def add_barrier(state, x, y, r): barrier_count = user.get_data(state, "n_barriers") barrier_entity_name = "barrier_%d" % barrier_count user.set_data(state, "n_barriers", barrier_count + 1) entities.insert(state, barrier_entity_name, { "*": { "textures": ("assets/img/sprites/barrier.png",), }, }, ( x, y, r, ), collision=(("rectangle", 0.0, 0.0, 0.5, 0.125),)) physical_mover.add(state, barrier_entity_name, 0.5, 0, 0, 0, 0, 0.92, YAPYG_STD_INELASTICITY, 0, YAPYG_STD_ROT_FRICTION, YAPYG_STD_ROT_DECAY, YAPYG_STD_STICKYNESS, )
def add_barrel(state, x, y): barrel_count = user.get_data(state, "n_barrels") barrel_entity_name = "barrel_%d" % barrel_count user.set_data(state, "n_barrels", barrel_count + 1) entities.insert(state, barrel_entity_name, { "*": { "textures": ("assets/img/sprites/barrel.png",), }, }, ( x, y, 0, ), collision=(("circle", (1.0 / 4.0) / 2.0, (1.0 / 4.0) / 2.0, (1.0 / 4.0) / 2.0,),)) physical_mover.add(state, barrel_entity_name, 0.01, 0, 0, 0, 0, 0.92, YAPYG_STD_INELASTICITY, 0, YAPYG_STD_ROT_FRICTION, YAPYG_STD_ROT_DECAY, YAPYG_STD_STICKYNESS, )
def add_barrier(state, x, y, r): barrier_count = user.get_data(state, "n_barriers") barrier_entity_name = "barrier_%d" % barrier_count user.set_data(state, "n_barriers", barrier_count + 1) entities.insert(state, barrier_entity_name, { "*": { "textures": ("assets/img/sprites/barrier.png", ), }, }, ( x, y, r, ), collision=(("rectangle", 0.0, 0.0, 0.5, 0.125), )) physical_mover.add( state, barrier_entity_name, 0.5, 0, 0, 0, 0, 0.92, YAPYG_STD_INELASTICITY, 0, YAPYG_STD_ROT_FRICTION, YAPYG_STD_ROT_DECAY, YAPYG_STD_STICKYNESS, )
def add_barrel(state, x, y): barrel_count = user.get_data(state, "n_barrels") barrel_entity_name = "barrel_%d" % barrel_count user.set_data(state, "n_barrels", barrel_count + 1) entities.insert(state, barrel_entity_name, { "*": { "textures": ("assets/img/sprites/barrel.png", ), }, }, ( x, y, 0, ), collision=(( "circle", (1.0 / 4.0) / 2.0, (1.0 / 4.0) / 2.0, (1.0 / 4.0) / 2.0, ), )) physical_mover.add( state, barrel_entity_name, 0.01, 0, 0, 0, 0, 0.92, YAPYG_STD_INELASTICITY, 0, YAPYG_STD_ROT_FRICTION, YAPYG_STD_ROT_DECAY, YAPYG_STD_STICKYNESS, )
def create(screen_width, screen_height, tile_size): ENT_PADDLE = "500_paddle" ENT_BALL = "500_ball" PADDLE_WIDTH = (1.0 / 2.0) PADDLE_HEIGHT = (1.0 / 8.0) PADDLE_Y = 2.0 BOTTOM_Y = 1.5 BORDER_THICKNESS = 2.0 BORDER_OFFSET = 0.1 BALL_MOVE_SPEED = 100.0 BALL_ANIM_SPEED = 3.0 BALL_START_POS = (1.0, (2.0 + 0.5), 0) BALL_VXY = 2.0 BLOCK_WIDTH = (1.78 / 3.5) BLOCK_HEIGHT = (1.0 / 3.5) BLOCK_X = 0.1 BLOCK_Y = 4.5 state = factory.create(screen_width, screen_height, tile_size) tiles.add_tile_def(state, ".", ("assets/img/tiles/grid_double.png", )) tiles.set_area(state, [["." for