예제 #1
0
 def __init__(self, camera, luObserver, fxObserver, lvl):
     self.mSwitch = True
     self.mTimer = 0.0
     self.mLevelDone = False
     self.mCamera = camera
     self.mLuObs = luObserver
     self.mFxObs = fxObserver
     self.contactListener = ContactListener()
     self.gravity = Gravity()
     self.physWorld = b2World(gravity=(0,0),doSleep=True, contactListener=self.contactListener)
     self.level = Level(self.physWorld, self.gravity, lvl)
     self.player = Player(self.level.mStartPos, self.physWorld, self.gravity)
     self.mEntityToFollow = self.player
예제 #2
0
class WorldModel(object):
    
    DEBUG = False
    
    physWorld = None
    vel_iters, pos_iters = 6, 2 
    debugRender = None;
    player = None
    body = None
    dynamic_enities = []
    mFirstUpdate = True
    mEntityToFollow = None
    mTimer = None
    mDeathTimer = 1.0
    
    mSwitch = None
    
    
    def __init__(self, camera, luObserver, fxObserver, lvl):
        self.mSwitch = True
        self.mTimer = 0.0
        self.mLevelDone = False
        self.mCamera = camera
        self.mLuObs = luObserver
        self.mFxObs = fxObserver
        self.contactListener = ContactListener()
        self.gravity = Gravity()
        self.physWorld = b2World(gravity=(0,0),doSleep=True, contactListener=self.contactListener)
        self.level = Level(self.physWorld, self.gravity, lvl)
        self.player = Player(self.level.mStartPos, self.physWorld, self.gravity)
        self.mEntityToFollow = self.player
           
    def __resetWorld(self):
        self.mSwitch = True
        self.mDeathTimer = 1.0
        self.mTimer = 0.0
        self.dynamic_enities = []
        self.mFirstUpdate = True
        self.gravity.reset()
        self.player.reset(b2Vec2(self.level.mStartPos.x + self.player.size.x/3, self.level.mStartPos.y + self.player.size.y/2))
        self.mLuObs.levelChanged(self.level)
    
    def restart(self):
        self.level.retryLevel()
        self.__resetWorld()
     
    def update(self, delta):
        self.mTimer += delta
           
        #step the physicsworld
        self.physWorld.Step(delta, self.vel_iters, self.pos_iters)
        self.physWorld.ClearForces()
        
        for body in self.physWorld.bodies:
            #dynamic body
            if body.type == b2_dynamicBody:
                if self.mFirstUpdate:
                    if isinstance(body.userData, Player):
                        self.dynamic_enities.append(body)
                
                if isinstance(body.userData, Player):
                    body.userData.update(delta)
                elif isinstance(body.userData, Enemy):
                    body.userData.update(delta)
                elif isinstance(body.userData, PickableObject):
                    body.userData.update(delta)
                elif isinstance(body.userData, Particle):
                    body.userData.update(delta)
                    
        
        if self.mFirstUpdate == True:          
            self.mFirstUpdate = False
            
        #update level, if level is done, returns true
        if self.level.update(delta, self.player.position):
            self.mLevelDone = True
            
        #is player dead?
        if not self.player.alive:
            
            if self.mSwitch:
                SoundManager.getInstance().playSound(SoundID.FLESHEXPLOSION)
                self.mFxObs.addFx(BloodSplatter(self.physWorld, self.gravity.get(), self.player.position))
                self.mSwitch = False
            
            self.player.stopMovement()
            self.mDeathTimer -= delta
            
            if self.mDeathTimer < 0:
                self.level.retryLevel()
                self.__resetWorld()
        
    
    def changeGravity(self, gravitydirection):
        if self.player.isOnGround() == True:
            self.gravity.set(gravitydirection)
            
            for body in self.dynamic_enities:
                if not body.userData.isInGravityZone():
                    body.userData.flip(gravitydirection)