/
main.py
430 lines (360 loc) · 15.4 KB
/
main.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
import kivy
import math
from kivy.atlas import Atlas
from kivy.app import App
from kivy.uix.label import Label
from kivy.uix.button import Button
from kivy.uix.widget import Widget
from kivy.uix.image import Image
from kivy.lang import Builder
from kivy.uix.scatter import Scatter
from kivy.properties import AliasProperty, NumericProperty, BooleanProperty, ReferenceListProperty, ObjectProperty, ListProperty, StringProperty
from kivy.vector import Vector
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.floatlayout import FloatLayout
from kivy.factory import Factory
from kivy.clock import Clock
from random import randint
from kivy.graphics.transformation import Matrix
from functools import partial
from kivy.uix.stencilview import StencilView
from kivy.core.window import Window
from kivy.graphics import Point, Color, Rectangle, Line
from kivy.event import EventDispatcher
from kivy.graphics.texture import Texture
from kivy.animation import Animation
from kivy.lang import Builder
class CBL_DebugPanel(BoxLayout):
fps = StringProperty(None)
def update(self, dt):
self.fps = str(int(Clock.get_fps()))
Clock.schedule_once(self.update)
class CBL_Collision_Widget(Widget):
was_collided = BooleanProperty(False)
self_prop = ObjectProperty(None)
def reset_collided(self, dt):
self.was_collided = False
self.canvas.ask_update
def on_was_collided(self, instance, value):
Clock.schedule_once(self.reset_collided, .5)
if isinstance(self.parent, CBL_Enemy):
self.parent.got_collided = True
if isinstance(self.parent, CBL_Player_Character):
self.parent.got_collided = True
def on_pos(self, instance, value):
if not self.parent.is_deleting:
self.parent.parent.check_collision(self)
class CBL_Projectile(Widget):
distance = NumericProperty(0)
direction = ListProperty(0)
duration = NumericProperty(1.0)
touch_up_pos = ListProperty(None)
unit_speed = NumericProperty(50.0)
has_fired = BooleanProperty(False)
old_pos = ListProperty(None)
is_deleting = BooleanProperty(False)
def del_self(self, instance, value):
print 'removing self'
self.parent.remove_widget(self)
def on_touch_down(self, touch):
self.old_pos = list(self.pos)
def get_pos(self):
return self.pos
def on_touch_move(self, touch):
if not self.has_fired:
self.pos = touch.x, touch.y
def on_touch_up(self, touch):
self.pos = self.old_pos
touch_up_pos = (touch.x, touch.y)
pos = self.pos
self.distance = int(Vector(pos).distance(Vector(touch_up_pos))/self.unit_speed)
self.direction = (pos[0] - touch_up_pos[0], pos[1] - touch_up_pos[1])
self.touch_up_pos = touch_up_pos
self.parent.spawn_spell_mode = False
self.has_fired = True
print 'touched_up spell'
print self.move_anim
class CBL_Projectile_1(Widget):
touches = []
unit_speed = NumericProperty(30.0)
duration = 1.0
has_fired = BooleanProperty(False)
old_pos = ListProperty(None)
is_deleting = BooleanProperty(False)
def del_self(self, instance, value):
print 'removing self'
self.parent.remove_widget(self)
def on_touch_down(self, touch):
if not self.has_fired:
self.old_pos = list(self.pos)
def on_touch_move(self, touch):
if not self.has_fired:
self.center = touch.x, touch.y
self.touches.append((touch.x, touch.y))
def create_animation(self, instance, value):
if self.touches == []:
print 'requesting delete'
self.del_self(None, None)
else:
target = list(self.touches[0])
self.target_pos = target
self.touches.pop(0)
def on_touch_up(self, touch):
if not self.has_fired:
self.pos = self.old_pos
pos = self.pos
self.create_animation(None, None)
self.parent.spawn_spell_mode = False
self.has_fired = True
print 'touched_up spell'
class CBL_Enemy(Widget):
target = ObjectProperty(None)
unit_speed = NumericProperty(.9)
target_moved = BooleanProperty(False)
target_pos = ListProperty(None)
got_collided = BooleanProperty(False)
is_deleting = BooleanProperty(False)
is_ready = BooleanProperty(False)
def del_self(self, instance, value):
print 'removing self'
if self.is_ready and not self.is_deleting:
self.is_deleting = True
print self.parent
self.parent.collision_objects.remove(self.collision_widget)
self.parent.remove_widget(self)
def on_got_collided(self, instance, value):
self.del_self(None, None)
self.got_collided = False
def on_target_moved(self, instance, value):
self.target_pos = self.target.pos
self.target_moved = False
def on_target_pos(self, instance, value):
