forked from ginoingras/PyBreak360
/
pybreak360_balls.py
813 lines (689 loc) · 30.6 KB
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pybreak360_balls.py
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#!/usr/bin/env python
# -*- coding: utf8 -*-
import os, sys, time, random #, platform, threading, math
import pygame
from pygame.locals import *
from reader import Reader
from pybreak360_sounds import *
from pybreak360_config import *
from pybreak360_sprites import *
from pybreak360_bricks import *
from pybreak360_cursors import WAIT_CURSOR, HAND_CURSOR
import pybreak360_kbd #as kbdi18n
import pybreak360_varglob as varglob
import pybreak360_bats as bats
#################################################
class Ball(pygame.sprite.Sprite):
""" object ball who's moving on screen
Return: objet ball
Fonctions: update, calcnewpos
Attributs: img, image, rect, porteur, porteurOrigin, rayon, vector"""
def __init__(self, (xy), vector, th_E, idx, img, porteur):
pygame.sprite.Sprite.__init__(self)
self.th_E = th_E
self.idx = idx
self.porteurOrigin = porteur # ball owner, original
self.porteur = porteur # ball owner, last shoot bat
self.img = img
if img == 0:
#self.image, self.rect = load_png('ballNone.png')
self.image = g_ballnone
self.rect = g_ballnoneRect
if img == 1:
#self.image, self.rect = load_png('ball1yellow.png')
self.image = g_ball1yellow
self.rect = g_ball1yellowRect
if img == 2:
#self.image, self.rect = load_png('ball2green.png')
self.image = g_ball2green
self.rect = g_ball2greenRect
if img == 3:
#self.image, self.rect = load_png('ball3blue.png')
self.image = g_ball3blue
self.rect = g_ball3blueRect
if img == 4:
#self.image, self.rect = load_png('ball4red.png')
self.image = g_ball4red
self.rect = g_ball4redRect
# convert Surfaces for faster bliting to the screen
#self.image.convert()
#newpos = self.calcnewpos(self.rect,self.vector)
#self.rect = newpos
#self.rect.move(xy[0], xy[1]) # initpos
self.rect.x=(xy)[0] # initpos
self.rect.y=(xy)[1] # initpos
screen = pygame.display.get_surface()
self.area = screen.get_rect()
self.center = self.area.center
self.rayon = varglob.rayon +2000 #rayon where is ball, +1000 to be sur it start from far
self.rads = 0 # angle / rapport center fenetre
self.vector = vector # movement vector in fenetre
self.hit = 0
self.speedTime = 0
self.nuclearTime = 0
self.bigBallTime = 0
def updatefenetre(self):
"""Update change when resize screen fenetre"""
screen = pygame.display.get_surface()
self.area = screen.get_rect()
self.center = self.area.center
self.rayon = varglob.rayon +2000 #rayon where is ball, +1000 to be sur it start from far
def update(self):
"""Update ball position"""
#global ParBallSpeedSlow, ParBallSpeedFast
#global ParDwngrdBrick, ParBallSpeedSlow, ParBallSpeedFast
# if rebond, start from old position
oldrayon = self.rayon
oldpos = self.rect
oldvector = self.vector
# calculate next position
newpos = self.calcnewpos(self.rect,self.vector)
self.rect = newpos
(angle,z) = self.vector
# test if distance to centre bigger than rayon (perimetre bat's trajectory)
self.center = self.rect.center
bx = self.center[0]
by = self.center[1]
fx = varglob.fenetre_center[0]
fy = varglob.fenetre_center[1]
#calculate distance to center
dbfx = bx - fx
dbfy = by - fy
#rayon ball will be
rayonball = math.sqrt(dbfx*dbfx+dbfy*dbfy) #pythagore a²+b²=c²
#calculate angle
rads = math.atan2(-dbfy,dbfx)
#print ("rads: %s\n" %(rads) )