x in xrange(10)] for x in xrange(10)]) entities_helpers.create_screen_wall(state, "000_screenbox", BORDER_THICKNESS, BORDER_OFFSET, BOTTOM_Y, color=(0, 0.15, 1)) for row in xrange(5): for col in xrange(7): fix_row = row fix_col = col block_entity_name = ENT_BLOCK_BASE + "_%d_%d" % (col, row) color = (0.5, 0.2, 1) if ((row + col) % 2 == 0) else (0, 1, 0) entities.insert(state, block_entity_name, { "*": { "textures": (("rectangle", BLOCK_WIDTH, BLOCK_HEIGHT, color[0], color[1], color[2]), ), }, }, (BLOCK_X + (fix_col * BLOCK_WIDTH), BLOCK_Y + (fix_row * BLOCK_HEIGHT), 0), collision=((("rectangle", 0, 0, BLOCK_WIDTH, BLOCK_HEIGHT), ))) entities.insert( state, ENT_PADDLE, { "*": { "textures": (("rectangle", PADDLE_WIDTH, PADDLE_HEIGHT, 1, 1, 1), ), }, }, (1.75, PADDLE_Y, 0), collision=((("rectangle", 0, 0, PADDLE_WIDTH, PADDLE_HEIGHT), ))) entities.insert( state, ENT_BALL, { "*": { "textures": (("ellipse", PADDLE_HEIGHT, PADDLE_HEIGHT, 1, 1, 1), ), }, }, BALL_START_POS, collision=((("circle", (PADDLE_HEIGHT / 2.0), (PADDLE_HEIGHT / 2.0), (PADDLE_HEIGHT / 2.0)), ))) physical_mover.add( state, ENT_BALL, 1, BALL_VXY, BALL_VXY, 0, 0, 1, 1, 0, 0, 1, 0, ) collisions.set_handler(state, collision_handler) controls.add_joystick(state) controlled_mover.add(state, ENT_PADDLE, "joystick", 0.1, [ BORDER_OFFSET, PADDLE_Y, (float(screen_width) / tile_size) - PADDLE_WIDTH - BORDER_OFFSET, PADDLE_Y ]) return state
def create(screen_width, screen_height, tile_size): state = factory.create(screen_width, screen_height, tile_size) BOTTOM_Y = 0.5 BORDER_THICKNESS = 2.0 BORDER_OFFSET = 0.1 WALLS_COLOR = (0.3, 0.45, 1) tiles.add_tile_def(state, " ", ("assets/img/tiles/grid_double.png",)) tiles.set_area(state, [[" " for x in xrange(10)] for x in xrange(10)]) entities_helpers.create_screen_wall(state, "000_screenbox", BORDER_THICKNESS, BORDER_OFFSET, BOTTOM_Y, color=WALLS_COLOR) # collisions.set_handler(state, collision_handler) for i in xrange(4): objtype = random.randint(0, 2) ent_name = "%d" % i ent_mass = 1.0 angle = random.randint(0, 20) - 10.0 if objtype == 0: ent_name = "square_" + ent_name if i % 2 == 0: tx = "assets/img/sprites/half_square.png" else: tx = "assets/img/sprites/half_square_2.png" entities.insert(state, ent_name, { "*": { "textures": (tx,), }, }, (0.5 + i * 0.75, 5, angle,), collision=(("rectangle", 0, 0, 0.5, 0.5),) ) elif objtype == 1: ent_name = "circle_" + ent_name if i % 2 == 0: tx = "assets/img/sprites/half_ball.png" else: tx = "assets/img/sprites/half_ball_2.png" entities.insert(state, ent_name, { "*": { "textures": (tx,), }, }, (0.5 + i * 0.75, 4.0, angle), collision=(("circle", 