Exemplo n.º 1
0
    def update(self):
        """
        update main game loop
        """
        camera.rotation_y += mouse.velocity[0] * 40
        camera.rotation_x -= mouse.velocity[1] * 40
        camera.rotation_x = clamp(camera.rotation_x, -90, 90)

        # snake eats snack
        if distance(self.snake.head.position, self.snack.position) < 0.1:
            # make_sound(1)
            self.score[-1] += 1
            msg = 'Your score is {0}'.format(self.score[-1])
            print_on_screen(msg, position=(-0.85, 0.45), scale=2, duration=1)
            self.snake.add_block()
            while True:
                self.snack.random_position()
                snack_pos = self.snack.position
                if not (snack_pos in list(
                        map(lambda x: x.position, self.snake.body))):
                    break

        # snake eats its tail
        if self.snake.self_eat():
            # make_sound(3)
            self.score.append(len(self.snake.body))
            msg = 'You lost!\nYour score is {0}\n[record is {1}]'.format(
                self.score[-1], max(self.score))
            print_on_screen(msg, position=(-0.7, 0.15), scale=5, duration=2)
            self.snake.isPause = True

            invoke(self.start_new_game, delay=3)
Exemplo n.º 2
0
    def intersects(self, traverse_target=scene, ignore=(), debug=False):
        from ursina.hit_info import HitInfo

        if not self.collision or not self.collider:
            self.hit = HitInfo(hit=False)
            return self.hit

        from ursina import distance
        if not hasattr(self, '_picker'):
            from panda3d.core import CollisionTraverser, CollisionNode, CollisionHandlerQueue
            from panda3d.core import CollisionRay, CollisionSegment, CollisionBox

            self._picker = CollisionTraverser()  # Make a traverser
            self._pq = CollisionHandlerQueue()  # Make a handler
            self._pickerNode = CollisionNode('raycaster')
            self._pickerNode.set_into_collide_mask(0)
            self._pickerNP = self.attach_new_node(self._pickerNode)
            self._picker.addCollider(self._pickerNP, self._pq)
            self._pickerNP.show()
            self._pickerNode.addSolid(self._collider.shape)

        if debug:
            self._pickerNP.show()
        else:
            self._pickerNP.hide()

        self._picker.traverse(traverse_target)

        if self._pq.get_num_entries() == 0:
            self.hit = HitInfo(hit=False)
            return self.hit

        ignore += (self, )
        ignore += tuple([e for e in scene.entities if not e.collision])

        self._pq.sort_entries()
        self.entries = [        # filter out ignored entities
            e for e in self._pq.getEntries()
            if e.get_into_node_path().parent not in ignore
            ]

        if len(self.entries) == 0:
            self.hit = HitInfo(hit=False, distance=0)
            return self.hit

        collision = self.entries[0]
        nP = collision.get_into_node_path().parent
        point = collision.get_surface_point(nP)
        point = Vec3(*point)
        world_point = collision.get_surface_point(render)
        world_point = Vec3(*world_point)
        hit_dist = distance(self.world_position, world_point)

        self.hit = HitInfo(hit=True)
        self.hit.entity = next(e for e in scene.entities if e == nP)

        self.hit.point = point
        self.hit.world_point = world_point
        self.hit.distance = hit_dist

        normal = collision.get_surface_normal(collision.get_into_node_path().parent).normalized()
        self.hit.normal = Vec3(*normal)

        normal = collision.get_surface_normal(render).normalized()
        self.hit.world_normal = Vec3(*normal)

        self.hit.entities = []
        for collision in self.entries:
            self.hit.entities.append(next(e for e in scene.entities if e == collision.get_into_node_path().parent))

        return self.hit