# need signe ?
rads %= (math.pi*2) # en radians
self.rads = rads #angle rapport fenetre center
#print (varglob.rayon)
#print (varglob.fenetre_center)
#print (self.center)
#print (rayonbullet)
#print ("rads %s" %(rads) )
#print ("vector %s" %(self.vector[0]) )
self.hit = 0
has_changed = False
#raise down Speed Ball Bonus
if self.speedTime < time.time() and self.speedTime != 0:
self.speedTime = 0
if (z != 0) and (z != ParBallSpeedSlow): #only if ball is moving
z = ParBallSpeedSlow
self.setimg(self.img - 4)
self.setspeed(ParBallSpeedSlow)
print ("ball speed down")
#has_changed = True # don't need, and got issues with laters check has_changed
#raise down Nuclear Ball Bonus
if self.nuclearTime < time.time() and self.nuclearTime != 0:
self.nuclearTime = 0
#Warning: may not need to send over network
print ("ball nuclear down")
if self.th_E != 0:
self.th_E.sendMsg("A%s:NUCLEAROFF\n" %(self.porteur-1))
#raise down Big Ball Bonus
if self.bigBallTime < time.time() and self.bigBallTime != 0:
self.bigBallTime = 0
self.setimg(self.img)
#Warning: may not need to send over network
print ("big ball down")
if self.th_E != 0:
self.th_E.sendMsg("A%s:BIGBALLOFF\n" %(self.porteur-1))
if self.vector[1] != 0: #check collid only if ball is mouving and doesn't follow bat
# if poste isn't server, calculate only movement
# angles changes and collide will be send by server broadcast (idx,x,y,angle,speed)
if self.th_E == 0:
# update new rayon and vector
self.rayon = rayonball
angle %= (math.pi*2)
angle = round(angle,5)
self.vector = (angle,z)
else: # poste is serveur
# test if touch side aera display game screen
if not self.area.contains(newpos):
tl = not self.area.collidepoint(newpos.topleft)
tr = not self.area.collidepoint(newpos.topright)
bl = not self.area.collidepoint(newpos.bottomleft)
br = not self.area.collidepoint(newpos.bottomright)
if tr and tl or (br and bl): # up/down
print ("SIDE UP/DOWN")
angle = -angle
has_changed = True
if tl and bl: # cotes
print ("SIDE LEFT")
angle = math.pi - angle
has_changed = True
if tr and br: # cotes
print ("SIDE RIGHT")
angle = math.pi - angle
has_changed = True
#player lose ball when he lose own ball (porteurOrigin)
if has_changed: # before all tests, has_changed => ball out
z=0
if self.porteurOrigin !=0: # if ball is player's original ball
if S_BallLose:
S_BallLose.play()
z = 0 # re-blit ball to porteur's bat
#MULTIPLAYERS SHOULD ALWAYS HAVE BALLS, OTHERWISE IT DOESN'T FUN.
if varglob.howplayers ==1:
if varglob.players[self.porteurOrigin-1][5] > 0:
varglob.players[self.porteurOrigin-1][5] -= 1 #ParLives
# update player
self.th_E.sendMsg("S%s:%s\n" %(self.porteurOrigin-1, varglob.players[self.porteurOrigin-1][3]))
# redefine porteurOrigine
self.porteur = self.porteurOrigin
self.setimg(self.porteurOrigin)
#V104
if varglob.howplayers > 1:
varglob.PenalityDelays[self.porteurOrigin-1] = time.time() + 3
else:
varglob.PenalityDelays[self.porteurOrigin-1] = time.time() + 1
#V105 update player penality: local time
if varglob.howplayers > 1:
self.th_E.sendMsg("X:%s:3\n" %(self.porteurOrigin-1))
else:
self.th_E.sendMsg("X:%s:1\n" %(self.porteurOrigin-1))
else: # we are in screen game display
# test if pos ball actual is greather then perimeter bat
if (rayonball) > varglob.rayon - 10: # - bat size
# test we're yet within bat trajectory
#if (rayonball) > self.rayon: # and not self.hit:
if (rayonball) < varglob.rayon + 10: # + bat size
# we are in bat perimeter
# test si on s'eloigne du centre
if (rayonball) > self.rayon: # and not self.hit:
print ("BALL PERIMETRE!!%s" %(rayonball))
