Exemplo n.º 1
0
 def _process_inputs(self) -> InputBuffer:
     input_buffer = InputBuffer()
     if Input.is_action_just_pressed(action_name="left"):
         input_buffer.add_input(input=InputBuffer.Value.LEFT)
         self.add_to_position(Vector2.LEFT())
     elif Input.is_action_just_pressed(action_name="right"):
         input_buffer.add_input(input=InputBuffer.Value.RIGHT)
         self.add_to_position(Vector2.RIGHT())
     if Input.is_action_just_pressed(action_name="up"):
         input_buffer.add_input(input=InputBuffer.Value.UP)
         self.add_to_position(Vector2.UP())
     elif Input.is_action_just_pressed(action_name="down"):
         input_buffer.add_input(input=InputBuffer.Value.DOWN)
         self.add_to_position(Vector2.DOWN())
     return input_buffer
Exemplo n.º 2
0
    def _process_inputs(self) -> None:
        if Input.is_action_just_pressed(action_name="quit"):
            # Go back to main menu
            if (self.game_properties.player_opponent_mode ==
                    PropertyValue.PLAYER_OPPONENT_MODE_HOST_PLAYER_VS_PLAYER):
                Server.stop()
            elif (self.game_properties.player_opponent_mode ==
                  PropertyValue.PLAYER_OPPONENT_MODE_CLIENT_PLAYER_VS_PLAYER):
                Client.disconnect()
            SceneTree.change_scene(
                scene_path=
                "assets/game_projects/fighter/scenes/title_screen.json")
            # Engine.exit()

        if Input.is_action_just_pressed(action_name="zoom_in"):
            camera_zoom = Camera.get_zoom()
            camera_zoom -= Vector2(-0.1, -0.1)
            Camera.set_zoom(zoom=camera_zoom)

        if Input.is_action_just_pressed(action_name="zoom_out"):
            camera_zoom = Camera.get_zoom()
            camera_zoom -= Vector2(0.1, 0.1)
            Camera.set_zoom(zoom=camera_zoom)

        if Input.is_action_pressed(action_name="camera_left"):
            camera_position = Camera.get_viewport_position()
            camera_position += Vector2.LEFT()
            Camera.set_viewport_position(position=camera_position)
        elif Input.is_action_pressed(action_name="camera_right"):
            camera_position = Camera.get_viewport_position()
            camera_position += Vector2.RIGHT()
            Camera.set_viewport_position(position=camera_position)
        if Input.is_action_pressed(action_name="camera_up"):
            camera_position = Camera.get_viewport_position()
            camera_position += Vector2.UP()
            Camera.set_viewport_position(position=camera_position)
        elif Input.is_action_pressed(action_name="camera_down"):
            camera_position = Camera.get_viewport_position()
            camera_position += Vector2.DOWN()
            Camera.set_viewport_position(position=camera_position)

        if Input.is_action_pressed(action_name="camera_shake"):
            x_intensity_max = 5.0
            y_intensity_max = 5.0
            Camera.set_offset(
                Vector2(
                    random.uniform(-x_intensity_max, x_intensity_max),
                    random.uniform(-y_intensity_max, y_intensity_max),
                ))
        else:
            Camera.set_offset(offset=Vector2(0, 0))

        for input_buffer in self.input_buffers:
            input_buffer.poll_client_inputs(frame=self.frame_counter)
Exemplo n.º 3
0
    def camera_controls(self) -> None:
        if Input.is_action_pressed("zoom_out"):
            self.zoom += Vector2(0.1, 0.1)
            self.zoom = max(Vector2(0.1, 0.1), self.zoom)
            Camera.set_zoom(zoom=self.zoom)
        elif Input.is_action_pressed("zoom_in"):
            self.zoom += Vector2(-0.1, -0.1)
            self.zoom = min(Vector2(10, 10), self.zoom)
            Camera.set_zoom(zoom=self.zoom)

        if Input.is_action_pressed(action_name="camera_up"):
            self.viewport.y -= 1
            Camera.set_viewport_position(position=self.viewport)
        elif Input.is_action_pressed(action_name="camera_down"):
            self.viewport.y += 1
            Camera.set_viewport_position(position=self.viewport)
        if Input.is_action_pressed(action_name="camera_left"):
            self.viewport.x -= 1
            Camera.set_viewport_position(position=self.viewport)
        elif Input.is_action_pressed(action_name="camera_right"):
            self.viewport.x += 1
            Camera.set_viewport_position(position=self.viewport)
 def _simulate_player_state(self, frame: int,
                            player_state_data: PlayerStateData) -> None:
     if player_state_data.player_input_buffer.is_empty():
         player_state_data.player_node.play(animation_name="idle")
     else:
         for input in player_state_data.player_input_buffer.get_frame_inputs(
                 frame=frame):
             if not self.attack_manager.node_has_attack(
                     node=player_state_data.player_node):
                 if input == InputBuffer.Value.LEFT.value:
                     player_state_data.player_node.add_to_position(
                         Vector2.LEFT())
                     player_state_data.player_node.play(
                         animation_name="walk")
                     # player_one_state_data.player_node.flip_h = True
                 elif input == InputBuffer.Value.RIGHT.value:
                     player_state_data.player_node.add_to_position(
                         Vector2.RIGHT())
                     player_state_data.player_node.play(
                         animation_name="walk")
                     # player_one_state_data.player_node.flip_h = False
                 elif input == InputBuffer.Value.WEAK_PUNCH.value:
                     # TODO: Implement weak punch
                     weak_punch_attack = Attack.new()
                     # weak_punch_attack.collider_rect = Rect2(x=64, y=0, w=64, h=64)
                     weak_punch_attack.collider_rect = Rect2(x=100,
                                                             y=32,
                                                             w=64,
                                                             h=64)
                     weak_punch_attack.color = Color(1.0, 0.0, 0.0, 0.75)
                     player_state_data.player_node.add_child(
                         child_node=weak_punch_attack)
                     weak_punch_attack.frame_life_time = 100
                     self.attack_manager.add_attack(
                         node=player_state_data.player_node,
                         attack=weak_punch_attack)
 def __init__(self):
     self.player = 1
     self.position = Vector2(0.0, 0.0)
     self.inputs = ["l", "wp"]
     self.animation = AnimationState()
     self.state = "idle"
Exemplo n.º 6
0
 def __init__(self, player: int, health=10, position=Vector2(0, 0)):
     self.player = player
     self.health = health
     self.position = position
     self.frames_invincible_after_damage = 0
Exemplo n.º 7
0
 def movement_controls(self) -> None:
     if Input.is_action_pressed(action_name="left"):
         self.add_to_position(value=Vector2(-1, 0))
     elif Input.is_action_pressed(action_name="right"):
         self.add_to_position(value=Vector2(1, 0))
Exemplo n.º 8
0
 def _start(self) -> None:
     self.viewport = Vector2(1, 1)
     self.zoom = Vector2(1, 1)