コード例 #1
0
ファイル: display.py プロジェクト: why2lyj/Bloxorz
	def update(self):
		self.delta = self.currentFrame - self.lastFrame
		pygame.display.flip()
		self.lastFrame = self.get_time()

		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
		glViewport(0, 0, self.surface.get_width(), self.surface.get_height())
コード例 #2
0
 def update(self):
     # init render
     glClearColor(*self.clear_color)
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
     # in render
     for renderer in self.renderers:
         if not renderer.is_initialized:
             renderer.initialize()
             renderer.is_initialized = True
         renderer.on_render()
         self.draw_array(renderer.vao)
     # fini render
     pass  # import glfw
     pass  # glfw.swap_buffers(G.appm.window_handle)
コード例 #3
0
    def paintGL(self):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()

        gluLookAt(0.0, 2.5, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)

        glRotatef(self.angle, 0.0, 1.0, 0.0)

        glBegin(GL_TRIANGLES)
        glColor3f(1.0, 1.0, 0.0)
        glVertex3f(0.0, 1.0, 0.0)
        glVertex3f(-1.0, -1.0, 0.0)
        glVertex3f(1.0, -1.0, 0.0)
        glEnd()

        glPopMatrix()

        glFlush()
コード例 #4
0
ファイル: window.py プロジェクト: ranjian0/learnopengl-python
    def show(self, clear_color=(.2, .3, .3, 1), clear=gl.GL_COLOR_BUFFER_BIT):
        """
        Run entering a blocking main loop
        """

        start_time = time.time()
        current_time = start_time
        prev_time = start_time
        frame_time = 0

        while not self.is_closing:
            current_time, prev_time = time.time(), current_time
            frame_time = max(current_time - prev_time, 1 / 1000)
            glClear(clear)
            glClearColor(*clear_color)

            self.on_input(self.window)
            self.on_draw(current_time - start_time, frame_time)
            self.swap_buffers()

        duration = time.time() - start_time
        self.destroy()
        print("Duration: {0:.2f}s @ {1:.2f} FPS".format(
            duration, self.frames / duration))
コード例 #5
0
    def paintGL(self):

        # Checa se a musica de fundo acabou e reinicia
        self.check_end_backm()
        self.update()
        # Se o player morreu, entao o jogo acaba
        if self.myNave.dead:
            self.started = False

        glClear(GL_COLOR_BUFFER_BIT)
        glLoadIdentity()

        self.update_time()
        self.spawn_planets()
        self.spawn_stars()

        glDisable(GL_DEPTH_TEST)

        # Desenha os ornamentos ( "Flores" )
        # e retira os objetos "mortos" retornando eles para a fila
        for obj in self.ornaments:
            if not obj == None:
                if obj.dead:
                    if isinstance(obj, Planeta):
                        self.planets_queue.push(obj)
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Star):
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Explode):
                        self.explosion_queue.push(obj)
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Propellant):
                        self.propellant_queue.push(obj)
                        self.ornaments.remove(obj)
                obj.draw()
                obj.act()
                obj.check_dead()

        # Verifica se o jogo foi iniciado
        if not self.started:
            return

        glEnable(GL_DEPTH_TEST)

        # Desenha a cena
        # e retira os objetos mortos retornando ele para a fila
        # e instancia uma explosao no lugar
        for obj in self.in_scene:
            if not obj == None:
                if obj.dead:
                    if isinstance(obj, Enemy):
                        new_explosion = self.explosion_queue.pop()
                        new_explosion.load(self.animation_explosion,
                                           obj.move_x + obj.position_x,
                                           obj.move_y + 6, "enemy")
                        self.in_scene.append(new_explosion)
                        self.enemy_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Asteroide):
                        new_explosion = self.explosion_queue.pop()
                        new_explosion.load(self.animation_explosion,
                                           obj.move_x + obj.position_x,
                                           obj.move_y + 5, "enemy")
                        self.in_scene.append(new_explosion)
                        self.asteroid_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Shoot):
                        self.bullets_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Explode):
                        obj.dead = False
                        self.explosion_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Power_up):
                        self.power_queue.push(obj)
                        self.in_scene.remove(obj)
                if isinstance(obj, Nave):
                    if obj.shooting:
                        self.create_shoot(obj.move_x + obj.position_x)
                obj.draw()
                obj.act()
                obj.check_dead()

