Пример #1
0
  def __init__(self, scene, map_tile_x, map_tile_y):
    self.scene = scene

    self.map_tile_x = map_tile_x
    self.map_tile_y = map_tile_y
    map_x, map_y = self.scene.get_map_x_and_map_y_from_tile(self)

    self.sprite = Sprite(scene, 'test.png', 0, 0, Z_ORDER.Player)
    self.h = self.sprite.h
    self.w = self.sprite.w
    self.h_h = round(self.h // 2)
    self.h_w = round(self.w // 2)

    self.shape = self.scene.add_box(map_x, map_y, self.w, self.h, self.MASS, COLLISION_SHIP_LEVEL, self, self.scene.limit_velocity_and_no_angle)
    self.body = self.shape.body

    x, y = self.scene.get_x_and_y_pos_from_camera(self.body.position[0], self.body.position[1])
    # print("BOX X AND Y")
    # print([x, y])
    # print("BOX POS")
    # print(self.body.position)
    self.sprite.on_update(x, y, round(self.body.angle))

    self.forward_force = 0
    self.top_x_force = 0
    self.bottom_x_force = 0
    self.health = 100
Пример #2
0
    def __init__(self, scene):
        # Show Hide Cursor
        sdl2.SDL_ShowCursor(sdl2.SDL_DISABLE)
        super(Cursor, self).__init__()
        self.is_clicked = False
        self.x, self.y = self._get_mouse_state()

        self.h = round(100 * HEIGHT_SCALER)
        self.w = round(100 * HEIGHT_SCALER)

        self.h_h = round(self.h // 2)
        self.h_w = round(self.w // 2)

        self.unclicked_sprite = Sprite(scene, 'cursor.png', self.x, self.y,
                                       Z_ORDER.Cursor, self.w, self.h)
        self.clicked_sprite = Sprite(scene, 'cursor_clicked.png', self.x,
                                     self.y, Z_ORDER.Cursor, self.w, self.h)
        self.sprite = self.unclicked_sprite

        self.scene = scene

        self.map_x, self.map_y = self.scene.get_map_x_and_map_y_from_x_and_y(
            self)
        self.mass = 200
        # self.shape = self.scene.add_poly(self.map_x, self.map_y, self.w, self.h, self.mass, COLLISION_SHIP_LEVEL)
        # self.body = self.shape.body
        self.x_force = 0
Пример #3
0
    def __init__(self, scene, terrain, h_and_w, map_tile_x, map_tile_y):
        self.scene = scene
        self.x = None
        self.y = None
        self.h = round(h_and_w * HEIGHT_SCALER)
        self.w = round(h_and_w * HEIGHT_SCALER)
        self.map_tile_x = map_tile_x
        self.map_tile_y = map_tile_y

        # int(object.map_tile_x * TILE_WIDTH_AND_HEIGHT), int(object.map_tile_y * TILE_WIDTH_AND_HEIGHT)
        self.map_x, self.map_y = self.scene.get_map_x_and_map_y_from_tile(self)
        self.sprite = Sprite(self.scene, terrain, self.x, self.y,
                             ZOrder.Background, self.h, self.w, 1, True)
        self.map_text = Text(self.scene,
                             str(self.map_tile_x) + ',' + str(self.map_tile_y),
                             self.x, self.y, Z_ORDER.BackgroundUI)
        self.map_text4 = Text(self.scene,
                              str(self.map_x) + ',' + str(self.map_y), self.x,
                              self.y, Z_ORDER.BackgroundUI)

        self.h_h = round(self.h // 2)
        self.h_w = round(self.w // 2)

        self.start_visible_map_x = None
        self.start_visible_map_y = None
        self.map_text2 = None
        self.debug_val = False
        self.map_text5 = None
Пример #4
0
class Cursor(object):
    def __init__(self, scene):
        # Show Hide Cursor
        sdl2.SDL_ShowCursor(sdl2.SDL_DISABLE)
        super(Cursor, self).__init__()
        self.is_clicked = False
        self.x, self.y = self._get_mouse_state()

        self.h = round(100 * HEIGHT_SCALER)
        self.w = round(100 * HEIGHT_SCALER)

        self.h_h = round(self.h // 2)
        self.h_w = round(self.w // 2)

        self.unclicked_sprite = Sprite(scene, 'cursor.png', self.x, self.y,
                                       Z_ORDER.Cursor, self.w, self.h)
        self.clicked_sprite = Sprite(scene, 'cursor_clicked.png', self.x,
                                     self.y, Z_ORDER.Cursor, self.w, self.h)
        self.sprite = self.unclicked_sprite