#self.rads = 0 #angle rapport au centre fentetre
#self.vector = (angle,z) #vecteur de deplacement dans la fenetre
#mur = False
#if mur: # TODO ne rebondir sur le perimetre que s'il y a le bonus mur
# CECI MARCHE ENFIN APRES 3 JOURS DE TESTS !!!
# angle = -rads -((angle+rads)/2)
# has_changed = True
#defini la distance angulaire limite bat en fontion de la taille fenetre
limbat = 0.10
if varglob.fenetre_size[0] >= 800:
limbat = 0.09
elif varglob.fenetre_size[0] >= 640:
limbat = 0.14
else:
limbat = 0.17
limbat2 = limbat
#test angle 0
#limbat = 6.2832
if varglob.WallTime > time.time():
#limbat = math.pi *2
angle = math.pi-rads -((rads+angle)/1) #rebondir comme mirroir
#angle -= distBallBat*2 #shift ball trajectory according bat impact
print ("ball in wall protect")
has_changed = True
self.hit = 1
#V104: ball is prior to his owner, then check list...
elif varglob.players[self.porteurOrigin-1][2]!="free": #check for each player connected, if angle ="free"=existe
#WARNING: PASSAGE BY ZERO POSITIF/NEGATIF HAVE PROBLEMS
angleplayer = varglob.players[self.porteurOrigin-1][2]
distBallBat = (math.pi*2-rads - angleplayer)
#all in positive
angleplayer = varglob.players[self.porteurOrigin-1][2]
distBallBat = (math.pi*2-angleplayer -rads)
#WARNING: should be change according screen size
if varglob.BatDim[self.porteurOrigin-1] == 1: #SHORT bat
limbat2 = limbat - 0.05
if varglob.BatDim[self.porteurOrigin-1] == 2: #LONG bat
limbat2 = limbat + 0.04
#TODO: verify positions with coordonnate calcul
#if ((distBallBat < limbat) and (distBallBat >= 0)) or (distBallBat > math.pi*2-limbat): # try to fix 360° bug
if ((distBallBat < limbat2) and (distBallBat >= 0)) or (distBallBat > math.pi*2-limbat2): # try to fix 360° bug
angle = math.pi-rads -((rads+angle)/1) #rebondir comme mirroir
angle -= distBallBat*2 #shift ball trajectory according bat impact
print ("ball on bat")
has_changed = True
self.hit = 1
if self.img > 4 : #BALL SPEED
self.setimg(self.porteurOrigin-1 + 5) #couleur du porteur
else:
self.setimg(self.porteurOrigin-1 + 1) # porteur colors
self.porteur = self.porteurOrigin
bats.load_batpng(self.porteurOrigin-1, 1) #flash light
# if is serveur, ball's communicate to clients
if self.th_E != 0:
#update player
self.th_E.sendMsg("S%s:%s\n" %(self.porteurOrigin-1, varglob.players[self.porteurOrigin-1][3]))
#elif ((distBallBat > -limbat) and (distBallBat < 0)) or (distBallBat < -math.pi*2+limbat): # try to fix 360° bug
elif ((distBallBat > -limbat2) and (distBallBat < 0)) or (distBallBat < -math.pi*2+limbat2): # try to fix 360° bug
angle = math.pi-rads -((rads+angle)/1) # rebondir as mirror
angle -= distBallBat*2 # devier tajectoire ball en fonction de l'impact bat
print ("ball on bat")
has_changed = True
self.hit = 1
if self.img > 4 : #BALL SPEED
self.setimg(self.porteurOrigin-1 + 5) # porteur color
else:
self.setimg(self.porteurOrigin-1 + 1) # porteur color
self.porteur = self.porteurOrigin
bats.load_batpng(self.porteurOrigin-1, 1) #flash light
# if is serveur, ball's communicate to clients
if self.th_E != 0:
#update player
self.th_E.sendMsg("S%s:%s\n" %(self.porteurOrigin-1, varglob.players[self.porteurOrigin-1][3]))
if has_changed == False: #ball not on porteurOrigin, check others
for nb, player in enumerate(varglob.players):
if player[2]!="free": #check for each player connected, if angle ="free"=existe