        # Testa as colisoes e aplica os efeitos (ganhar pontos, ou perder vida)
        for obj_A in self.in_scene:
            if isinstance(obj_A, Asteroide):
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Nave) and self.collide(
                                obj_B, obj_A):
                            # ui.down_life()
                            obj_A.dead = True
                        elif isinstance(obj_B, Shoot) and self.collide(
                                obj_B, obj_A):
                            if not obj_B.is_enemy:
                                obj_A.dead = True
                                if not self.hack:
                                    obj_B.dead = True
                                self.sound_explosion.play()
                                ui.up_point(10)
                                if ui.score % 1000 == 0:
                                    self.sound_1000pts.play()
            elif isinstance(obj_A, Enemy):
                obj_A.elapsed_shoot_time += time()
                if obj_A.elapsed_shoot_time >= SHOOT_TIME_ENEMY:
                    pos = [obj_A.get_x()[0] + 5, obj_A.get_y()[0] + 6, 0]
                    player = [
                        self.myNave.get_x()[0] + 5,
                        self.myNave.get_y()[0] - 8, 0
                    ]
                    dir = [
                        player[0] - pos[0], player[1] - pos[1],
                        player[2] - pos[2]
                    ]
                    angle_R = math.atan2(dir[1], pos[0])
                    angle = math.degrees(angle_R)
                    if obj_A.nave_type == 0:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_azul, angle)
                    elif obj_A.nave_type == 1:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_amarelo, angle)
                    elif obj_A.nave_type == 2:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_preto, angle)

                    obj_A.elapsed_shoot_time = 0
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Nave) and self.collide(
                                obj_B, obj_A):
                            # ui.down_life()
                            obj_A.dead = True
                        elif isinstance(obj_B, Shoot) and self.collide(
                                obj_B, obj_A):
                            if not obj_B.is_enemy:
                                obj_A.dead = True
                                if self.hack:
                                    obj_B.dead = False
                                else:
                                    obj_B.dead = True
                                self.sound_explosion.play()
                                ui.up_point(10)
                                if ui.score % 1000 == 0:
                                    self.sound_1000pts.play()
            elif isinstance(obj_A, Shoot):
                if obj_A.is_enemy:
                    for obj_B in self.in_scene:
                        if not (obj_A == obj_B):
                            if isinstance(obj_B, Nave) and self.collide(
                                    obj_B, obj_A):
                                # ui.down_life()
                                obj_A.dead = True
            elif isinstance(obj_A, Nave):
                if self.speed:
                    obj_A.speed = 3
                else:
                    obj_A.speed = 0
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Power_up) and self.collide(
                                obj_B, obj_A):
                            obj_B.dead = True
                            self.sound_power.play()
                            if obj_B.skin == 0:
                                ui.up_life()
                            elif obj_B.skin == 1:
                                self.hack = True
                                self.elapsed_time_power_shoot = 0
                            elif obj_B.skin == 2:
                                self.speed = True
                                self.elapsed_time_power_speed = 0

        self.spawn_asteroide()
        self.spawn_inimigos()
        self.spawn_powers()
        self.update()
コード例 #6
0
    def paintGL(self):

        # Checa se a musica de fundo acabou e reinicia
        self.check_end_backm()
        self.update()
        # Se o player morreu, entao o jogo acaba
        if self.myNave.dead:
            self.started = False

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glLoadIdentity()

        self.update_time()
        self.spawn_planets()