        self.scene = scene

        self.map_x, self.map_y = self.scene.get_map_x_and_map_y_from_x_and_y(
            self)
        self.mass = 200
        # self.shape = self.scene.add_poly(self.map_x, self.map_y, self.w, self.h, self.mass, COLLISION_SHIP_LEVEL)
        # self.body = self.shape.body
        self.x_force = 0

    def on_mouse_drag(self, event, x, y, dx, dy, button):
        # self.sprite.position = (x, y)
        # self.map_x, self.map_y = self.scene.get_map_x_and_map_y_from_x_and_y(self)
        # self.body.position = Vec2d(self.map_x, self.map_y)
        # print("MOUSEE BODU  POSITION")
        # print(str(self.body.position))
        # print("MOUSE MAP POS")
        # print(str([self.map_x, self.map_y]))
        self.unclicked_sprite.on_update(x, y)
        self.clicked_sprite.on_update(x, y)
        self.x = x
        self.y = y

    def on_mouse_motion(self, event, x, y, dx, dy):
        # self.sprite.position = (x, y)
        self.unclicked_sprite.on_update(x, y)
        self.clicked_sprite.on_update(x, y)
        self.x = x
        self.y = y

    def on_mouse_press(self, event, x, y, button, double):
        # print("on_mouse_press")
        if self.is_clicked == False:
            # print("PRESS TRIGGERED AT: " + str([x, y]))
            self.is_clicked = True
            # print(self.is_clicked)
            self.sprite = self.clicked_sprite
            # self.scene.background.print_visible_map()
            self.x_force = 5000

    def on_mouse_release(self, event, x, y, button, double):
        # print("on_mouse_release")
        # print(self.is_clicked)
        if self.is_clicked == True:
            self.is_clicked = False
            # print("SETTING NEW SPRITE")
            self.sprite = self.unclicked_sprite
            self.x_force = 0

    def on_update(self):
        # pass
        # print("mouse x and y: ")
        # print(str([self.x, self.y]))
        self.map_x, self.map_y = self.scene.get_map_x_and_map_y_from_x_and_y(
            self)
        # print("self.scene.get_map_x_and_map_y_from_x_and_y")
        # print(str([self.map_x, self.map_y]))
        # self.body.position = Vec2d(self.map_x, self.map_y)

        # if self.x_force != 0:
        # self.scene.player.body.apply_force_at_local_point((self.x_force, 0), (self.map_x - self.scene.player.body.position[0], self.map_y - self.scene.player.body.position[1]))
        # print("MOUSEE BODU  POSITION")
        # print(str(self.body.position))

    def on_draw(self):
        return [self.sprite]

    def _get_mouse_state(self):
        """Get the mouse state.

      This is only required during initialization. Later on the mouse
      position will be passed through events.
      """
        # This is an example of what PySDL2, below the hood, does for us.
        # Here we create a ctypes int (i.e. a C type int)
        x = ctypes.c_int(0)
        y = ctypes.c_int(0)
        # And pass it by reference to the SDL C function (i.e. pointers)
        sdl2.mouse.SDL_GetMouseState(ctypes.byref(x), ctypes.byref(y))
        # The variables were modified by SDL, but are still of C type
        # So we need to get their values as python integers
        _mouse_x = x.value
        _mouse_y = y.value
        # Now we hope we're never going to deal with this kind of stuff again
        return _mouse_x, _mouse_y
Пример #5
0
class Box(object):

  MASS = 1

  def __init__(self, scene, map_tile_x, map_tile_y):
    self.scene = scene

    self.map_tile_x = map_tile_x
    self.map_tile_y = map_tile_y
    map_x, map_y = self.scene.get_map_x_and_map_y_from_tile(self)

    self.sprite = Sprite(scene, 'test.png', 0, 0, Z_ORDER.Player)
    self.h = self.sprite.h
    self.w = self.sprite.w
    self.h_h = round(self.h // 2)
    self.h_w = round(self.w // 2)

    self.shape = self.scene.add_box(map_x, map_y, self.w, self.h, self.MASS, COLLISION_SHIP_LEVEL, self, self.scene.limit_velocity_and_no_angle)
    self.body = self.shape.body