#WARNING: PASSAGE BY ZERO POSITIF/NEGATIF HAVE PROBLEMS
angleplayer = varglob.players[nb][2]
distBallBat = (math.pi*2-rads - angleplayer)
#all in positive
angleplayer = varglob.players[nb][2]
distBallBat = (math.pi*2-angleplayer -rads)
print ("a)BallRads: %s" %(rads) )
print ("a)BallAngle: %s" %(angle) )
print ("a)angleplayer %s: %s" %(nb, angleplayer) )
print ("a)distBallBat: %s" %(distBallBat) )
#WARNING: should be change according screen size
if varglob.BatDim[nb] == 1: #SHORT bat
limbat2 = limbat - 0.05
if varglob.BatDim[nb] == 2: #LONG bat
limbat2 = limbat + 0.04
#TODO: verify positions with coordonnees calcul
#if ((distBallBat < limbat) and (distBallBat >= 0)) or (distBallBat > math.pi*2-limbat): # try to fix 360° bug
if ((distBallBat < limbat2) and (distBallBat >= 0)) or (distBallBat > math.pi*2-limbat2): # try to fix 360° bug
print ("b)distBallBat: %s" %(distBallBat) )
#FIXED: ZERO PASSAGE POSITIF/NEGATIF POSE PROBLEME
#angle = -rads -((angle+rads)/2) #rebondir comme mirroir
angle = math.pi-rads -((rads+angle)/1) #rebondir comme mirroir
# have to change as FIXED 0°
angle -= distBallBat*2 #shift ball trajectory according bat impact
print ("ball on bat")
has_changed = True
print ("b)BallAngle: %s" %(angle) )
self.hit = 1
print ("LEFT")
if self.img > 4 : #BALL SPEED
self.setimg(nb + 5) #owner's color
else:
self.setimg(nb + 1) #owner's color
if self.porteur != nb + 1:
self.porteur = (nb + 1) #ball is from owner's bat (+1, 0 si None?)
# non! varglob.players[self.porteur-1][5] += 1
#load_batpng(nb, 1) #flash light
bats.load_batpng(self.porteur-1, 1) #flash light
# if is serveur, ball's communicate to clients
if self.th_E != 0:
#update player
self.th_E.sendMsg("S%s:%s\n" %(self.porteur-1, varglob.players[self.porteur-1][3]))
break
#if ((distBallBat > -limbat) and (distBallBat < 0)) or (distBallBat < -math.pi*2+limbat): # try to fix 360° bug
if ((distBallBat > -limbat2) and (distBallBat < 0)) or (distBallBat < -math.pi*2+limbat2): # try to fix 360° bug
print ("c)distBallBat: %s" %(distBallBat))
#FIXED: LE PASSAGE PAR ZERO POSITIF/NEGATIF POSE PROBLEME
#angle = -rads -((angle+rads)/2) #rebondir comme mirroir
angle = math.pi-rads -((rads+angle)/1) #rebondir comme mirroir
# have to change as FIXED 0°
angle -= distBallBat*2 #shift ball trajectory according bat impact
print ("ball on bat")
has_changed = True
print ("c)BallAngle: %s" %(angle))
self.hit = 1
print ("RIGHT")
if self.img > 4 : #BALL SPEED
self.setimg(nb + 5) #couleur du porteur
else:
self.setimg(nb + 1) #couleur du porteur
if self.porteur != nb + 1:
self.porteur = (nb + 1) #ball is from owner's bat (+1, 0 si None?)
#non ! varglob.players[self.porteur-1][5] += 1
#load_batpng(nb, 1) #flash light
bats.load_batpng(self.porteur-1, 1) #flash light
# if is serveur, ball's communicate to clients
if self.th_E != 0:
#update player
self.th_E.sendMsg("S%s:%s\n" %(self.porteur-1, varglob.players[self.porteur-1][3]))
break
# lower than perimetre, test if touch brick
else:
for idx, brick in enumerate(varglob.bricks):
if varglob.bricks[idx][0].getstatus() != 0:
porteur = self.porteur # owner's ball
#collision = varglob.bricks[idx][0].check_collision(self.rect)
collision = varglob.bricks[idx][0].check_collision(newpos)
#list [0topleft, 1topright, 2bottomleft, 3bottomright, 4midleft, 5midright, 6midtop, 7midbottom, 8center]