0.25, 0.25, 0.25),)) elif objtype == 2: ent_mass = 2.0 ent_name = "rect_" + ent_name if i % 2 == 0: tx = "assets/img/sprites/one_by_half_rectangle.png" else: tx = "assets/img/sprites/one_by_half_rectangle_2.png" entities.insert(state, ent_name, { "*": { "textures": (tx,), }, }, (0.5 + i * 0.75, 3.0, 90 + angle,), collision=(("rectangle", 0, 0, 1.0, 0.5),) ) physical_mover.add (state, ent_name, ent_mass, 0, 0, 0.0, YAPYG_STD_GRAVITY, YAPYG_STD_FRICTION, YAPYG_STD_INELASTICITY, 0, YAPYG_STD_ROT_FRICTION, YAPYG_STD_ROT_DECAY, YAPYG_STD_STICKYNESS, ) return state
def build(self): state = factory.create(screen_width, screen_height, tile_size) BOTTOM_Y = 0.5 BORDER_THICKNESS = 2.0 BORDER_OFFSET = 0.1 WALLS_COLOR = (0.3, 0.45, 1) tiles.add_tile_def(state, " ", ("assets/img/tiles/grid_double.png",)) tiles.set_area(state, [[" " for x in xrange(10)] for x in xrange(10)]) entities_helpers.create_screen_wall(state, "000_screenbox", BORDER_THICKNESS, BORDER_OFFSET, BOTTOM_Y, color=WALLS_COLOR) # collisions.set_handler(state, collision_handler) show_collision = True # False speed_factor = 1.0 target_is_physical = False if show_collision: # circle collision BOUNCE_GRAVITY = 0.0 BOUNCE_INELASTICITY = 0.999 BOUNCE_FRICTION = 0.999 BOUNCE_STICKYNESS = 0.5 ROT_FRICTION = 0.35 ROT_DECAY = 0.9 VX_1 = 0.0 VY_1 = -1.0 else: # Single circle BOUNCE_GRAVITY = 0.0 BOUNCE_INELASTICITY = 0.9 BOUNCE_FRICTION = 0.9999 BOUNCE_STICKYNESS = 0.0 ROT_FRICTION = 0.35 ROT_DECAY = 0.9999 VX_1 = 0.5 VY_1 = -1.0 VX_1 *= speed_factor VY_1 *= speed_factor entities.insert(state, "c_1", { "*": { "textures": ("assets/img/sprites/half_ball.png",), }, }, (1.75, 5.0, 0.0,), collision=(("circle", 0.25, 0.25, 0.25),) ) physical_mover.add(state, "c_1", 1.0, VX_1, VY_1, 0.0, BOUNCE_GRAVITY, BOUNCE_FRICTION, BOUNCE_INELASTICITY, 0, ROT_FRICTION, ROT_DECAY, BOUNCE_STICKYNESS, ) if show_collision: entities.insert(state, "c_2", { "*": { "textures": ("assets/img/sprites/half_ball_2.png",), }, }, (1.75, 4.0, 0.0,), collision=(("circle", 0.25, 0.25, 0.25),) ) if target_is_physical: physical_mover.add(state, "c_2", 1.0, 0, 0, 0, BOUNCE_GRAVITY, BOUNCE_FRICTION, BOUNCE_INELASTICITY, 0, ROT_FRICTION, ROT_DECAY, BOUNCE_STICKYNESS, ) return ScreenWidget(state, debugging=False)
def create(screen_width, screen_height, tile_size): ENT_PADDLE = "500_paddle" ENT_BALL = "500_ball" PADDLE_WIDTH = (1.0 / 2.0) PADDLE_HEIGHT = (1.0 / 8.0) PADDLE_Y = 2.0 BOTTOM_Y = 1.5 BORDER_THICKNESS = 2.0 BORDER_OFFSET = 0.1 BALL_MOVE_SPEED = 100.0 BALL_ANIM_SPEED = 3.0 BALL_START_POS = (1.0, (2.0 + 0.5), 0) BALL_VXY = 2.0 BLOCK_WIDTH = (1.78 / 3.5) BLOCK_HEIGHT = (1.0 / 3.5) BLOCK_X = 0.1 BLOCK_Y = 4.5 state = factory.create(screen_width, screen_height, tile_size) tiles.add_tile_def(state, ".", ("assets/img/tiles/grid_double.png",)) tiles.set_area(state, [["." for x in xrange(10)] for x in xrange(10)]) entities_helpers.create_screen_wall(state, "000_screenbox", BORDER_THICKNESS, BORDER_OFFSET, BOTTOM_Y, color=(0, 0.15, 1)) for row in xrange(5): for col in xrange(7): fix_row = row fix_col = col block_entity_name = ENT_BLOCK_BASE + "_%d_%d" % (col, row) color = (0.5, 0.2, 1) if ((row + col) % 2 == 0) else (0, 1, 0) entities.insert(state, block_entity_name, { "*": { "textures": (("rectangle", BLOCK_WIDTH, BLOCK_HEIGHT, color[0], color[1], color[2]),), }, }, (BLOCK_X + (fix_col * BLOCK_WIDTH), BLOCK_Y + (fix_row * BLOCK_HEIGHT), 0), collision=((("rectangle", 0, 0, BLOCK_WIDTH, BLOCK_HEIGHT),))) entities.insert(state, ENT_PADDLE, { "*": { "textures": (("rectangle", PADDLE_WIDTH, PADDLE_HEIGHT, 1, 1, 1),), }, }, (1.75, PADDLE_Y, 0), collision=((("rectangle", 0, 0, PADDLE_WIDTH, PADDLE_HEIGHT),))) entities.insert(state, ENT_BALL, { "*": { "textures": (("ellipse", PADDLE_HEIGHT, PADDLE_HEIGHT, 1, 1, 1),), }, }, BALL_START_POS, collision=((( "circle", (PADDLE_HEIGHT / 2.0), (PADDLE_HEIGHT / 2.0), (PADDLE_HEIGHT / 2.0)),)) ) physical_mover.add(state, ENT_BALL, 1, BALL_VXY, BALL_VXY, 0, 0, 1, 1, 0, 0, 1, 0, ) collisions.set_handler(state, collision_handler) controls.add_joystick(state) controlled_mover.add(state, ENT_PADDLE, "joystick", 0.1, [BORDER_OFFSET, PADDLE_Y, (float(screen_width) / tile_size) - PADDLE_WIDTH - BORDER_OFFSET, PADDLE_Y] ) return state
def create(screen_width_px, screen_height_px, tile_size_px): BOTTOM_Y = 0.0 BORDER_THICKNESS = 2.0 BORDER_OFFSET = 0.1 WALLS_COLOR = (0, 0.15, 1) joystick_props = controls.get_joystick_properties() origin_xy = (0, joystick_props["h"] * screen_height_px) state = factory.create(screen_width_px, screen_height_px, tile_size_px, origin_xy) controls.add_buttons(state, (("LEFT", on_left_button, "left", "big"), ("RIGHT", on_right_button, "right", "big"))) tiles.add_tile_def(state, ".", ("assets/img/tiles/grid_double.png",)) tiles.set_area(state, [["."] * 10] * 10) entities_helpers.create_screen_wall(state, "000_screenbox", BORDER_THICKNESS, BORDER_OFFSET, BOTTOM_Y, top=False, # bottom=False, color=WALLS_COLOR) ball_entity_name = "900_ball_0" BALL_SIZE = (1.0 / 4.0) CIRCLE_RADIUS = (BALL_SIZE / 2) filename = "assets/img/sprites/quarter_ball.png" mass = 1 entities.insert(state, ball_entity_name, { "*": { "textures": (filename,), }, }, (1.75, 4.3, 0,), collision=(("circle", CIRCLE_RADIUS, CIRCLE_RADIUS, CIRCLE_RADIUS,),)) physical_mover.add(state, ball_entity_name, mass, 0, 0, 0, YAPYG_STD_GRAVITY, YAPYG_STD_FRICTION, YAPYG_STD_INELASTICITY, 