    x, y = self.scene.get_x_and_y_pos_from_camera(self.body.position[0], self.body.position[1])
    # print("BOX X AND Y")
    # print([x, y])
    # print("BOX POS")
    # print(self.body.position)
    self.sprite.on_update(x, y, round(self.body.angle))

    self.forward_force = 0
    self.top_x_force = 0
    self.bottom_x_force = 0
    self.health = 100

  def is_alive(self):
    self.health > 0

  def take_damage(self, damage):
    self.health -= damage
    if self.health < 0:
      self.health = 0

  def get_map_pos(self):
    return self.body.position

  def get_map_tile(self):
    return [self.map_tile_x, self.map_tile_y]

  def on_update(self):
    # http://www.pymunk.org/en/latest/overview.html
    # print("BOX ON UPDATE")
    # print(self.body)
    # print(self.body.position)
    x, y = self.scene.get_x_and_y_pos_from_camera(self.body.position[0], self.body.position[1])
    self.sprite.on_update(x, y, round(self.body.angle))

  def occasional_update(self):
    self.map_tile_x, self.map_tile_y = self.scene.get_tile_x_and_tile_y_from_map(self.body.position[0], self.body.position[1])

  def on_draw(self):
    if self.is_alive:
      return [self.sprite]
    else:
      return []

  BRAKE_MODIFIER = 0.98
  def brake(self):
    l = self.body.velocity.length
    if l > 5:
        self.body.velocity = self.body.velocity * self.BRAKE_MODIFIER
    else:
      self.body.velocity = Vec2d(0.0, 0.0)

  ANGLE_BRAKE_MODIFIER = 0.5
  def angle_brake(self):
    if self.body.angular_velocity > 0:
      self.body.apply_impulse_at_world_point(( 1, 0), (self.body.position[0], self.body.position[1] + self.h_h))
      self.body.apply_impulse_at_world_point((-1, 0), (self.body.position[0], self.body.position[1] - self.h_h))
      if self.body.angular_velocity < 0:
        self.body.angular_velocity = 0.0
    elif self.body.angular_velocity < 0:
      self.body.apply_impulse_at_world_point((-1, 0), (self.body.position[0], self.body.position[1] + self.h_h))
      self.body.apply_impulse_at_world_point(( 1, 0), (self.body.position[0], self.body.position[1] - self.h_h))
      if self.body.angular_velocity > 0:
        self.body.angular_velocity = 0.0
Пример #6
0
class MapTile(object):
    # MapTile(self.scene, map_data['terrains'][self.map_data[h][w]['terrain_index']], self.tile_height_and_width, h, w)
    def __init__(self, scene, terrain, h_and_w, map_tile_x, map_tile_y):
        self.scene = scene
        self.x = None
        self.y = None
        self.h = round(h_and_w * HEIGHT_SCALER)
        self.w = round(h_and_w * HEIGHT_SCALER)
        self.map_tile_x = map_tile_x
        self.map_tile_y = map_tile_y

        # int(object.map_tile_x * TILE_WIDTH_AND_HEIGHT), int(object.map_tile_y * TILE_WIDTH_AND_HEIGHT)
        self.map_x, self.map_y = self.scene.get_map_x_and_map_y_from_tile(self)
        self.sprite = Sprite(self.scene, terrain, self.x, self.y,
                             ZOrder.Background, self.h, self.w, 1, True)
        self.map_text = Text(self.scene,
                             str(self.map_tile_x) + ',' + str(self.map_tile_y),
                             self.x, self.y, Z_ORDER.BackgroundUI)
        self.map_text4 = Text(self.scene,
                              str(self.map_x) + ',' + str(self.map_y), self.x,
                              self.y, Z_ORDER.BackgroundUI)

        self.h_h = round(self.h // 2)
        self.h_w = round(self.w // 2)

        self.start_visible_map_x = None
        self.start_visible_map_y = None
        self.map_text2 = None
        self.debug_val = False
        self.map_text5 = None