if self.move_anim != None:
Animation.stop_all(self, 'pos')
def stop_moving(self, instance, value):
pass
class CBL_Animated_Sprite(Widget):
self_prop = ObjectProperty(None)
anim_frame = NumericProperty(1)
anim_state = NumericProperty(0)
anim_states = ListProperty(None)
is_moving = BooleanProperty(False)
source_image = StringProperty(None)
def update_sprite_direction(self):
is_moving = True
XDistance = self.parent.target_pos[0] - self.pos[0]
YDistance = self.parent.target_pos[1] - self.pos[1]
rotation = math.atan2(YDistance, XDistance)
rotationDeg = math.degrees(rotation)
if rotationDeg < 0:
rotationDeg = rotationDeg + 360
if rotationDeg >= 45 and rotationDeg < 135:
self.anim_state = 3
if rotationDeg < 315 and rotationDeg >= 225:
self.anim_state = 1
if rotationDeg < 45 and rotationDeg >= 0:
self.anim_state = 7
if rotationDeg >= 315 and rotationDeg <= 360:
self.anim_state = 7
if rotationDeg <225 and rotationDeg >= 135:
self.anim_state = 5
def stop_moving(self, instance, value):
print 'stopping movement'
self.anim_state -= 1
self.is_moving = False
def update(self, dt):
wasfour = False
if self.anim_frame == 4:
self.anim_frame = 1
wasfour = True
if self.anim_frame < 4 and not wasfour:
self.anim_frame += 1
Clock.schedule_once(self.update, .350)
class CBL_Player_Touch_Widget(Widget):
def on_touch_down(self, touch):
super(CBL_Player_Touch_Widget, self).on_touch_down(touch)
if self.collide_point(touch.x, touch.y):
self.parent.parent.activeunit = self.parent
print 'active unit set:', self.parent.parent.activeunit
class CBL_Player_Character(Widget):
target_pos = ListProperty(None)
unit_speed = NumericProperty(2.0)
sprite_image = ObjectProperty(None)
source_image = StringProperty(None)
anim_states = ListProperty(None)
has_me_targeted = ListProperty(None)
has_moved_in_last_2_seconds = BooleanProperty(False)
health = NumericProperty(10)
is_deleting = BooleanProperty(False)
got_collided = BooleanProperty(False)
def on_health(self, instance, value):
print self.health
if self.health == 0:
self.is_deleting = True
self.parent.collision_objects.remove(self.collision_widget)
self.parent.player_characters.remove(self)
self.parent.remove_widget(self)
def on_got_collided(self, instance, value):
print 'was collided'
if self.got_collided:
self.health -= 1
Clock.schedule_once(self.reset_got_collided, .350)
def reset_got_collided(self, dt):
self.got_collided = False
def reset_has_moved_counter(self, dt):
self.has_moved_in_last_2_seconds = False
def on_target_pos(self, instance, value):
print 'setting target', value
print self.move_anim
if self.move_anim != None:
Animation.stop_all(self, 'pos')
self.sprite_image.update_sprite_direction()
def on_pos(self, instance, value):
if not self.has_moved_in_last_2_seconds:
self.has_moved_in_last_2_seconds = True
for each in self.has_me_targeted:
each.target_moved = True
Clock.schedule_once(self.reset_has_moved_counter, .5)
class CBL_GameWorldScreen(Widget):
activeunit = ObjectProperty(None, allownone = True)
spritesheets = ListProperty(['atlas://Images/isaac64/', 'atlas://Images/isaac128/', 'atlas://Images/isaac256/'])
resolution = NumericProperty(1)
spawnmode = BooleanProperty(False)
spawn_spell_mode = BooleanProperty(False)
d_touch = ObjectProperty(None)
button_width = NumericProperty(80)
button_height = NumericProperty(80)
spacing = NumericProperty(10)
self_prop = ObjectProperty(None)
collision_objects = ListProperty(None)
player_characters = ListProperty(None)
enemy_characters = ListProperty(None)
spawn_enemy_mode = BooleanProperty(False)
def check_collision(self, moving_widget):
collision_list = list(self.collision_objects)
if moving_widget in collision_list:
collision_list.remove(moving_widget)
for each in collision_list:
if moving_widget.collide_widget(each):
moving_widget.was_collided = True
each.was_collided = True
def create_enemy(self, touch):
enemy_pos = self.to_widget(touch[0], touch[1])
parent = self
new_enemy = CBL_Enemy(pos = enemy_pos, parent = parent, size = (32, 32))
self.collision_objects.append(new_enemy.collision_widget)
print self.collision_objects
self.add_widget(new_enemy)
if self.player_characters != []:
new_enemy.target = self.player_characters[0]
self.player_characters[0].has_me_targeted.append(new_enemy)
new_enemy.is_ready = True
self.spawn_enemy_mode = False
def create_sprite(self, touch):
spritepos = self.to_widget(touch[0], touch[1])
print 'touch at',spritepos
source_image = self.spritesheets[self.resolution]