        # Desenha os ornamentos ( "Flores" )
        # e retira os objetos "mortos" retornando eles para a fila
        for obj in self.ornaments:
            if not obj == None:
                if obj.dead:
                    if isinstance(obj, Planeta):
                        self.planets_queue.push(obj)
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Explode):
                        self.explosion_queue.push(obj)
                        self.ornaments.remove(obj)
                obj.draw()
                obj.act()
                obj.check_dead()
            if isinstance(obj, Planeta):
                if self.myNave.moving_right:
                    obj.scene_angle = -20
                elif self.myNave.moving_left:
                    obj.scene_angle = 20
                elif not self.myNave.moving_right and not self.myNave.moving_left:
                    obj.scene_angle = 0

        scaleSB = 100
        #Skybox

        # glDisable(GL_DEPTH_TEST)
        glColor3f(1.0, 1.0, 1.0)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        glBindTexture(GL_TEXTURE_2D, self.skybox)
        glPushMatrix()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(-1 * scaleSB, 1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(1, 1)
        glVertex3f(1 * scaleSB, 1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(1, 0)
        glVertex3f(1 * scaleSB, -1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(0, 0)
        glVertex3f(-1 * scaleSB, -1 * scaleSB, 1 * scaleSB)
        glEnd()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(-1 * scaleSB, 1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(1, 1)
        glVertex3f(1 * scaleSB, 1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(1, 0)
        glVertex3f(1 * scaleSB, -1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(0, 0)
        glVertex3f(-1 * scaleSB, -1 * scaleSB, -1 * scaleSB)
        glEnd()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(-1 * scaleSB, -1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(1, 1)
        glVertex3f(1 * scaleSB, -1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(1, 0)
        glVertex3f(1 * scaleSB, -1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(0, 0)
        glVertex3f(-1 * scaleSB, -1 * scaleSB, -1 * scaleSB)
        glEnd()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(-1 * scaleSB, 1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(1, 1)
        glVertex3f(1 * scaleSB, 1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(1, 0)
        glVertex3f(1 * scaleSB, 1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(0, 0)
        glVertex3f(-1 * scaleSB, 1 * scaleSB, -1 * scaleSB)
        glEnd()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(1 * scaleSB, 1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(1, 1)
        glVertex3f(1 * scaleSB, 1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(1, 0)
        glVertex3f(1 * scaleSB, -1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(0, 0)
        glVertex3f(1 * scaleSB, -1 * scaleSB, 1 * scaleSB)
        glEnd()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(-1 * scaleSB, 1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(1, 1)
        glVertex3f(-1 * scaleSB, 1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(1, 0)
        glVertex3f(-1 * scaleSB, -1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(0, 0)
        glVertex3f(-1 * scaleSB, -1 * scaleSB, 1 * scaleSB)
        glEnd()

        glPopMatrix()
        glDisable(GL_TEXTURE_2D)

        # glEnable(GL_DEPTH_TEST)

        # Verifica se o jogo foi iniciado
        if not self.started:
            return
        # Desenha a cena
        # e retira os objetos mortos retornando ele para a fila
        # e instancia uma explosao no lugar
        for obj in self.in_scene:
            if not obj == None:
                if obj.dead:
                    if isinstance(obj, Enemy):
                        new_explosion = self.explosion_queue.pop()
                        new_explosion.load(self.animation_explosion,
                                           obj.move_x + obj.position_x,
                                           obj.move_y + 6, "enemy", 15)
                        self.in_scene.append(new_explosion)
                        self.enemy_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Asteroide):
                        new_explosion = self.explosion_queue.pop()
                        new_explosion.load(self.animation_explosion,
                                           obj.move_x + obj.position_x,
                                           obj.move_y + 5, "enemy", 15)
                        self.in_scene.append(new_explosion)
                        self.asteroid_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Shoot):
                        self.bullets_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Explode):
                        obj.dead = False
                        self.explosion_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Power_up):
                        self.power_queue.push(obj)
                        self.in_scene.remove(obj)
                if isinstance(obj, Nave):
                    if obj.shooting:
                        self.create_shoot(obj.move_x + obj.position_x)
                if isinstance(obj, Enemy) or isinstance(obj, Asteroide):
                    if self.myNave.moving_right:
                        obj.scene_angle = -20
                    elif self.myNave.moving_left:
                        obj.scene_angle = 20
                    elif not self.myNave.moving_right and not self.myNave.moving_left:
                        obj.scene_angle = 0
                obj.draw()
                obj.act()
                obj.check_dead()