    def debug(self,
              start_visible_map_x,
              start_visible_map_y,
              debug_val=False,
              retrieved_x=None,
              retrieved_y=None):
        pass
        self.debug_val = debug_val
        self.start_visible_map_x = start_visible_map_x
        self.start_visible_map_y = start_visible_map_y
        self.map_text2 = Text(
            self.scene, "init: " + str(self.start_visible_map_x) + ',' +
            str(self.start_visible_map_y), 0, 0, Z_ORDER.BackgroundUI)
        if retrieved_x:
            print("RETRIEVED BY: " + str(retrieved_x) + ',' + str(retrieved_y))
            print("VISIBLE BY: " + str(start_visible_map_x) + ',' +
                  str(start_visible_map_y))
            print("FOR MAP TILE: " + str(self.map_tile_x) + ',' +
                  str(self.map_tile_y))
            self.map_text5 = Text(
                self.scene,
                "Ret: " + str(retrieved_x) + ',' + str(retrieved_y), 0, 0,
                Z_ORDER.BackgroundUI)
        if retrieved_x or retrieved_y:
            if retrieved_x != self.map_tile_x:
                print("X DID NOT MATCH: wanted " + str(retrieved_x) +
                      " but got: " + str(self.map_tile_x))
                raise "STOP"
            if retrieved_y != self.map_tile_y:
                print("Y DID NOT MATCH: wanted " + str(retrieved_y) +
                      " but got: " + str(self.map_tile_y))
                raise "STOP"

    def on_update(self, h, w):
        self.x, self.y = self.scene.get_x_and_y_pos_from_camera(
            self.map_x, self.map_y)
        if self.debug_val:
            # object.map_x
            print("GOT X,Y: " + str(self.x) + ',' + str(self.y) +
                  " from map: " + str(self.map_x) + ',' + str(self.map_y))
            self.debug_val = False
        self.sprite.on_update(self.x, self.y)
        self.map_text.on_update(self.x, self.y)
        if self.map_text2:
            self.map_text2.on_update(self.x, self.y + 15)
        self.map_text3 = Text(self.scene, "now: " + str(h) + ',' + str(w),
                              self.x, self.y + 30, Z_ORDER.BackgroundUI)
        self.map_text4.on_update(self.x, self.y + 45)
        if self.map_text5:
            self.map_text5.on_update(self.x, self.y + 60)

    def on_draw(self):
        return self.sprite

    def on_draw_text(self):
        if self.map_text2:
            result = [
                self.map_text, self.map_text2, self.map_text3, self.map_text4
            ]
            if self.map_text5:
                result.append(self.map_text5)
            return result
        else:
            result = [self.map_text, self.map_text3, self.map_text4]
            if self.map_text5:
                result.append(self.map_text5)
            return result
Пример #7
0
    def __init__(self,
                 scene,
                 map_tile_x=None,
                 map_tile_y=None,
                 is_actual_player=False):
        self.scene = scene
        self.is_actual_player = is_actual_player

        self.map_tile_x = map_tile_x or 100
        self.map_tile_y = map_tile_y or 100
        # self.map_x, self.map_y = [None, None]
        map_x, map_y = self.scene.get_map_x_and_map_y_from_tile(self)
        # print("PLAYER GOT HERE")
        # print(str([self.map_x, self.map_y]))
        # self.x = None
        # self.y = None
        x, y = [round(SCREEN_WIDTH // 2), round(SCREEN_HEIGHT // 2)]
        # self.sprite = scene.factory.from_image(RESOURCES.get_path("test.png"))
        # self.sprite = Sprite(scene, 'ship.png', x, y, Z_ORDER.Player)
        self.sprite = Sprite(scene, 'ship.png', x, y, Z_ORDER.Player)
        self.h = self.sprite.h
        self.w = self.sprite.w
        self.h_h = round(self.h // 2)
        self.h_w = round(self.w // 2)

        self.velocity = Velocity(1)
        self.move_left = False
        self.move_right = False
        self.move_up = False
        self.move_down = False

        self.controls_enabled = True
        self.rotation_speed = 150

        self.engine_speed_increase = 0.2
        self.engine_current_speed = 0
        self.engine_speed_maximum = 5  # Which is also the momentum maximum
        self.maximum_momentum = 100  # Which is also the momentum maximum

        # self.angle = 0

        # self.player_text = Text(self.scene, "...", self.x, self.y, Z_ORDER.PlayerUI)
        # self.player_text2 = Text(self.scene, "...", self.x, self.y, Z_ORDER.PlayerUI)

        self.momentum_angles = {}

        # self.body = self.scene.add_box(self.map_x, self.map_y, self.w, self.h, self.mass, COLLISION_SHIP_LEVEL)
        print("PLAYER BOX")
        # self.shape = self.scene.add_poly(map_x, map_y, self.w, self.h, self.MASS, COLLISION_SHIP_LEVEL, self, self.scene.limit_velocity_with_angle)
        if self.is_actual_player:
            self.shape = self.scene.add_box(map_x, map_y, self.w, self.h,
                                            self.MASS, COLLISION_SHIP_LEVEL,
                                            self,
                                            self.scene.limit_velocity_test)
        else:
            self.shape = self.scene.add_box(map_x, map_y, self.w, self.h,
                                            self.MASS, COLLISION_SHIP_LEVEL,
                                            self)

        self.body = self.shape.body
        self.forward_force = 0
        self.top_x_force = 0
        self.bottom_x_force = 0

        self.health = 100
Пример #8
0
class Player(object):

