteName(sprite_name)
    if layer_name is not None:
        actor.setLayerName(layer_name)
    if physics:
        actor.setPhysical(physics)
    if center_position is not None:
        actor.moveTo(*center_position)
    else:
        actor.setOrigin(*origin)
    world.addActor(actor)
    return actor
Esempio n. 3
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 def editActor(self, path, column, new_text):
     """Edit the actor in the list view"""
     row = int(path)
     world = self.engine.getCurrentWorld()
     actor = world.findActorByName(self.view_actors.model[path][1])
     world.removeActor(actor)
     data = self.view_actors.model[row]
     if column in (4, 5):
         data[column] = int(new_text)
     else:
         data[column] = new_text
     tag, name, sprite, layer, x, y = data
     new_actor = serge.actor.Actor(tag, name)
     if sprite:
         new_actor.setSpriteName(sprite)
     if layer:
         new_actor.setLayerName(layer)
     new_actor.moveTo(x, y)
     world.addActor(new_actor)
     self.view_actors.model[row] = data
Esempio n. 4
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 def editActor(self, path, column, new_text):
     """Edit the actor in the list view"""
     row = int(path)
     world = self.engine.getCurrentWorld()
     actor = world.findActorByName(self.view_actors.model[path][1])
     world.removeActor(actor)
     data = self.view_actors.model[row]
     if column in (4, 5):
         data[column] = int(new_text)
     else:
         data[column] = new_text
     tag, name, sprite, layer, x, y = data
     new_actor = serge.actor.Actor(tag, name)
     if sprite:
         new_actor.setSpriteName(sprite)
     if layer:
         new_actor.setLayerName(layer)
     new_actor.moveTo(x, y)
     world.addActor(new_actor)
     self.view_actors.model[row] = data
Esempio n. 5
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 def updateActor(self, interval, world):
     """Update the actor"""
     #
     self.growth += float(interval)/self.rate
     if self.growth >= len(self.colours):
         # We have died
         self.log.info('Removing dead guy at %d, %d. Left is %d' % (self.x, self.y, len(world.getActors())-1))
         world.removeActor(self)
         return
     #
     self.visual.growth = self.growth
     self.visual.size = self.width
     self.visual.x = self.x
     self.visual.y = self.y
     #
     #if random.random() < self.grow_prob:
     #    self.resizeTo(self.width+1, self.height+1)
     if random.random() < self.spawn_prob*interval:
         new_x = self.x + random.randint(-self.spawn_dist, self.spawn_dist)
         new_y = self.y + random.randint(-self.spawn_dist, self.spawn_dist)
         new = self.__class__(self.colours, self.rate, self.grow_prob, self.spawn_prob, self.spawn_dist, self.blue)
         new.setSpatial(new_x, new_y, random.randint(1, 5), 20)
         new.setLayerName('base')
         world.addActor(new)
Esempio n. 6
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    def updateActor(self, interval, world):
        global posX, posY, testposX, testposY
        #update everything, this func is constantly updated
        super(Player, self).updateActor(interval, world)

        #init this class with the coordinates of the player
        checktile = CheckTile(posX, posY)

        #check tile to the right
        canMoveRight = checktile.checkright(world)

        #left
        canMoveLeft = checktile.checkleft(world)

        #up
        canMoveUp = checktile.checkup(world)

        #down
        canMoveDown = checktile.checkdown(world)
        """
        pseudo code, ignore this

        canmoveto(x,y)
            posx+delta,posy
            posx,posy+delta
            posx-delta,posy
            posx,posy-delta
        check(x,y)
        check(x+w-1,y)
        check(x,y+w-1)
        check(x+w-1,y+w-1)
        """

        #where does the player want to go
        #the var 'facing' was implemented for different sprites, depending on
        #where the player was facing at the current moment.
        if self.keyboard.isDown(pygame.K_LEFT) and canMoveLeft is True:
            direction0 = -1
            direction1 = 0
            testposX = posX - self.movespeed
            facing = "left"
        elif self.keyboard.isDown(pygame.K_RIGHT) and canMoveRight is True:
            direction0 = +1
            direction1 = 0
            testposX = posX + self.movespeed
            facing = "right"
        elif self.keyboard.isDown(pygame.K_UP) and canMoveUp is True:
            direction0 = 0
            direction1 = -1
            testposY = posY - self.movespeed
            facing = "up"
        elif self.keyboard.isDown(pygame.K_DOWN) and canMoveDown is True:
            direction0 = 0
            direction1 = +1
            testposY = posY + self.movespeed
            facing = "down"

