コード例 #1
0
    def __init__(self):
        self.game_state = WAITING_PLAYER_MOVE
        flags = 0
        os.environ['SDL_VIDEO_CENTERED'] = '1'
        winsize = 800, 600
        pygame.init()

        self.push_arrow = pygame.image.load(
            os.path.join('data', 'green_arrow.png'))
        self.clock = pygame.time.Clock()
        screen = self.screen = pygame.display.set_mode(winsize, flags)
        self.width, self.height = screen.get_width(), screen.get_height()
        pygame.display.set_caption('Toing')
        self.space = PlaySpace(screen)
        self.pushing_shape = None
        self.pushing_position = None
コード例 #2
0
ファイル: game.py プロジェクト: joaompinto/Toing
    def __init__(self):
        self.game_state = WAITING_PLAYER_MOVE
        flags = 0
        os.environ['SDL_VIDEO_CENTERED'] = '1'
        winsize = 800, 600
        pygame.init()

        self.push_arrow = pygame.image.load(os.path.join('data', 'green_arrow.png'))
        self.clock = pygame.time.Clock()
        screen = self.screen = pygame.display.set_mode(winsize, flags)
        self.width, self.height = screen.get_width(), screen.get_height()
        pygame.display.set_caption('Toing')
        self.space = PlaySpace(screen)
        self.pushing_shape = None
        self.pushing_position = None
コード例 #3
0
class Game:
    def __init__(self):
        self.game_state = WAITING_PLAYER_MOVE
        flags = 0
        os.environ['SDL_VIDEO_CENTERED'] = '1'
        winsize = 800, 600
        pygame.init()

        self.push_arrow = pygame.image.load(
            os.path.join('data', 'green_arrow.png'))
        self.clock = pygame.time.Clock()
        screen = self.screen = pygame.display.set_mode(winsize, flags)
        self.width, self.height = screen.get_width(), screen.get_height()
        pygame.display.set_caption('Toing')
        self.space = PlaySpace(screen)
        self.pushing_shape = None
        self.pushing_position = None

    def run(self):

        # The Main Event Loop
        while self._handle_events() is not False:
            self._draw()
            self.space.simulate()
            self.clock.tick(TARGET_FPS)

    def _draw(self):

        ### Clear the screen
        self.screen.fill(THECOLORS["black"])

        ### Draw the physics space
        self.space.draw()

        # Draw the ball push pointer
        if self.game_state == PLAYER_PUSHING_BALL:
            delta = self.pushing_position - self.pushing_shape.body.position
            length = min(delta.get_length(), 40)  # Limit length to 40
            if length < 1:
                return
            angle = delta.get_angle()
            angle_degrees = round(delta.get_angle_degrees())
            print angle_degrees
            x_delta = length * cos(angle)
            y_delta = length * sin(angle)
            p = self.pushing_shape.body.position + Vec2d(x_delta, y_delta)

            sized_push_arrow = pygame.transform.smoothscale(
                self.push_arrow, (int(length), 10))

            # Arrow center position is a point in the angular direction
            arrow_center_pos = self.pushing_shape.body.position + Vec2d(
                x_delta / 2, y_delta / 2)
            # Rotate the image
            rotated_arrow = pygame.transform.rotate(sized_push_arrow,
                                                    angle_degrees)
            # Draw the image centered at the arrow_center_pos
            rotated_w, rotated_h = rotated_arrow.get_size()
            draw_pos = Vec2d(arrow_center_pos.x - rotated_w / 2,
                             arrow_center_pos.y + rotated_h / 2)
            self.screen.blit(rotated_arrow, self.space.flipy(draw_pos))

        pygame.display.flip()

    def _handle_events(self):
        events = pygame.event.get()

        # Handle events
        for event in events:
            if event.type == QUIT or (event.type == KEYDOWN
                                      and event.key == K_ESCAPE):
                return False
            elif event.type == MOUSEBUTTONDOWN and event.button == 1:  # LMB
                return self._on_left_mouse_button_down()
            elif event.type == MOUSEMOTION:
                return self._on_mouse_motion()
            elif event.type == MOUSEBUTTONUP and event.button == 1:  # LMB
                return self._on_left_mouse_button_up()

    def _on_left_mouse_button_down(self):
        if self.game_state != WAITING_PLAYER_MOVE:
            return
        mouse_pos = self.space.flipy(Vec2d(pygame.mouse.get_pos()))
        clicked_shape = self.space.space.point_query_first(mouse_pos)
        if clicked_shape is None:
            return
        self.game_state = PLAYER_PUSHING_BALL
        self.pushing_position = mouse_pos
        self.pushing_shape = clicked_shape
        pygame.mouse.set_visible(False)