    MASS = 10

    def __init__(self,
                 scene,
                 map_tile_x=None,
                 map_tile_y=None,
                 is_actual_player=False):
        self.scene = scene
        self.is_actual_player = is_actual_player

        self.map_tile_x = map_tile_x or 100
        self.map_tile_y = map_tile_y or 100
        # self.map_x, self.map_y = [None, None]
        map_x, map_y = self.scene.get_map_x_and_map_y_from_tile(self)
        # print("PLAYER GOT HERE")
        # print(str([self.map_x, self.map_y]))
        # self.x = None
        # self.y = None
        x, y = [round(SCREEN_WIDTH // 2), round(SCREEN_HEIGHT // 2)]
        # self.sprite = scene.factory.from_image(RESOURCES.get_path("test.png"))
        # self.sprite = Sprite(scene, 'ship.png', x, y, Z_ORDER.Player)
        self.sprite = Sprite(scene, 'ship.png', x, y, Z_ORDER.Player)
        self.h = self.sprite.h
        self.w = self.sprite.w
        self.h_h = round(self.h // 2)
        self.h_w = round(self.w // 2)

        self.velocity = Velocity(1)
        self.move_left = False
        self.move_right = False
        self.move_up = False
        self.move_down = False

        self.controls_enabled = True
        self.rotation_speed = 150

        self.engine_speed_increase = 0.2
        self.engine_current_speed = 0
        self.engine_speed_maximum = 5  # Which is also the momentum maximum
        self.maximum_momentum = 100  # Which is also the momentum maximum

        # self.angle = 0

        # self.player_text = Text(self.scene, "...", self.x, self.y, Z_ORDER.PlayerUI)
        # self.player_text2 = Text(self.scene, "...", self.x, self.y, Z_ORDER.PlayerUI)

        self.momentum_angles = {}

        # self.body = self.scene.add_box(self.map_x, self.map_y, self.w, self.h, self.mass, COLLISION_SHIP_LEVEL)
        print("PLAYER BOX")
        # self.shape = self.scene.add_poly(map_x, map_y, self.w, self.h, self.MASS, COLLISION_SHIP_LEVEL, self, self.scene.limit_velocity_with_angle)
        if self.is_actual_player:
            self.shape = self.scene.add_box(map_x, map_y, self.w, self.h,
                                            self.MASS, COLLISION_SHIP_LEVEL,
                                            self,
                                            self.scene.limit_velocity_test)
        else:
            self.shape = self.scene.add_box(map_x, map_y, self.w, self.h,
                                            self.MASS, COLLISION_SHIP_LEVEL,
                                            self)

        self.body = self.shape.body
        self.forward_force = 0
        self.top_x_force = 0
        self.bottom_x_force = 0

        self.health = 100

    def is_alive(self):
        self.health > 0

    def take_damage(self, damage):
        self.health -= damage
        if self.health < 0:
            self.health = 0

        # self.body = self.scene.pymunk.Body(1,moment=66)
        # self.shapes = [ self.scene.pymunk.Circle(body=self.body, radius=self.h_w) ]
        # self.shapes[0].elasticity = .85
        # self.shapes[0].friction - 0.5
        # self.body.velocity = 0, 0
        # self.body.position = Vec2d(
        #   self.map_x,
        #   self.map_y
        # )

        # self.map_x, self.map_y

        # self.last_update = None
        # self.num_of_updates = 0

    def rotate_clockwise(self):
        pass
        # if self.controls_enabled:
        #   increment = self.get_rotation_speed()
        #   if self.angle + increment >= MAX_ROTATIONAL_ANGLE:
        #     self.angle = (self.angle + increment) - MAX_ROTATIONAL_ANGLE
        #   else:
        #     self.angle += increment
        #   self.body.angle = self.angle / 100

    def rotate_counterclockwise(self):
        pass
        # if self.controls_enabled:
        #   increment = self.get_rotation_speed()
        #   if self.angle - increment <= 0:
        #     self.angle = (self.angle - increment) + MAX_ROTATIONAL_ANGLE
        #   else:
        #     self.angle -= increment
        #   self.body.angle = self.angle / 100

    def get_rotation_speed(self):
        return round(self.rotation_speed * get_global_fps_modifier())

    def accelerate(self):
        pass
        # print("ACCELLERATE")
        # self.shape.body.apply_force_at_local_point((0, 4000), (self.map_x, self.map_y))
        # https://chipmunk-physics.net/forum/viewtopic.php?t=4666

