class Protagonist(object): def __init__(self, texture, program, x, y, position, collisionMap, mesh): super(Protagonist, self).__init__() self.tex = texture self.prog = program self.x = float(x) self.y = float(y) self.cooldown = 0.0 self.collisionMap = collisionMap self.health = 100 self.velocity = Vector(0.0, 0.0, 0.0) self.position = Vector(position[0], self.y/2, position[1]) self.maxSpeed = 4 self.modelview = Matrix().translate(position[0], self.y/2, position[1]) self.moved = False self.angle = 0 self.mesh = mesh with nested(self.tex): glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) def update(self, delta, state): self.cooldown-= delta if self.moved: self.moved = False else: self.velocity = self.velocity * 0.8 if self.velocity.len() < 0.1: self.velocity = Vector() facingVelocity = self.velocity.rotatey(self.angle) movedBy = facingVelocity * delta if not self.collisionMap.collision(self.position + movedBy, self.x/4): self.position = self.position + movedBy self.modelview = Matrix().translate(self.position.x, self.position.y, self.position.z) * Matrix().rotatey(-self.angle) def move(self, dvel): self.moved = True if self.velocity.len() == self.maxSpeed: return else: self.velocity = self.velocity + dvel if self.velocity.len() > self.maxSpeed: self.velocity.norm(self.maxSpeed) def teleport(self, x, y): self.position.x = x self.position.z = y def turn(self, angle): self.angle = self.angle + angle def point(self, angle): self.angle = angle def draw(self, projection, camera, player_position, r): self.prog.vars.mvp = projection * camera * self.modelview self.prog.vars.playerLight = r*0.1 + 0.9 self.prog.vars.playerPosition = player_position.tuple() self.prog.vars.modelview = self.modelview with nested(self.prog, self.tex): self.mesh.draw(GL_QUADS) def hit(self): self.health -= 10 def within(self, position): position = position - self.position for i in xfrange(0.0, 1.0, 0.05): point = self.position + (position * i) if self.collisionMap.collision(point, self.x/4): return False return True def depth(self, proj_cam): mat = proj_cam * self.modelview vector = mat.col(3) return -vector.z
def test_len(self): v = Vector(3,4) assert v.len() == 5.0