        # Testa as colisoes e aplica os efeitos (ganhar pontos, ou perder vida)
        for obj_A in self.in_scene:
            if isinstance(obj_A, Asteroide):
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Nave) and self.collide(
                                obj_B, obj_A):
                            #ui.down_life()
                            obj_A.dead = True
                        elif isinstance(obj_B, Shoot) and self.collide(
                                obj_B, obj_A):
                            if not obj_B.is_enemy:
                                obj_A.dead = True
                                obj_B.dead = True
                                self.sound_explosion.play()
                                ui.up_point(10)
                                if ui.score % 1000 == 0:
                                    self.sound_1000pts.play()
            elif isinstance(obj_A, Enemy):
                obj_A.elapsed_shoot_time += time()
                if obj_A.elapsed_shoot_time >= SHOOT_TIME_ENEMY:
                    pos = [obj_A.get_x()[0] + 5, obj_A.get_y()[0] + 6, 0]
                    player = [
                        self.myNave.get_x()[0] + 5,
                        self.myNave.get_y()[0] - 8, 0
                    ]
                    dir = [
                        player[0] - pos[0], player[1] - pos[1],
                        player[2] - pos[2]
                    ]
                    angle_R = math.atan2(dir[1], pos[0])
                    angle = math.degrees(angle_R)
                    if obj_A.nave_type == 0:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_azul, angle)
                    elif obj_A.nave_type == 1:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_amarelo, angle)
                    elif obj_A.nave_type == 2:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_preto, angle)

                    obj_A.elapsed_shoot_time = 0
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Nave) and self.collide(
                                obj_B, obj_A):
                            #ui.down_life()
                            obj_A.dead = True
                        elif isinstance(obj_B, Shoot) and self.collide(
                                obj_B, obj_A):
                            if not obj_B.is_enemy:
                                obj_A.dead = True
                                obj_B.dead = True
                                self.sound_explosion.play()
                                ui.up_point(10)
                                if ui.score % 1000 == 0:
                                    self.sound_1000pts.play()
            elif isinstance(obj_A, Shoot):
                if obj_A.is_enemy:
                    for obj_B in self.in_scene:
                        if not (obj_A == obj_B):
                            if isinstance(obj_B, Nave) and self.collide(
                                    obj_B, obj_A):
                                #ui.down_life()
                                obj_A.dead = True
            elif isinstance(obj_A, Nave):
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Power_up) and self.collide(
                                obj_B, obj_A):
                            obj_B.dead = True
                            self.sound_power.play()
                            if obj_B.skin == 0:
                                ui.up_life()
                            elif obj_B.skin == 1:
                                self.hack = True
                                self.elapsed_time_power_shoot = 0
                            elif obj_B.skin == 2:
                                self.speed = True
                                self.elapsed_time_power_speed = 0

        self.spawn_asteroide()
        self.spawn_inimigos()
        self.update()
コード例 #7
0
    def paintGL(self):
        self.check_end_backm()
        self.update()
        if self.myNave.dead:
            self.started = False

        glClear(GL_COLOR_BUFFER_BIT)
        glLoadIdentity()

        ########### DRAW BACKGROUND ##################
        glColor3f(1.0, 1.0, 1.0)
        glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        glBindTexture(GL_TEXTURE_2D, self.imageID_back)

        glPushMatrix()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(50, -50, 1)
        glTexCoord2f(1, 1)
        glVertex3f(-50, -50, 1)
        glTexCoord2f(1, 0)
        glVertex3f(-50, 50, 1)
        glTexCoord2f(0, 0)
        glVertex3f(50, 50, 1)
        glEnd()

        glPopMatrix()
        glDisable(GL_TEXTURE_2D)

        self.update_time()
        self.spawn_flowers()
        self.spawn_planets()
        self.spawn_stars()

        ########### DRAW ORNAMENTS ##################
        for obj in self.ornaments:
            if not obj == None:
                if obj.dead:
                    if isinstance(obj, Flor):
                        self.flowers_queue.push(obj)
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Planeta):
                        self.planets_queue.push(obj)
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Star):
                        self.ornaments.remove(obj)
                obj.draw()
                obj.act()
                obj.check_dead()

        # print(self.bullets_queue.tam())
        ########### VERIFY IF THE GAME HAS STARTED ##################
        if (not self.started):
            return