        #drop the bomb when space is pressed
        elif self.keyboard.isClicked(pygame.K_SPACE):
            b = bomb.Bomb(posX + 32, posY + 32)
            world.addActor(b)
            direction0, direction1 = 0, 0
            testposX = posX
            testposY = posY
            facing = "forward"

        #if nothing is pressed, do the following.
        else:
            direction0, direction1 = 0, 0
            testposX = posX
            testposY = posY
            facing = "forward"

        #fulfill the task, move (if possible)
        #should be noted, the sprite moves indefinitely.
        #collision detection prevents the sprite from moving when it shouldn't
        #NB - coordinates of the sprite are taken from its upper left corner
        if posX in range(resoX - tilesizeX +
                         1) and posY in range(resoY - tilesizeY + 1):
            for i in range(self.movespeed):
                if posX < 0:
                    for j in range(self.movespeed - 1):
                        self.move(+1, 0)
                        testposX += 1
                        facing = "left"
                        print facing
                elif posX > resoX - tilesizeX:
                    for k in range(self.movespeed - 1):
                        self.move(-1, 0)
                        testposX -= 1
                        facing = "right"
                        print facing
                elif posY < 0:
                    for l in range(self.movespeed - 1):
                        self.move(0, +1)
                        testposY += 1
                        facing = "up"
                        print facing
                elif posY > resoY - tilesizeY:
                    for m in range(self.movespeed - 1):
                        self.move(0, -1)
                        testposY -= 1
                        facing = "down"
                        print facing
                self.move(direction0, direction1)
                posX = testposX
                posY = testposY

                #debug stuff
                global facingoutput
                global coordoutput

                if facingoutput is True:
                    print facing

                if coordoutput is True:
                    print "Pos", posX, posY
Esempio n. 7
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                self.move(direction0, direction1)
                posX = testposX
                posY = testposY

                #debug stuff
                global facingoutput
                global coordoutput

                if facingoutput is True:
                    print facing

                if coordoutput is True:
                    print "Pos", posX, posY


"""
#old code, de-comment to try running the move.py without other modules


#start up the game engine
engine = serge.blocks.utils.getSimpleSetup(resoX, resoY)
world = engine.getWorld("lab")

#create the player
char = Player()
world.addActor(char)
char.moveTo(stptX, stptY)
posX, posY = stptX-tilesizeX/2, stptY-tilesizeY/2

#start up the game
engine.run(60)
Esempio n. 8
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engine = serge.engine.Engine()
renderer = engine.getRenderer()
layer = serge.render.Layer('base', 0)
renderer.addLayer(layer)
camera = renderer.getCamera()
camera.setSpatial(0, 0, 600, 600)

world = serge.world.World('surface')
main = serge.zone.Zone()
main.setSpatial(-6000, -6000, 12000, 12000)
main.active = True
world.addZone(main)

engine.addWorld(world)
engine.setCurrentWorld(world)

gc = [(0, i, 0, i) for i in range(255)] + \
     [(i, 255, 0, 255) for i in range(255)] + \
     [(255, 255, 0, 255-i) for i in range(255)]
     
for i in range(20):
    grass = Plant(gc, random.randint(10, 50), 0.01, 0.001/10.0, 10, 100)
    grass.setSpatial(random.randint(200, 400), random.randint(100, 300), random.randint(1, 5), 20)
    grass.setLayerName('base')
    world.addActor(grass)

#engine.run(60)
serge.builder.builder.main(engine)

Esempio n. 9
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 def updateActor(self, interval, world):
     """Update the actor"""
     new = TestAddingActor("new")
     world.addActor(new)
Esempio n. 10
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 def updateActor(self, interval, world):
     """Update the actor"""
     new = TestAddingActor('new')
     world.addActor(new)
Esempio n. 11
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    def updateActor(self, interval, world):
        global posX, posY, testposX, testposY
        #update everything, this func is constantly updated
        super(Player, self).updateActor(interval, world)