# WARNING: privilegier les angles ou les faces? faire parametre?
# WARNING: regarder de quel coté la balle est collid (pas seulement la brique)
angleNuclear = angle #1.0.7 memo Nuclear dosen't change, destroy all
if (collision[0]):
# print ("brick topleft")
# voir CECI MARCHE ENFIN APRES 2 JOURS DE TESTS !!!
# pas de quoi etre fiere: un bug m'a coute une journee suplementaire
while angle >= 0:
angle -= math.pi/4
angle = angle/2
angle = -math.pi*3/4 - angle
print ("ball on brick:%s collid0" %(idx) )
has_changed = True
if (not has_changed) and (collision[1]):
#print ("brick topright")
while angle >= 0:
angle -= math.pi/4
angle = angle/2
angle = -math.pi*1/4 - angle
print ("ball on brick:%s collid1" %(idx) )
has_changed = True
if (not has_changed) and (collision[2]):
#print ("brick bottomleft")
while angle >= 0:
angle -= math.pi/4
angle = angle/2
angle = -math.pi*5/4 - angle
print ("ball on brick:%s collid2" %(idx) )
has_changed = True
if (not has_changed) and (collision[3]):
#print ("brick bottomright")
while angle >= 0:
angle -= math.pi/4
angle = angle/2
angle = -math.pi*7/4 - angle
print ("ball on brick:%s collid3" %(idx) )
has_changed = True
if (not has_changed) and (collision[4] or collision[5]):
#print ("brick side vertical right or left")
angle = math.pi - angle
print ("ball on brick:%s collid4-5" %(idx) )
has_changed = True
if (not has_changed) and (collision[6] or collision[7]):
#print ("brick top or bottom")
angle = -angle
print ("ball on brick:%s collid6-7" %(idx) )
has_changed = True
if has_changed == True:
# black brick (7) doesn't count, as indestruclibles
# WARNING: situation peut etre bloquée par rebond entre briques noires,
# malgré un angle aléatoire supplementaire.
# >>> recollage bat si tape BrickNoir + de 10 fois d'affilées.
angle = angle + (random.randrange(0, 157)/100) # random pi/2
angle %= (math.pi*2)
if self.nuclearTime != 0: #1.0.7 Nuclear destroy all
angle = angleNuclear
if (varglob.bricks[idx][0].getimg() == 7):
varglob.bricks[idx][0].setimg(0)
varglob.bricks[idx][0].setstatus(0)
if self.th_E != 0:
#self.th_E.sendMsg("H:%s:%s:%s:%s:%s\n" %(idx, 0, 0, bricks[idx][0].getBrickScore(), bricks[idx][0].getBrickScorePlayer()))
self.th_E.sendMsg("H:%s:%s:%s:%s:%s\n" %(idx, 0, 0, 0, 0))
if (varglob.bricks[idx][0].getimg() != 7): #BLACK brick
if varglob.bricks[idx][0].getimg() == 10: #LIVE brick
print ('ball hit LIVES brick bonus')
varglob.bricks[idx][0].setimg(0)
varglob.bricks[idx][0].setstatus(0)
#ball+ player
if porteur !=0:
varglob.players[porteur-1][5] += 1
elif varglob.bricks[idx][0].getimg() == 11: #BULLETS brick
print ('ball hit BULLETS brick bonus')
varglob.bricks[idx][0].setimg(0)
varglob.bricks[idx][0].setstatus(0)
#bullet+10 player
if porteur !=0:
varglob.players[porteur-1][4] += 10
elif varglob.bricks[idx][0].getimg() == 12: #SPEED brick
print ('ball hit SPEED brick bonus')
varglob.bricks[idx][0].setimg(0)
varglob.bricks[idx][0].setstatus(0)
#ball set speedfast
z = ParBallSpeedFast
self.setimg(self.img + 4)
self.speedTime = time.time() + 10
elif varglob.bricks[idx][0].getimg() == 13: #GLUE brick
print ("ball hit GLUE brick:%s bonus" %(idx))