parent = self
anim_states = ['isaacforwards_xcf-forwardidle-', 4, .34, 'isaacforwards_xcf-forwardwalk-', 4, .34, 'isaacbackward_xcf-backwardsidle-', 4, .34, 'isaacbackward_xcf-backwardswalk-', 4, .34,
'isaacleft_xcf-leftidle-', 4, .34,'isaacleft_xcf-leftwalk-', 4, .34,'isaacright_xcf-rightidle-', 4, .34,'isaacright_xcf-rightwalk-', 4, .34]
newsprite = CBL_Player_Character(source_image = source_image, unit_speed = 1.0, anim_frame = 1, parent = parent, anim_states = anim_states, pos = spritepos, size = (128, 128))
Clock.schedule_once(newsprite.sprite_image.update)
self.collision_objects.append(newsprite.collision_widget)
self.player_characters.append(newsprite)
print 'collision objects:', self.collision_objects
print 'sprite at', newsprite.pos
self.add_widget(newsprite)
self.spawnmode = False
def create_spell(self):
if self.activeunit:
unit_pos = self.activeunit.pos
spell_pos_1 = self.to_widget(unit_pos[0] + 76, unit_pos[1] + 16)
spell_pos_2 = self.to_widget(unit_pos[0] - 42, unit_pos[1]+ 16)
spell_pos_3 = self.to_widget(unit_pos[0] + 16, unit_pos[1] - 32)
spell_pos_4 = self.to_widget(unit_pos[0] + 16, unit_pos[1] + 76)
parent = self
newspell = CBL_Projectile(parent = parent, pos = spell_pos_1, size = (32, 32))
self.add_widget(newspell)
newspell = CBL_Projectile(parent = parent, pos = spell_pos_2, size = (32, 32))
self.add_widget(newspell)
newspell = CBL_Projectile(parent = parent, pos = spell_pos_3, size = (32, 32))
self.add_widget(newspell)
newspell = CBL_Projectile(parent = parent, pos = spell_pos_4, size = (32, 32))
self.add_widget(newspell)
def create_spell2(self):
if self.activeunit:
unit_pos = self.activeunit.center
spell_pos_1 = self.to_widget(unit_pos[0] + 64, unit_pos[1])
parent = self
newspell = CBL_Projectile_1(parent = parent, pos = spell_pos_1, size = (64, 64))
#self.collision_objects.append(newspell.collision_widget)
self.add_widget(newspell)
def on_touch_down(self,touch):
print self.self_prop
print 'touch down pos:', touch.x, touch.y
super(CBL_GameWorldScreen, self).on_touch_down(touch)
if self.spawnmode:
self.create_sprite((touch.x, touch.y))
if self.spawn_enemy_mode:
self.create_enemy((touch.x, touch.y))
if self.collide_point(touch.x, touch.y) and self.activeunit != None and not self.activeunit.collide_point(touch.x, touch.y):
self.activeunit.target_pos = (touch.x, touch.y)
print 'set unit: ', self.activeunit, 'targetpos as: ', touch.x, touch.y
def on_touch_move(self,touch):
super(CBL_GameWorldScreen,self).on_touch_move(touch)
def on_touch_up(self,touch):
super(CBL_GameWorldScreen,self).on_touch_up(touch)
class MainScreen(FloatLayout):
button_width = NumericProperty(80)
button_height = NumericProperty(80)
spacing = NumericProperty(10)
def clear_target(self):
self.input_widget.activeunit = None
def on_touch_down(self,touch):
if self.input_widget.collide_point(touch.x, touch.y) and not touch.x < self.x + self.button_width + self.spacing:
self.input_widget.on_touch_down(touch)
else:
super(MainScreen, self).on_touch_down(touch)
def spawn_sprite(self):
self.input_widget.activeunit = None
self.input_widget.spawnmode = True
def spawn_enemy(self):
self.input_widget.activeunit = None
self.input_widget.spawn_enemy_mode = True
def spawn_spell(self):
self.input_widget.spawn_spell_mode = True
def button_callback(self, value):
print 'button called', value.text
if value.text == '64-Bit':
self.input_widget.resolution = 0
if value.text =='128-Bit':
self.input_widget.resolution = 1
if value.text == 'Spawn':
self.spawn_sprite()
if value.text == 'Spawn Enemy':
self.spawn_enemy()
if value.text == 'Clear Target':
self.clear_target()
if value.text == 'Spell 1':
self.input_widget.create_spell()
if value.text == 'Spell 2':
self.input_widget.create_spell2()
Factory.register('CBL_GameWorldScreen', CBL_GameWorldScreen)
Factory.register('CBL_DebugPanel', CBL_DebugPanel)
Factory.register('CBL_Collision_Widget', CBL_Collision_Widget)
Factory.register('CBL_Animated_Sprite', CBL_Animated_Sprite)
Factory.register('CBL_Player_Touch_Widget', CBL_Player_Touch_Widget)
class Game(Widget):
def __init__(self):
Widget.__init__(self)
mainwidget = MainScreen(pos = (10, 10), size = (Window.width-20, Window.height - 20))
self.add_widget(mainwidget)
def update(self, dt):
pass
class CBL_GameApp(App):
def build(self):
game = Game()
Clock.schedule_interval(game.update, 1.0/60.0)
return game
if __name__ == '__main__':
CBL_GameApp().run()