        ########### DRAW SCENE ##################
        for obj in self.in_scene:
            if not obj == None:
                if obj.dead:
                    if isinstance(obj, Enemy):
                        new_explosion = self.explosion_queue.pop()
                        new_explosion.load(self.animation_explosion,
                                           obj.move_x + obj.position_x,
                                           obj.move_y + 6, "enemy")
                        self.in_scene.append(new_explosion)
                        self.enemy_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Asteroide):
                        new_explosion = self.explosion_queue.pop()
                        new_explosion.load(self.animation_explosion,
                                           obj.move_x + obj.position_x,
                                           obj.move_y + 5, "enemy")
                        self.in_scene.append(new_explosion)
                        self.asteroid_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Shoot):
                        self.bullets_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Explode):
                        obj.dead = False
                        self.explosion_queue.push(obj)
                        self.in_scene.remove(obj)
                obj.draw()
                obj.act()
                obj.check_dead()

        ########### COLLISION CHECK ##################
        for obj_A in self.in_scene:
            if isinstance(obj_A, Asteroide):
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Nave) and self.collide(
                                obj_B, obj_A):
                            # obj_B.dead = True
                            ui.down_life()
                            obj_A.dead = True
                        elif isinstance(obj_B, Shoot) and self.collide(
                                obj_B, obj_A):
                            if not obj_B.is_enemy:
                                obj_A.dead = True
                                if not self.hack:
                                    obj_B.dead = True
                                self.sound_explosion.play()
                                ui.up_point(10)
                                if ui.score % 1000 == 0:
                                    self.sound_1000pts.play()
            elif isinstance(obj_A, Enemy):
                obj_A.elapsed_shoot_time += time()
                if obj_A.elapsed_shoot_time >= SHOOT_TIME_ENEMY:
                    if obj_A.nave_type == 0:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_azul)
                    elif obj_A.nave_type == 1:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_amarelo)
                    elif obj_A.nave_type == 2:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_preto)

                    obj_A.elapsed_shoot_time = 0
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Nave) and self.collide(
                                obj_B, obj_A):
                            # obj_B.dead = True
                            ui.down_life()
                            obj_A.dead = True
                        elif isinstance(obj_B, Shoot) and self.collide(
                                obj_B, obj_A):
                            if not obj_B.is_enemy:
                                obj_A.dead = True
                                if self.hack:
                                    obj_B.dead = False
                                else:
                                    obj_B.dead = True
                                self.sound_explosion.play()
                                ui.up_point(10)
                                if ui.score % 1000 == 0:
                                    self.sound_1000pts.play()
            elif isinstance(obj_A, Shoot):
                if obj_A.is_enemy:
                    for obj_B in self.in_scene:
                        if not (obj_A == obj_B):
                            if isinstance(obj_B, Nave) and self.collide(
                                    obj_B, obj_A):
                                # obj_B.dead = True
                                ui.down_life()
                                obj_A.dead = True

        self.spawn_asteroide()
        self.spawn_inimigos()

        self.update()
コード例 #8
0
    def paintGL(self):

        # Checa se a musica de fundo acabou e reinicia
        self.check_end_backm()
        self.update()
        # Se o player morreu, entao o jogo acaba
        if self.myNave.dead:
            self.started = False

        glClear(GL_COLOR_BUFFER_BIT)
        glLoadIdentity()

        # Desenha o background
        ''''' Inicio do background ''' ''
        glColor3f(1.0, 1.0, 1.0)
        glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        glBindTexture(GL_TEXTURE_2D, self.imageID_back)

        glPushMatrix()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(50, -50, 1)
        glTexCoord2f(1, 1)
        glVertex3f(-50, -50, 1)
        glTexCoord2f(1, 0)
        glVertex3f(-50, 50, 1)
        glTexCoord2f(0, 0)
        glVertex3f(50, 50, 1)
        glEnd()

        glPopMatrix()
        glDisable(GL_TEXTURE_2D)
        ''''' Fim do background ''' ''

        self.update_time()
        self.spawn_flowers()
        self.spawn_planets()
        self.spawn_stars()

