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objects.py
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objects.py
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import pygame
import pymunk
import math
import settings as st
from common_classes1 import *
from pygame.locals import *
# Formated as only the right vertices, we will mirror them
def bisymetric(side_verts):
right_verts = []
left_verts = []
for xpositive, y in side_verts:
right_verts.append((xpositive, y))
side_verts.reverse()
for xpositive, y in side_verts:
left_verts.append((-xpositive, y))
return left_verts, right_verts
def addVerts(self, mass, verts, middle, scale, separate):
vertsm = []
for vert in verts:
vertsm.append(((vert[0] + middle[0]) * scale, (vert[1] + middle[1]) * scale))
lverts, rverts = bisymetric(vertsm)
if separate:
a_shape = pymunk.shapes.Poly(self.body, lverts)
b_shape = pymunk.shapes.Poly(self.body, rverts)
a_shape.mass = mass
b_shape.mass = mass
self.shapes.append(a_shape)
self.shapes.append(b_shape)
else:
shape = pymunk.shapes.Poly(self.body, lverts + rverts)
shape.mass = mass
self.shapes.append(shape)
class Wall(GameObject):
side_size = 32
def __init__(self, x = 0, y = 0):
GameObject.__init__(self)
self.position = x, y
self.body.body_type = pymunk.Body.STATIC
size = self.side_size / 2.0 * self.scale
verts = (
(-size, size),
(-size, -size),
(size, -size),
(size, size)
)
self.body.moment = pymunk.moment_for_box(5, (self.side_size, self.side_size))
self.shapes.append(pymunk.shapes.Poly(self.body, verts))
class Bullet(GameObject, Killable):
radius = 15
def __init__(self):
GameObject.__init__(self)
Killable.__init__(self)
self.scale = 0.3
self.mass = 0.1
shape = pymunk.shapes.Circle(self.body, self.radius * self.scale)
shape.mass = self.mass
self.shapes.append(shape)
def update(self):
GameObject.update(self)
if self.update_killable(st.DELTA_TIME):
st.CURRENT_SCENE.objects.remove(self)
self.body.space.remove(self.body, self.shapes)
class Particle(Sprite, Killable):
def __init__(self):
Sprite.__init__(self)
Killable.__init__(self)
self.linear_drag = 0.
self.velocity = pymunk.Vec2d()
def update(self):
self.position += self.velocity * st.STEP_TIME
self.velocity *= 1.0 - self.linear_drag * st.STEP_TIME
if self.update_killable(st.DELTA_TIME):
st.CURRENT_SCENE.objects.remove(self)
class Ship(GameObject):
bullet_image = None
smoke_image = None
def __init__(self):
GameObject.__init__(self)
self.set_image(load_image("ship2.png"))
if Ship.bullet_image == None:
Ship.bullet_image = load_image("bullet.png")
if Ship.smoke_image == None:
Ship.smoke_image = load_image("smoke0.png")
self.scale = 0.2
self.mass = 10
self.linear_drag = 0.00
self.angular_drag = 0.00
self.bullet_force = 2000.
self.move_force = 1500.
self.rot_force = 400.
# middle = 128
# vertsb = (
# (137, 67),
# (155, 118),
# (162, 182),
# (129, 205)
# )
# vertsw = (
# (155, 118),
# (242, 65),
# (244, 99),
# (162, 182)
# )
# moment = pymunk.moment_for_poly(20, vertsb, (-middle, -middle))
# moment += pymunk.moment_for_poly(20, vertsw, (-middle, -middle)) * 2
# self.body.moment = moment * math.pow(self.scale, 2);
# addVerts(self, vertsb, (-middle, -middle), self.scale, False)
# addVerts(self, vertsw, (-middle, -middle), self.scale, True)
offset = (-74, -241)
verts = (
(94, 38),
(141, 86),
(141, 394),
(106, 460),
(93, 469)
)
addVerts(self, self.mass, verts, offset, self.scale, False)
def update(self):
super(Ship, self).update()
input = st.CURRENT_INPUT
if input.mouse_began(1) or input.key_began(K_SPACE):
# Create bullet
bullet = Bullet()
bullet.kill_time = 10
st.CURRENT_SCENE.objects.add(bullet)
self.body.space.add(bullet.body, bullet.shapes)
bullet.angle = self.angle
force_pos = pymunk.Vec2d(0, 250) * self.scale
bullet.body.velocity = self.body.velocity_at_local_point(force_pos)
force_pos.rotate(self.body.angle)
bullet.position = self.position + force_pos
bullet.set_image(self.bullet_image)
bullet.body.apply_force_at_local_point((0, self.bullet_force), (0,0))
self.body.apply_force_at_local_point((0, -self.bullet_force), (0,0))
force_list = []
if input.key_pressed(K_w) or input.key_pressed(K_UP):
if not input.key_pressed(K_q):
force_vector = pymunk.Vec2d(0, self.move_force)
else:
force_vector = pymunk.Vec2d(0, self.move_force * 2)
force_pos = pymunk.Vec2d(0, -210)
force_list.append((force_pos, force_vector))
if input.key_pressed(K_a) or input.key_pressed(K_LEFT):
force_vector = pymunk.Vec2d(-self.rot_force, 0)
force_pos = pymunk.Vec2d(67, 134)
force_list.append((force_pos, force_vector))
force_pos = pymunk.Vec2d(-67, -140)
force_vector = force_vector * -1
force_list.append((force_pos, force_vector))
elif input.key_pressed(K_d) or input.key_pressed(K_RIGHT):
force_vector = pymunk.Vec2d(self.rot_force, 0)
force_pos = pymunk.Vec2d(-67, 134)
force_list.append((force_pos, force_vector))
force_pos = pymunk.Vec2d(67, -140)
force_vector = force_vector * -1
force_list.append((force_pos, force_vector))
for force_pos, force_vector in force_list:
force_pos *= self.scale
self.body.apply_force_at_local_point(force_vector, force_pos)
force_pos.rotate_degrees(self.angle)
force_vector.rotate_degrees(self.angle)
smoke = Particle()
smoke.kill_time = 2
smoke.scale = force_vector.length / 2000. * 0.5
smoke.set_image(self.smoke_image)
st.CURRENT_SCENE.objects.add(smoke)
smoke.position = self.position + force_pos
smoke.velocity = self.body.velocity + force_vector.normalized() * -500
def stats(self):
return "Position: [%.2d,%.2d] Velocity: %.2f m/s at %.3d degrees Orientation: %.3d degrees" % (self.position.x, self.position.y, self.body.velocity.length, self.body.velocity.angle_degrees, self.angle)