示例#1
0
 def __init__(self,sx,sy, level):
 
     self.level=level
 
     self.current_state["standing"]=True
     self.current_state["crouching"]=False
     self.current_state["walking"]=False
     self.current_state["jumping"]=False
     self.current_state["wandswish"]=False
     self.current_state["falling"]=False
 
     self.x=sx
     self.y=sy
     
     self.startx=sx
     self.starty=sy
     
     self.AG_walk=ActionGroup()
     self.AG_walk.append("wobble",Action(func=self.wobble,max=5,cycle=True,min=-5,reverseloop=True,init_tick=0))
     self.AG_walk.append("footR",Action(func=self.footR,max=13,cycle=True,min=0))
     self.AG_walk.append("footL",Action(func=self.footL,max=13,cycle=True,min=0,init_tick=6))
     
     self.AG_jump=ActionGroup()        
     self.AG_jump.append("jump_displacement",Action(func=self.jump_displacement,max=10,min=0))        
     self.AG_jump.action("jump_displacement").callback=self.end_jump
      
     
      
     self.AG_walk.speed_scale(2) 
      
     self.A_wandswish=Action(func=self.swish,min=-7,max=-1,cycle=False,reverseloop=False,init_tick=-7)
示例#2
0
    def __init__(self,x,y):
        self.x=x
        self.y=y
        self.draw_func=self.temp_drawfunc        
    
        self.AG_move=ActionGroup()
        
        self.AG_move.append("x_action",Action(func=self.x_action,max=100,cycle=True,min=0))
        self.AG_move.append("y_action",Action(func=self.y_action,max=100,cycle=True,min=0)) 
        self.AG_move.append("z_action",Action(func=self.z_action,max=100,cycle=True,min=0)) 

        self.AG_move.append("xrot_action",Action(func=self.xrot_action,max=360,cycle=True,min=0))
        self.AG_move.append("yrot_action",Action(func=self.yrot_action,max=360,cycle=True,min=0)) 
        self.AG_move.append("zrot_action",Action(func=self.zrot_action,max=360,cycle=True,min=0))        
示例#3
0
    def __init__(self, x, y):
        self.x = x
        self.y = y
        self.draw_func = self.temp_drawfunc

        self.AG_move = ActionGroup()

        self.AG_move.append(
            "x_action", Action(func=self.x_action, max=100, cycle=True, min=0))
        self.AG_move.append(
            "y_action", Action(func=self.y_action, max=100, cycle=True, min=0))
        self.AG_move.append(
            "z_action", Action(func=self.z_action, max=100, cycle=True, min=0))

        self.AG_move.append(
            "xrot_action",
            Action(func=self.xrot_action, max=360, cycle=True, min=0))
        self.AG_move.append(
            "yrot_action",
            Action(func=self.yrot_action, max=360, cycle=True, min=0))
        self.AG_move.append(
            "zrot_action",
            Action(func=self.zrot_action, max=360, cycle=True, min=0))
示例#4
0
    def __init__(self,griddata):

        griddata.reverse()

        #self.grid=griddata
        self.grid=[]
        for line in griddata:
            self.grid.append(list(line))

        rr=0
        for r in self.grid:
            cc=0
            for c in r:
                if c=="@":
                    self.solomon=Solomon(cc,rr,self)
                    self.grid[rr][cc]="."
                    self.solomon.A_wandswish.callback=self.block_swap
                elif c=="4":
                    self.door=[cc,rr]
                    self.grid[rr][cc]="."
                elif c=="k":
                    ns=Sprite(cc,rr+0.5)
                    ns.setDrawFuncToList(lists["green_key"])
                    ns.collision_action=self.key_detected_something_test
                    self.sprites.append(ns)
                    self.grid[rr][cc]="."
                elif not c in ["b","B","s"]:
                    self.grid[rr][cc]="."

                cc+=1

            rr+=1

        self.AG_twinklers=ActionGroup()
        self.AG_twinklers.append("twinkle1",Action(func=self.sin_gen_1,max=200,cycle=True,min=0,reverseloop=False,init_tick=0))
        self.AG_twinklers.append("twinkle2",Action(func=self.sin_gen_2,max=100,cycle=True,min=0,reverseloop=False,init_tick=10))
示例#5
0
    def __init__(self,griddata):
    
        griddata.reverse()
        
        #self.grid=griddata
        self.grid=[]
        for line in griddata:
            self.grid.append(list(line))
            
        rr=0
        for r in self.grid:
            cc=0
            for c in r:
                if c=="@":
                    self.solomon=Solomon(cc,rr,self)
                    self.grid[rr][cc]="."
                    self.solomon.A_wandswish.callback=self.block_swap
                    
                elif c=="k":
                    ns=Sprite(cc,rr)
                    ns.setDrawFuncToList(lists["green_key"])
                    ns.collision_action=key_detected_something_test
                    self.sprites.append(ns)
                    self.grid[rr][cc]="."
                    