    def _on_left_mouse_button_up(self):
        pygame.mouse.set_visible(True)
        if self.game_state != PLAYER_PUSHING_BALL:
            return
        delta = self.pushing_position - self.pushing_shape.body.position
        length = min(delta.get_length(), 40)  # Limit length to 40
        angle = delta.get_angle()
        force = Vec2d(length * cos(angle), length * sin(angle))
        self.pushing_shape.body.apply_impulse(force * 40, (0, 0))
        self.game_state = WAITING_PLAYER_MOVE

    def _on_mouse_motion(self):
        if self.game_state != PLAYER_PUSHING_BALL or not pygame.mouse.get_pressed(
        )[0]:
            return
        mouse_pos = self.space.flipy(Vec2d(pygame.mouse.get_pos()))
        self.pushing_position = mouse_pos
コード例 #4
0
ファイル: game.py プロジェクト: joaompinto/Toing
class Game:

    def __init__(self):
        self.game_state = WAITING_PLAYER_MOVE
        flags = 0
        os.environ['SDL_VIDEO_CENTERED'] = '1'
        winsize = 800, 600
        pygame.init()

        self.push_arrow = pygame.image.load(os.path.join('data', 'green_arrow.png'))
        self.clock = pygame.time.Clock()
        screen = self.screen = pygame.display.set_mode(winsize, flags)
        self.width, self.height = screen.get_width(), screen.get_height()
        pygame.display.set_caption('Toing')
        self.space = PlaySpace(screen)
        self.pushing_shape = None
        self.pushing_position = None


    def run(self):

        # The Main Event Loop
        while self._handle_events() is not False:
            self._draw()
            self.space.simulate()
            self.clock.tick(TARGET_FPS)

    def _draw(self):

        ### Clear the screen
        self.screen.fill(THECOLORS["black"])

        ### Draw the physics space
        self.space.draw()

        # Draw the ball push pointer
        if self.game_state == PLAYER_PUSHING_BALL:
            delta = self.pushing_position - self.pushing_shape.body.position
            length = min(delta.get_length(), 40)  # Limit length to 40
            if length < 1:
                return
            angle = delta.get_angle()
            angle_degrees = round(delta.get_angle_degrees())
            print angle_degrees
            x_delta = length*cos(angle)
            y_delta = length*sin(angle)
            p = self.pushing_shape.body.position + Vec2d(x_delta, y_delta)

            sized_push_arrow = pygame.transform.smoothscale(self.push_arrow, (int(length), 10))

            # Arrow center position is a point in the angular direction
            arrow_center_pos = self.pushing_shape.body.position + Vec2d(x_delta/2, y_delta/2)
            # Rotate the image
            rotated_arrow = pygame.transform.rotate(sized_push_arrow, angle_degrees)
            # Draw the image centered at the arrow_center_pos
            rotated_w, rotated_h = rotated_arrow.get_size()
            draw_pos = Vec2d(arrow_center_pos.x - rotated_w / 2, arrow_center_pos.y + rotated_h / 2)
            self.screen.blit(rotated_arrow, self.space.flipy(draw_pos))

        pygame.display.flip()

    def _handle_events(self):
        events = pygame.event.get()

        # Handle events
        for event in events:
            if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
                return False
            elif event.type == MOUSEBUTTONDOWN and event.button == 1:  # LMB
                return self._on_left_mouse_button_down()
            elif event.type == MOUSEMOTION:
                return self._on_mouse_motion()
            elif event.type == MOUSEBUTTONUP and event.button == 1:  # LMB
                return self._on_left_mouse_button_up()

    def _on_left_mouse_button_down(self):
        if self.game_state != WAITING_PLAYER_MOVE:
            return
        mouse_pos = self.space.flipy(Vec2d(pygame.mouse.get_pos()))
        clicked_shape = self.space.space.point_query_first(mouse_pos)
        if clicked_shape is None:
            return
        self.game_state = PLAYER_PUSHING_BALL
        self.pushing_position = mouse_pos
        self.pushing_shape = clicked_shape
        pygame.mouse.set_visible(False)

    def _on_left_mouse_button_up(self):
        pygame.mouse.set_visible(True)
        if self.game_state != PLAYER_PUSHING_BALL:
            return
        delta = self.pushing_position - self.pushing_shape.body.position
        length = min(delta.get_length(), 40)  # Limit length to 40
        angle = delta.get_angle()
        force = Vec2d(length*cos(angle), length*sin(angle))
        self.pushing_shape.body.apply_impulse(force*40, (0, 0))
        self.game_state = WAITING_PLAYER_MOVE

    def _on_mouse_motion(self):
        if self.game_state != PLAYER_PUSHING_BALL or not pygame.mouse.get_pressed()[0]:
            return
        mouse_pos = self.space.flipy(Vec2d(pygame.mouse.get_pos()))
        self.pushing_position = mouse_pos