# warning: do not wait until ball return to bat
# ask: logic to glue all porteur ball(s) to original porteur?
varglob.bricks[idx][0].setimg(0)
varglob.bricks[idx][0].setstatus(0)
# exist if porteur exist
if self.porteur != 0:
#ball is from owner's bat
self.setporteurorigin()
self.setimg(self.porteurOrigin)
#glue ball to bat
bx, by, bvector = self.getposxyvect() #return (self.rect.x, self.rect.y, self.vector)
bang = bvector[0]
bspeed = 0 #bvector[1]
bvector = (bang, bspeed)
self.setposxyvect((bx, by), bvector)
if self.th_E != 0:
self.th_E.sendMsg("B:%s:%s:%s:%s:%s:%s\n" %(self.porteur-1, self.getimg(), bx, by, bang, 0))
z = 0 # for actual ball
elif varglob.bricks[idx][0].getimg() == 14: #BOMB brick
print ("ball hit BOMB brick:%s bonus" %(idx))
if S_bomb:
S_bomb.play()
checkbombs=[idx]
while len(checkbombs)!=0:
idxLast = checkbombs.pop()
for idx2, brick2 in enumerate(varglob.bricks):
#check only for existing bricks
if (varglob.bricks[idx2][0].getstatus()!=0):
collision2 = varglob.bricks[idxLast][0].check_collision(varglob.bricks[idx2][0].getrect())
if collision2[0] or collision2[1] or collision2[2] or collision2[3] or collision2[4] \
or collision2[5] or collision2[6] or collision2[7] or collision2[8]:
#append other bombs to explode
if (varglob.bricks[idx2][0].getimg() == 14) and (idxLast!=idx2) and (idx2 not in checkbombs):
checkbombs.append(idx2)
#destruction by bomb
if (varglob.bricks[idx2][0].getimg() < 7):
varglob.bricks[idx2][0].showBrickScore(varglob.bricks[idx2][0].getimg(), porteur)
#increase score player for each brick destroyed
if porteur !=0:
varglob.players[porteur-1][3] += varglob.bricks[idx2][0].getimg()
#warning: if bonus brick no bonus for player
varglob.bricks[idx2][0].setimg(0)
varglob.bricks[idx2][0].setstatus(0)
# if is server, broadcast (idx brick)
if self.th_E != 0:
self.th_E.sendMsg("H:%s:%s:%s:%s:%s\n" %(idx2, 0, 0, varglob.bricks[idxLast][0].getBrickScore(), varglob.bricks[idxLast][0].getBrickScorePlayer()))
#self.th_E.sendMsg("H:%s:%s:%s:%s:%s\n" %(idx, 0, 0, 0, 0))
elif varglob.bricks[idx][0].getimg() == 15: #WALL brick
print ("ball hit WALL brick:%s bonus" %(idx))
varglob.WallTime = time.time() + 7
varglob.anouncetexte.append("WALL")
varglob.bricks[idx][0].setimg(0)
varglob.bricks[idx][0].setstatus(0)
if self.th_E != 0:
self.th_E.sendMsg("A%s:WALL\n" %(self.porteur-1))
elif varglob.bricks[idx][0].getimg() == 16: #Random brick
ylevel = random.randrange(0, 7)
varglob.bricks[idx][0].setimg(ylevel)
varglob.bricks[idx][0].setstatus(ylevel)
if self.th_E != 0:
self.th_E.sendMsg("H:%s:%s:%s:%s:%s\n" %(idx, varglob.bricks[idx][0].getimg(), varglob.bricks[idx][0].getstatus(), \
varglob.bricks[idx][0].getBrickScore(), varglob.bricks[idx][0].getBrickScorePlayer()))
#break
elif varglob.bricks[idx][0].getimg() == 17: #INVERT brick
print ("ball hit INVERT brick:%s bonus" %(idx))
varglob.InvertTime[self.porteur-1] = time.time() + 5