        # self.shape.body.apply_force_at_local_point((0, -4000), (0, 0))

        # dv = Vec2d(1.2 * self.angle, 0.0)
        # self.body.velocity = self.body.rotation_vector.cpvrotate(dv)

        # self.movement(self.get_speed(), self.angle / 100)
        # print("ACCELERATE: " + str(self.engine_current_speed))
        # self.engine_current_speed += self.engine_speed_increase
        # if self.engine_current_speed > self.engine_speed_maximum:
        #   self.engine_current_speed = self.engine_speed_maximum

        # angle_key = str(self.angle // 100)
        # self.momentum_angles[angle_key] = self.engine_current_speed #// self.mass

        # # if angle_key in self.momentum_angles:
        # #   self.momentum_angles[angle_key] += self.engine_current_speed // self.mass
        # # else:
        # #   self.momentum_angles[angle_key]  = self.engine_current_speed // self.mass

        # if self.momentum_angles[angle_key] > self.maximum_momentum:
        #   self.momentum_angles[angle_key] = self.maximum_momentum

    # DRAG = 1
    # DRAG_MOD = 0.95
    # MOMENTUM_TO_MAP_PIXEL_MOD = 0.1
    # def apply_momentum(self):
    #   for angle in list(self.momentum_angles):
    #     current_momentum = self.momentum_angles[angle]
    #     print("ANGLE: " + str(angle) + ", for momentum: " + str(current_momentum) + " = speed: " + str(int(current_momentum * self.MOMENTUM_TO_MAP_PIXEL_MOD)))
    #     self.movement(int(current_momentum * self.MOMENTUM_TO_MAP_PIXEL_MOD), int(angle))

    #     if current_momentum < self.DRAG:
    #       self.momentum_angles[angle] = (self.momentum_angles[angle] * self.DRAG_MOD) - self.DRAG
    #       print("DELETING ANGLE 1")
    #       del self.momentum_angles[angle]
    #     else:
    #       self.momentum_angles[angle] = (self.momentum_angles[angle] * self.DRAG_MOD) - self.DRAG
    #       if self.momentum_angles[angle] <= 0:
    #         print("DELETING ANGLE 2")
    #         del self.momentum_angles[angle]

    def move_backward(self):
        pass
        # self.movement(self.get_speed(-0.3), self.angle / 100)

    # return Float
    # def get_speed(self, modifier = None):
    #   if modifier:
    #     return self.engine_speed_increase * get_global_fps_modifier() * modifier
    #   else:
    #     return self.engine_speed_increase * get_global_fps_modifier()

    # def movement(self, speed, angle):
    #   base_speed = speed #* @height_scale * @fps_scaler
    #   # print("ANGLE: " + str(angle))
    #   step = (math.pi/180 * (angle - 90))
    #   # print("STEP: " + str(step))
    #   # print("OLD X, OLD Y: " + str([self.x, self.y]))
    #   # testx = (math.cos(step) * base_speed + self.x)
    #   # testy = (math.sin(step) * base_speed + self.y)
    #   self.map_x = round(math.cos(step) * base_speed + self.map_x)
    #   self.map_y = round(math.sin(step) * base_speed + self.map_y)
    #   # print("NEW X, OLD Y: " + str([self.x, self.y]))
    #   # print("POS X, POS Y: " + str([testx, testy]))

    def get_map_pos(self):
        return self.body.position

    def get_map_tile(self):
        return [self.map_tile_x, self.map_tile_y]

