Exemplo n.º 1
0
class Bullet(Entity):
    def __init__(self, bullet_mgr, world):
        super().__init__(world, 0, 0, 0)
        # The visual representation of the bullet.
        self.owner = None
        self._world = world
        self._quad = QuadDrawable()
        self._quad.texture = Texture.load_from_file(
            'resources/images/bullet.png')
        self._quad.size = Vector2(self._quad.texture.width,
                                  self._quad.texture.height)
        self._quad.anchor_to_center()
        # Attach physics only in the initialize method
        self.bullet_radius = min(self._quad.size.x,
                                 self._quad.size.y) / PHYSICS_SCALE / 2
        self._angle = None
        self.bullet_mgr = bullet_mgr

    def initialize(self, x, y, direction, speed, owner):
        self.owner = owner
        self._physics = PhysicsBullet(self, self._world.physicsWorld,
                                      x / PHYSICS_SCALE, y / PHYSICS_SCALE,
                                      self.bullet_radius, owner)

        # Physics object corresponding to the bullet
        # self._physics.body.userData = {'type': 'bullet', 'obj': self, 'owner': owner}
        # self._physics.body.position = (x / PHYSICS_SCALE, y / PHYSICS_SCALE)
        self._physics.body.angle = math.atan2(-direction.x, direction.y)
        force_dir = b2Vec2(float(direction.x), float(direction.y))
        force_pos = self._physics.body.GetWorldPoint(localPoint=(0.0, 0.0))
        self._physics.body.ApplyLinearImpulse(force_dir * speed, force_pos,
                                              True)

    def draw(self, screen):
        self._quad.draw(screen)

    def update(self, screen):
        pos = self._physics.body.position
        if pos.x < 0 or pos.x > self._world.bounds.w / PHYSICS_SCALE or \
                        pos.y < 0 or pos.y > self._world.bounds.h / PHYSICS_SCALE:
            # Bullet is outside the screen
            self.remove_bullet()
        else:
            # Update the position of the bullet
            pos *= PHYSICS_SCALE
            self._quad.pos = Vector2(pos[0], pos[1])
            self._quad.angle = self._physics.body.angle
            pos /= PHYSICS_SCALE

    def collide(self, other, began=False, **kwargs):
        # Don't do anything if a bullet is hitting a bullet.
        if isinstance(other, type(self)):
            return
        # If a bullet is hit by anything else, recycle it.
        if not began:
            self.remove_bullet()

    def remove_bullet(self):
        # Mark the associated physical object for deletion
        self.bullet_mgr.mark_for_recycle(self)
Exemplo n.º 2
0
from mgl2d.graphics.texture import Texture
from mgl2d.math.vector2 import Vector2

app = App()
main_screen = Screen(800, 600, 'Quad drawable')
main_screen.print_info()

quads = []
for y in range(3):
    for x in range(4):
        quad = QuadDrawable(100 + x * 200,
                            100 + y * 200,
                            size_x=120,
                            size_y=120)
        quad.texture = Texture.load_from_file('data/texture.png')
        quad.anchor_to_center()
        quads.append(quad)

# Flipped horizontally
quads[1].flip_x = True
# Flipped vertically
quads[2].flip_y = True
# Flipped in both directions
quads[3].flip_x = quads[3].flip_y = True
# Scaled smaller
quads[4].scale = Vector2(0.8, 0.8)
# Scaled bigger
quads[5].scale = Vector2(1.2, 1.2)
# Rotated 45 degrees
quads[6].angle = math.pi / 4
# Rotated 22 degrees and scaled to 50%
Exemplo n.º 3
0
class Asteroid(Entity):
    def __init__(
            self,
            world,
            x,
            y,
            speed,
            torque,
            asset='resources/images/asteroides/asteroid_01.png',
            scale=1,
    ):
        super().__init__(world, x, y, 0)
        # Slightly smaller than the image
        texture = Texture.load_from_file(asset)
        image_size = min(texture.width, texture.height)

        radius = ((image_size / PHYSICS_SCALE) / 2) * 0.8

        self._quad = QuadDrawable(x, y, texture.width * scale, texture.height * scale)
        self._quad.anchor_to_center()
        self._quad.texture = texture
        self._quad.shader = ShaderProgram.from_files(vert_file='resources/shaders/base.vert', frag_file='resources/shaders/rgba.frag')

        self._physicAsteroid = PhysicsAsteroid(
            self,
            world.physicsWorld,
            center=Vector2(x / PHYSICS_SCALE, y / PHYSICS_SCALE),
            radius=radius,
            speed=speed,
            torque=torque,
        )

    def update(self, game_speed):
        self._physicAsteroid.update_forces()
        self._quad.pos = self._physicAsteroid.body.position * PHYSICS_SCALE
        self._quad.angle = self._physicAsteroid.body.angle
        pass

    def draw(self, screen):
        self._quad.shader.bind()
        self._quad.shader.set_uniform_1f('mul_r', 0.3)
        self._quad.shader.set_uniform_1f('mul_g', 0.3)
        self._quad.shader.set_uniform_1f('mul_b', 0.3)
        self._quad.draw(screen)
        pass

    def collide(self, other, **kwargs):
        pass

    def destroy(self):
        goes_to_left = self._physicAsteroid.body.linearVelocity.x < 0
        goes_to_right = not goes_to_left
        goes_to_top = self._physicAsteroid.body.linearVelocity.y < 0
        goes_to_bottom = not goes_to_top

        return (goes_to_left and
                self._physicAsteroid.body.position.x <
                0 - self._physicAsteroid.shape.radius) or \
               (goes_to_right and
                (self._physicAsteroid.body.position.x * PHYSICS_SCALE >
                 SCREEN_WIDTH + self._physicAsteroid.shape.radius)) or \
               (goes_to_top and
                (self._physicAsteroid.body.position.y <
                 0 - self._physicAsteroid.shape.radius)) or \
               (goes_to_bottom and
                (self._physicAsteroid.body.position.y * PHYSICS_SCALE >
                 SCREEN_HEIGHT + - self._physicAsteroid.shape.radius))