        #init this class with the coordinates of the player
        checktile = CheckTile(posX, posY)

        #check tile to the right
        canMoveRight = checktile.checkright(world)

        #left
        canMoveLeft = checktile.checkleft(world)

        #up
        canMoveUp = checktile.checkup(world)

        #down
        canMoveDown = checktile.checkdown(world)

        """
        pseudo code, ignore this

        canmoveto(x,y)
            posx+delta,posy
            posx,posy+delta
            posx-delta,posy
            posx,posy-delta
        check(x,y)
        check(x+w-1,y)
        check(x,y+w-1)
        check(x+w-1,y+w-1)
        """

        #where does the player want to go
        #the var 'facing' was implemented for different sprites, depending on
        #where the player was facing at the current moment.
        if self.keyboard.isDown(pygame.K_LEFT) and canMoveLeft is True:
            direction0 = -1
            direction1 = 0
            testposX = posX - self.movespeed
            facing = "left"
        elif self.keyboard.isDown(pygame.K_RIGHT) and canMoveRight is True:
            direction0 = +1
            direction1 = 0
            testposX = posX + self.movespeed
            facing = "right"
        elif self.keyboard.isDown(pygame.K_UP) and canMoveUp is True:
            direction0 = 0
            direction1 = -1
            testposY = posY - self.movespeed
            facing = "up"
        elif self.keyboard.isDown(pygame.K_DOWN) and canMoveDown is True:
            direction0 = 0
            direction1 = +1
            testposY = posY + self.movespeed
            facing = "down"

        #drop the bomb when space is pressed
        elif self.keyboard.isClicked(pygame.K_SPACE):
            b = bomb.Bomb(posX+32, posY+32)
            world.addActor(b)
            direction0, direction1 = 0, 0
            testposX = posX
            testposY = posY
            facing = "forward"

        #if nothing is pressed, do the following.
        else:
            direction0, direction1 = 0, 0
            testposX = posX
            testposY = posY
            facing = "forward"

        #fulfill the task, move (if possible)
        #should be noted, the sprite moves indefinitely.
        #collision detection prevents the sprite from moving when it shouldn't
        #NB - coordinates of the sprite are taken from its upper left corner
        if posX in range(resoX-tilesizeX+1) and posY in range(resoY-tilesizeY+1):
            for i in range(self.movespeed):
                if posX < 0:
                    for j in range(self.movespeed-1):
                        self.move(+1, 0)
                        testposX += 1
                        facing = "left"
                        print facing
                elif posX > resoX-tilesizeX:
                    for k in range(self.movespeed-1):
                        self.move(-1, 0)
                        testposX -= 1
                        facing = "right"
                        print facing
                elif posY < 0:
                    for l in range(self.movespeed-1):
                        self.move(0, +1)
                        testposY += 1
                        facing = "up"
                        print facing
                elif posY > resoY-tilesizeY:
                    for m in range(self.movespeed-1):
                        self.move(0, -1)
                        testposY -= 1
                        facing = "down"
                        print facing
                self.move(direction0, direction1)
                posX = testposX
                posY = testposY

                #debug stuff
                global facingoutput
                global coordoutput

                if facingoutput is True:
                    print facing

                if coordoutput is True:
                    print "Pos",posX,posY
Esempio n. 12
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                self.move(direction0, direction1)
                posX = testposX
                posY = testposY

                #debug stuff
                global facingoutput
                global coordoutput

                if facingoutput is True:
                    print facing

                if coordoutput is True:
                    print "Pos",posX,posY


"""
#old code, de-comment to try running the move.py without other modules


#start up the game engine
engine = serge.blocks.utils.getSimpleSetup(resoX, resoY)
world = engine.getWorld("lab")

#create the player
char = Player()
world.addActor(char)
char.moveTo(stptX, stptY)
posX, posY = stptX-tilesizeX/2, stptY-tilesizeY/2

#start up the game
engine.run(60)