        # Desenha os ornamentos ( "Flores" )
        # e retira os objetos "mortos" retornando eles para a fila
        for obj in self.ornaments:
            if not obj == None:
                if obj.dead:
                    if isinstance(obj, Flor):
                        self.flowers_queue.push(obj)
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Planeta):
                        self.planets_queue.push(obj)
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Star):
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Explode):
                        self.explosion_queue.push(obj)
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Propellant):
                        self.propellant_queue.push(obj)
                        self.ornaments.remove(obj)
                obj.draw()
                obj.act()
                obj.check_dead()

        # print (self.enemy_queue.tam())
        # Verifica se o jogo foi iniciado
        if (not self.started):
            return

        # Desenha a cena
        # e retira os objetos mortos retornando ele para a fila
        # e instancia uma explosao no lugar
        for obj in self.in_scene:
            if not obj == None:
                if obj.dead:
                    if isinstance(obj, Enemy):
                        new_explosion = self.explosion_queue.pop()
                        new_explosion.load(self.animation_explosion,
                                           obj.move_x + obj.position_x,
                                           obj.move_y + 6, "enemy")
                        self.in_scene.append(new_explosion)
                        self.enemy_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Asteroide):
                        new_explosion = self.explosion_queue.pop()
                        new_explosion.load(self.animation_explosion,
                                           obj.move_x + obj.position_x,
                                           obj.move_y + 5, "enemy")
                        self.in_scene.append(new_explosion)
                        self.asteroid_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Shoot):
                        self.bullets_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Explode):
                        obj.dead = False
                        self.explosion_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Power_up):
                        self.power_queue.push(obj)
                        self.in_scene.remove(obj)
                if isinstance(obj, Nave):
                    if obj.shooting:
                        self.create_shoot(obj.move_x + obj.position_x)
                obj.draw()
                obj.act()
                obj.check_dead()

        # Testa as colisoes e aplica os efeitos (ganhar pontos, ou perder vida)
        for obj_A in self.in_scene:
            if isinstance(obj_A, Asteroide):
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Nave) and self.collide(
                                obj_B, obj_A):
                            ui.down_life()
                            obj_A.dead = True
                        elif isinstance(obj_B, Shoot) and self.collide(
                                obj_B, obj_A):
                            if not obj_B.is_enemy:
                                obj_A.dead = True
                                if not self.hack:
                                    obj_B.dead = True
                                self.sound_explosion.play()
                                ui.up_point(10)
                                if ui.score % 1000 == 0:
                                    self.sound_1000pts.play()
            elif isinstance(obj_A, Enemy):
                obj_A.elapsed_shoot_time += time()
                if obj_A.elapsed_shoot_time >= SHOOT_TIME_ENEMY:
                    if obj_A.nave_type == 0:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_azul)
                    elif obj_A.nave_type == 1:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_amarelo)
                    elif obj_A.nave_type == 2:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_preto)

                    obj_A.elapsed_shoot_time = 0
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Nave) and self.collide(
                                obj_B, obj_A):
                            ui.down_life()
                            obj_A.dead = True
                        elif isinstance(obj_B, Shoot) and self.collide(
                                obj_B, obj_A):
                            if not obj_B.is_enemy:
                                obj_A.dead = True
                                if self.hack:
                                    obj_B.dead = False
                                else:
                                    obj_B.dead = True
                                self.sound_explosion.play()
                                ui.up_point(10)
                                if ui.score % 1000 == 0:
                                    self.sound_1000pts.play()
            elif isinstance(obj_A, Shoot):
                if obj_A.is_enemy:
                    for obj_B in self.in_scene:
                        if not (obj_A == obj_B):
                            if isinstance(obj_B, Nave) and self.collide(
                                    obj_B, obj_A):
                                ui.down_life()
                                obj_A.dead = True
            elif isinstance(obj_A, Nave):
                if self.speed:
                    obj_A.speed = 3
                else:
                    obj_A.speed = 0
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Power_up) and self.collide(
                                obj_B, obj_A):
                            obj_B.dead = True
                            self.sound_power.play()
                            if obj_B.skin == 0:
                                ui.up_life()
                            elif obj_B.skin == 1:
                                self.hack = True
                                self.elapsed_time_power_shoot = 0
                            elif obj_B.skin == 2:
                                self.speed = True
                                self.elapsed_time_power_speed = 0

        self.spawn_asteroide()
        self.spawn_inimigos()
        self.spawn_powers()
        self.update()