    ANGLE_ROTATION_SPEED = 25

    def on_update(self):
        # if self.is_actual_player:
        #   print("body.velocity")
        #   print(self.body.velocity)
        #   print(self.body.velocity.length)
        #   print("BODY ANGLE")
        #   print(self.body.angle)
        #   print("angular_velocity")
        #   print(self.body.angular_velocity)
        # print("X FORCE")
        # print([self.top_x_force, self.bottom_x_force])

        if self.forward_force != 0:
            base_speed = 10
            # step = (math.pi/180 * (self.body.angle - 90))
            step = (math.pi / 180 * ((self.body.angle % 360) - 90))
            new_map_x = round(
                math.cos(step) * base_speed + self.body.position[0])
            new_map_y = round(
                math.sin(step) * base_speed + self.body.position[1])
            diff_x = self.body.position[0] - new_map_x
            diff_y = self.body.position[1] - new_map_y
            # x = math.cos(((self.body.angle % 360) - 90) * math.pi / 180 )
            # y = math.sin(((self.body.angle % 360) - 90) * math.pi / 180 )
            # print("X AND Y HERE")
            # print([x, y])
            p1 = Vec2d(self.body.position)
            # print("CURRENT POSITION")
            # print(p1)
            # print("HEADED TO")
            p0 = Vec2d(new_map_x, new_map_y)
            # print(p0)
            # print("FOR ANGE: " + str(self.body.angle) + " which is to say: " + str(self.body.angle  % 360))
            force = Vec2d(p0 - p1)
            force_from_pos = Vec2d(p1 - p0)

            # print("AND GOT FORCE: ")
            # print(force)
            force = force * self.forward_force
            # print("AND GOT FORCE * 10: ")
            # print(force)
            # print("FORCE HERE")
            # print(force)
            # [0.7630730056839626, -0.64631229912206]
            # self.body.apply_force_at_local_point((10, 10), (x, y))
            # self.body.apply_force_at_local_point(force, (diff_x, diff_y))
            self.body.apply_force_at_world_point(force, self.body.position)
            # self.body.apply_force_at_local_point(force, force_from_pos)

        # if self.top_x_force != 0 and self.bottom_x_force != 0:

        #   self.body.apply_force_at_local_point((self.top_x_force,    0), (0, self.h))
        #   # self.body.cpvrotate(Vec2d(0, self.h))

        # if self.top_x_force > 0:
        #   self.body.apply_force_at_local_point((self.top_x_force, 0), (-self.h_w, self.h_h))
        # else:
        #   self.body.apply_force_at_local_point((self.top_x_force, 0), (self.h_w, -self.h_h))

        # self.body.apply_force_at_local_point((self.bottom_x_force, 0), (0, self.h))
        if self.move_right:
            self.body.apply_impulse_at_world_point(
                (-self.ANGLE_ROTATION_SPEED, 0),
                (self.body.position[0], self.body.position[1] + self.h_h))
            self.body.apply_impulse_at_world_point(
                (self.ANGLE_ROTATION_SPEED, 0),
                (self.body.position[0], self.body.position[1] - self.h_h))
        elif self.move_left:
            # print("MOVE LEFT")
            self.body.apply_impulse_at_world_point(
                (self.ANGLE_ROTATION_SPEED, 0),
                (self.body.position[0], self.body.position[1] + self.h_h))
            self.body.apply_impulse_at_world_point(
                (-self.ANGLE_ROTATION_SPEED, 0),
                (self.body.position[0], self.body.position[1] - self.h_h))

            # p0 = Vec2d(self.body.position)
            # p1 = from_pygame(event.pos, self.screen)
            # impulse = 100 * Vec2d(p0 - p1).rotated(-self.body.angle)
            # b.apply_impulse_at_local_point(impulse)

            # self.body.apply_force_at_local_point((10, 0), (0, 30))
        else:
            # pass
            # if self.is_actual_player:
            self.angle_brake()

        # http://www.pymunk.org/en/latest/overview.html
        x, y = self.scene.get_x_and_y_pos_from_camera(self.body.position[0],
                                                      self.body.position[1])
        self.sprite.on_update(x, y, round(self.body.angle))
        # self.player_text.on_update(self.x, self.y)

    def occasional_update(self):
        self.map_tile_x, self.map_tile_y = self.scene.get_tile_x_and_tile_y_from_map(
            self.body.position[0], self.body.position[1])

    def on_draw(self):
        if self.is_alive:
            return [self.sprite]
        else:
            return []

    BRAKE_MODIFIER = 0.98

    def brake(self):
        l = self.body.velocity.length
        if l > 5:
            self.body.velocity = self.body.velocity * self.BRAKE_MODIFIER
        else:
            self.body.velocity = Vec2d(0.0, 0.0)