0, YAPYG_STD_ROT_FRICTION, YAPYG_STD_ROT_DECAY, YAPYG_STD_STICKYNESS, ) ENT_FLIPPER_1 = "000_flipper_1" FLIPPER_X = 1.0 FLIPPER_Y = 1.0 FLIPPER_WIDTH = 1.0 FLIPPER_HEIGHT = 0.25 FLIPPER_ROTATION_OFFSET = -0.5 FLIPPER_COLOR = (1.0, 0.0, 0.0) entities.insert(state, ENT_FLIPPER_1, { "*": { "textures": (("rectangle", FLIPPER_WIDTH, FLIPPER_HEIGHT, FLIPPER_COLOR[0], FLIPPER_COLOR[1], FLIPPER_COLOR[2]),), }, }, (FLIPPER_X, FLIPPER_Y, 0.0), collision=((("rectangle", 0.0, 0.0, FLIPPER_WIDTH, FLIPPER_HEIGHT),)) ) flipper_mover.add(state, ENT_FLIPPER_1, FLIPPER_WIDTH, FLIPPER_HEIGHT, FLIPPER_ROTATION_OFFSET, 360.0 ) return state
def create(screen_width, screen_height, tile_size): ENT_BOUNCE_BLOCK_1 = "000_block_1" ENT_BOUNCE_BLOCK_2 = "100_block_2" BOUNCE_VX = 0.0 BOTTOM_Y = 0.5 BORDER_THICKNESS = 2.0 BORDER_OFFSET = 0.1 WALLS_COLOR = (0.3, 0.45, 1) state = factory.create(screen_width, screen_height, tile_size) tiles.add_tile_def(state, " ", ("assets/img/tiles/grid_double.png",)) tiles.set_area(state, [[" " for x in xrange(10)] for x in xrange(10)]) entities_helpers.create_screen_wall(state, "000_screenbox", BORDER_THICKNESS, BORDER_OFFSET, BOTTOM_Y, color=WALLS_COLOR) BLOCK_SIZE = 2.75 BLOCK_OFFSET = -0.15 BLOCK_Y = 1.0 entities.insert(state, ENT_BOUNCE_BLOCK_1, { "*": { "textures": (("rectangle", BLOCK_SIZE, BLOCK_SIZE, WALLS_COLOR[0], WALLS_COLOR[1], WALLS_COLOR[2]),), } }, (-1.5 + BLOCK_OFFSET, BLOCK_Y, 45.0), collision=((("rectangle", 0, 0, BLOCK_SIZE, BLOCK_SIZE),))) entities.insert(state, ENT_BOUNCE_BLOCK_2, { "*": { "textures": (("rectangle", BLOCK_SIZE, BLOCK_SIZE, WALLS_COLOR[0], WALLS_COLOR[1], WALLS_COLOR[2]),), } }, (2.75 + BLOCK_OFFSET, BLOCK_Y, 45.0), collision=((("rectangle", 0, 0, BLOCK_SIZE, BLOCK_SIZE),))) index = 0 n_rows = 6 n_columns = 4 BALL_DISTANCE = (1.0 / 4.0) for column in xrange(n_columns): for row in xrange(n_rows): ball_entity_name = "900_ball_%d" % index if index % 2 == 0: BALL_SIZE = (1.0 / 4.0) CIRCLE_RADIUS = BALL_SIZE / 2 filename = "assets/img/sprites/quarter_ball.png" mass = 1.0 else: # index += 1 # continue BALL_SIZE = (1.0 / 8.0) CIRCLE_RADIUS = BALL_SIZE / 2 filename = "assets/img/sprites/eigth_ball.png" mass = 0.25 entities.insert(state, ball_entity_name, { "*": { "textures": (filename,), }, }, ( 1.0 + (row * BALL_DISTANCE * 1.25), 4.5 + (column * 1.25 * BALL_DISTANCE * 1.25), 0, ), collision=(("circle", CIRCLE_RADIUS, CIRCLE_RADIUS, CIRCLE_RADIUS,),)) physical_mover.add(state, ball_entity_name, mass, BOUNCE_VX, 0, 0, YAPYG_STD_GRAVITY, YAPYG_STD_FRICTION, YAPYG_STD_INELASTICITY, 0, YAPYG_STD_ROT_FRICTION, YAPYG_STD_ROT_DECAY, YAPYG_STD_STICKYNESS, ) index += 1 return state