varglob.anouncetexte.append("INVERT")
varglob.bricks[idx][0].setimg(0)
varglob.bricks[idx][0].setstatus(0)
if self.th_E != 0:
self.th_E.sendMsg("A%s:INVERT\n" %(self.porteur-1))
elif varglob.bricks[idx][0].getimg() == 18: #SHORT brick
print ("ball hit SHORT brick:%s bonus" %(idx))
varglob.BatDim[porteur-1] = 1 #SHORT bat
varglob.BatDimTime[porteur-1] = time.time() + 10
varglob.bricks[idx][0].setimg(0)
varglob.bricks[idx][0].setstatus(0)
bats.load_batpng(self.porteur-1, 2) #flash dark
varglob.anouncetexte.append("SHORT")
if self.th_E != 0:
self.th_E.sendMsg("A%s:SHORT\n" %(self.porteur-1))
elif varglob.bricks[idx][0].getimg() == 19: #LONG brick
print ("ball hit LONG brick:%s bonus" %(idx))
varglob.BatDim[porteur-1] = 2 #LONG bat
varglob.BatDimTime[porteur-1] = time.time() + 10
varglob.bricks[idx][0].setimg(0)
varglob.bricks[idx][0].setstatus(0)
bats.load_batpng(self.porteur-1, 1) #flash light
varglob.anouncetexte.append("LONG")
if self.th_E != 0:
self.th_E.sendMsg("A%s:LONG\n" %(self.porteur-1))
elif varglob.bricks[idx][0].getimg() == 20: #V1.0.7 NUCLEAR brick
print ("ball hit NUCLEAR brick:%s bonus" %(idx))
varglob.bricks[idx][0].setimg(0)
varglob.bricks[idx][0].setstatus(0)
self.nuclearTime = time.time() + 10
varglob.anouncetexte.append("NUCLEARON")
if self.th_E != 0:
self.th_E.sendMsg("A%s:NUCLEARON\n" %(self.porteur-1))
elif varglob.bricks[idx][0].getimg() == 21: #V1.0.7 BIG BALL brick
print ("ball hit BIG BALL brick:%s bonus" %(idx))
varglob.bricks[idx][0].setimg(0)
varglob.bricks[idx][0].setstatus(0)
self.bigBallTime = time.time() + 7
self.setbigball(self.bigBallTime)
varglob.anouncetexte.append("BIG_BALL")
if self.th_E != 0:
self.th_E.sendMsg("A%s:BIGBALLON\n" %(self.porteur-1))
else:
if ParDwngrdBrick:
if varglob.bricks[idx][0].getimg() >= 1:
varglob.bricks[idx][0].showBrickScore(varglob.bricks[idx][0].getimg(), porteur)
if porteur !=0:
varglob.players[porteur-1][3] += varglob.bricks[idx][0].getimg()
varglob.bricks[idx][0].setimg(varglob.bricks[idx][0].getimg() - 1)
if varglob.bricks[idx][0].getimg() == 0:
varglob.bricks[idx][0].setstatus(0)
else:
varglob.bricks[idx][0].showBrickScore(varglob.bricks[idx][0].getimg(), porteur)
if porteur !=0:
# score increase as brick color showBrickScore()
varglob.players[porteur-1][3] += varglob.bricks[idx][0].getimg()
varglob.bricks[idx][0].setimg(0)
varglob.bricks[idx][0].setstatus(0)
# if is serveur, BROADCAST serveur (idx brick)
if self.th_E != 0:
# warning if black brick (th_E Score and Hit not util)
if S_HitBrick:
S_HitBrick.play()
self.th_E.sendMsg("H:%s:%s:%s:%s:%s\n" %(idx, varglob.bricks[idx][0].getimg(), varglob.bricks[idx][0].getstatus(), \
varglob.bricks[idx][0].getBrickScore(), varglob.bricks[idx][0].getBrickScorePlayer()))
self.th_E.sendMsg("S%s:%s\n" %(porteur-1, varglob.players[porteur-1][3]))
break
self.hit = 0 # not util, may be yes... or not...