    # ANGLE_BRAKE_MODIFIER = 0.5
    def angle_brake(self):
        # if self.is_actual_player:
        #   print("BRAKE HERE")
        # l = self.body.angular_velocity
        # print(l)
        # if l > 0.05:
        #   if self.is_actual_player:
        #     print("case 1")
        #     print(self.body.angular_velocity)
        #   # self.body.angular_velocity = self.body.angular_velocity * self.ANGLE_BRAKE_MODIFIER
        #   self.body._set_angular_velocity(self.body.angular_velocity * self.ANGLE_BRAKE_MODIFIER)
        #   if self.is_actual_player:
        #     print(self.body.angular_velocity)
        #   # REDUCING WASN'T WORKING!
        #   # self.body.angular_velocity = 0.0
        #   self.body.apply_impulse_at_world_point((-9, 0), (self.body.position[0], self.body.position[1] + self.h_h))
        # else:
        #   if self.is_actual_player:
        #     print("case 2")
        #   self.body.angular_velocity = 0.0
        #   # self.scene.pymunk.cpBodySetAngVel(self.body, 0.0)
        if self.body.angular_velocity > 0:
            self.body.apply_impulse_at_world_point(
                (self.ANGLE_ROTATION_SPEED * 10, 0),
                (self.body.position[0], self.body.position[1] + self.h_h))
            self.body.apply_impulse_at_world_point(
                (-self.ANGLE_ROTATION_SPEED * 10, 0),
                (self.body.position[0], self.body.position[1] - self.h_h))
            if self.body.angular_velocity < 0:
                self.body.angular_velocity = 0.0
        elif self.body.angular_velocity < 0:
            self.body.apply_impulse_at_world_point(
                (-self.ANGLE_ROTATION_SPEED * 10, 0),
                (self.body.position[0], self.body.position[1] + self.h_h))
            self.body.apply_impulse_at_world_point(
                (self.ANGLE_ROTATION_SPEED * 10, 0),
                (self.body.position[0], self.body.position[1] - self.h_h))
            if self.body.angular_velocity > 0:
                self.body.angular_velocity = 0.0

        # self.body.angular_velocity = 0

    # event methods
    def key_status(self, keystatus):
        if self.is_alive:
            # brake
            if keystatus[sdl2.SDL_SCANCODE_S]:
                self.brake()
            else:
                if keystatus[sdl2.SDL_SCANCODE_Q]:
                    self.body.apply_force_at_world_point((500, 0),
                                                         self.body.position)
                elif keystatus[sdl2.SDL_SCANCODE_E]:
                    self.body.apply_force_at_world_point((-500, 0),
                                                         self.body.position)

                if keystatus[sdl2.SDL_SCANCODE_W] and keystatus[
                        sdl2.SDL_SCANCODE_X]:
                    self.move_up = False
                    self.move_down = False
                    self.forward_force = 0
                elif keystatus[sdl2.SDL_SCANCODE_W]:
                    # self.y -= 1
                    # self.accelerate()
                    # self.body.velocity.y = min(self.body.velocity.y, 2)
                    # x, y = self.body.position
                    # self.body.position = Vec2d(x, y - 5)
                    self.move_up = True
                    self.move_down = False
                    self.forward_force = 40
                elif keystatus[sdl2.SDL_SCANCODE_X]:
                    self.move_up = False
                    self.move_down = True
                    # self.move_backward()
                    self.forward_force = -10
                else:
                    self.move_up = False
                    self.move_down = False
                    self.forward_force = 0

            if keystatus[sdl2.SDL_SCANCODE_D] and keystatus[
                    sdl2.SDL_SCANCODE_A]:
                self.move_left = False
                self.move_right = False
                # self.top_x_force    = 0
                # self.bottom_x_force = 0
            elif keystatus[sdl2.SDL_SCANCODE_D]:
                # self.rotate_clockwise()
                self.move_left = False
                self.move_right = True
                # self.top_x_force    =  50
                # self.bottom_x_force = -50
                # self.x += 1
            elif keystatus[sdl2.SDL_SCANCODE_A]:
                # self.rotate_counterclockwise()
                self.move_left = True
                self.move_right = False
                # self.x -= 1
                # self.top_x_force    = -50
                # self.bottom_x_force =  50
            else:
                self.move_left = False
                self.move_right = False
                # self.top_x_force    = 0
                # self.bottom_x_force = 0

    def on_key_press(self, event, sym, mod):
        pass

    def on_key_release(self, event, sym, mod):
        pass

    def on_draw_text(self):
        pass