# update new rayon
self.rayon = rayonball
# if is serveur, BROADCAST only changes (idx,x,y,angle,speed)
if self.th_E != 0:
# if rebond, restart from old position
if has_changed == True:
#TODO: recalculate only when not glue.
self.rect = oldpos
self.rayon = oldrayon
#oldvector = self.vector
angle %= (2*math.pi)
angle = round(angle,5)
self.vector = (angle,z)
# and recalcuate mouvement !!!
newpos = self.calcnewpos(self.rect,self.vector)
self.rect = newpos
#(angle,z) = self.vector
print ("ball.update=B:%s:%s:%s:%s:%s:%s\n" %(self.idx, self.img, self.rect.x, self.rect.y, angle, z))
self.th_E.sendMsg("B:%s:%s:%s:%s:%s:%s\n" %(self.idx, self.img, self.rect.x, self.rect.y, angle, z))
def setth_E(self, th_E):
"""define emit thread server for ball communication"""
self.th_E = th_E
def calcnewpos(self,rect,vector):
"""calculate next ball position"""
(angle,z) = vector
(dx,dy) = (z*math.cos(angle),z*math.sin(angle))
return rect.move(round(dx,1),round(dy,1))
def getnuclear(self):
"""return nuclearTime"""
return (self.nuclearTime)
def setnuclear(self, nuclearTime):
"""set nuclearTime"""
self.nuclearTime = nuclearTime
def getbigball(self):
"""return bigBallTime"""
return (self.bigBallTime)
def setbigball(self, bigBallTime):
"""set bigBallTime"""
#test big ball
#g_ball1yellow = pygame.transform.scale(g_ball1yellow, HexaEmpty.get_size())
#g_ball1yellowRect = HexaEmptyRect
if bigBallTime !=0:
self.bigBallTime = bigBallTime
self.image = pygame.transform.scale(self.image, HexaEmpty.get_size())
self.rect = HexaEmptyRect
else:
self.setimg(self.img)
def getimg(self):
"""return image number"""
return (self.img)
def setimg(self, img):
"""define ball image"""
if (img >= 9) or (img < 0):
print ("WARNING CHANGING BALL IMG: %s" %(img))
else:
self.img = img
if img == 0:
self.image = g_ballNone
if img == 1:
self.image = g_ball1yellow
if img == 2:
self.image = g_ball2green
if img == 3:
self.image = g_ball3blue
if img == 4:
self.image = g_ball4red
if img == 5:
self.image = g_ball1yellowdark
if img == 6:
self.image = g_ball2greendark
if img == 7:
self.image = g_ball3bluedark
if img == 8:
self.image = g_ball4reddark
#V1.0.7 alls same size or big ball bonus size
if self.bigBallTime == 0:
normalrect = g_ball1yellowRect
normalrect[0] = self.rect[0]
normalrect[1] = self.rect[1]
self.rect = normalrect
else:
self.image = pygame.transform.scale(self.image, HexaEmpty.get_size())
#self.rect = HexaEmptyRect
bigrect = HexaEmptyRect
bigrect[0] = self.rect[0]
bigrect[1] = self.rect[1]
self.rect = bigrect
def getporteur(self):
"""return le porteur de la ball"""
return (self.porteur)
def getporteurorigin(self):
"""return original ball porteur"""
return (self.porteurOrigin)
def setporteur(self, porteur):
"""define actual ball porteur"""
self.porteur = porteur
def setporteurorigin(self):
"""redefine to original ball porteur"""
self.porteur = self.porteurOrigin
def setspeed(self, speed):
"""define ball speed"""
self.vector = (self.vector[0],speed) #(angle,z)
def getpos(self):
"""return rayon-centre, movement vector, and angle-to-center"""
return (self.rayon, self.vector, self.rads)
def getrads(self):
"""return angle-to-center"""
return (self.rads)
def getposxyvect(self):
"""return position (x, y) and vector"""
return (self.rect.x, self.rect.y, self.vector)
def getrect(self):
"""return surface rect"""
return (self.rect)
def setposxyvect(self, (xy), vector):
"""define position (x, y) and vector"""
self.rect.x=(xy)[0] # initpos
self.rect.y=(xy)[1] # initpos
self.vector = vector #(angle,z)