                
                elif not c in ["b","B","s"]:
                    self.grid[rr][cc]="."

                cc+=1
                
            rr+=1                    
        
        self.AG_twinklers=ActionGroup()
        self.AG_twinklers.append("twinkle1",Action(func=self.sin_gen_1,max=200,cycle=True,min=0,reverseloop=False,init_tick=0))
        self.AG_twinklers.append("twinkle2",Action(func=self.sin_gen_2,max=100,cycle=True,min=0,reverseloop=False,init_tick=10))
示例#6
0
class Level:

    grid=None
    baddies=[]
    solomon=None
    sprites=[]
    
    AG_twinklers=None
    
    def sin_gen_1(self,tvsl):
        t,v,s,l=tvsl
        v=0.5*(1+sin(2*pi*t/(l)))
        #print (t,v)
        return v
        
    def sin_gen_2(self,tvsl):
        t,v,s,l=tvsl
        v=0.5*(1+sin(4*pi*t/(l)))
        #print (t,v)
        return v        
    
    def __init__(self,griddata):
    
        griddata.reverse()
        
        #self.grid=griddata
        self.grid=[]
        for line in griddata:
            self.grid.append(list(line))
            
        rr=0
        for r in self.grid:
            cc=0
            for c in r:
                if c=="@":
                    self.solomon=Solomon(cc,rr,self)
                    self.grid[rr][cc]="."
                    self.solomon.A_wandswish.callback=self.block_swap
                    
                elif c=="k":
                    ns=Sprite(cc,rr)
                    ns.setDrawFuncToList(lists["green_key"])
                    ns.collision_action=key_detected_something_test
                    self.sprites.append(ns)
                    self.grid[rr][cc]="."
                    
                
                elif not c in ["b","B","s"]:
                    self.grid[rr][cc]="."

                cc+=1
                
            rr+=1                    
        
        self.AG_twinklers=ActionGroup()
        self.AG_twinklers.append("twinkle1",Action(func=self.sin_gen_1,max=200,cycle=True,min=0,reverseloop=False,init_tick=0))
        self.AG_twinklers.append("twinkle2",Action(func=self.sin_gen_2,max=100,cycle=True,min=0,reverseloop=False,init_tick=10))
        
        
    def block_swap(self):
    
        print("hi"+str(self.solomon))
        takeoff_for_crouching=0
        if self.solomon.state_test(["crouching"])>0 : takeoff_for_crouching=-0.8
        res=self.detect(val(self.solomon.x,self.solomon.facing*1.0),val(self.solomon.y,takeoff_for_crouching),collision_bound=0.5)
                
        if res=="OK": return
        
        ch,xx,yy,dist=res[0]
        if ch=="b":
            #print("break block")
            #self.grid[yy][xx]="B"   
            print("destroy block")
            self.grid[yy][xx]="."            
        elif ch=="B":
            print("destroy block")
            self.grid[yy][xx]="."      
        elif ch==".":
            print("create")
            self.grid[yy][xx]="b"
            
        
    def detect(self,xx,yy,collision_bound=None,callback=None,ignoreDots=False,ignoreTheseSprites=[]):
        """ return "OK" message in test of a tuple of (character detected,x of char,y of char,distance float """
        
        if collision_bound==None: collision_bound=self.solomon.bound
        
        detection=[]
        
        for rr in range(int(floor(yy-collision_bound+0.5)),int(ceil(yy+collision_bound+0.5))): #didhave +1
            list1=""
            
            for cc in range(int(floor(xx-collision_bound+0.5)),int(ceil(xx+collision_bound+0.5))):
                c=self.grid[rr][cc]
                if not (c=="." and ignoreDots==True):
                    test=(cc-xx)**2+(rr-yy)**2
                    list1+=c
                    if test<(collision_bound)**2:
                        detection.append((c,cc,rr,sqrt(test)))
                        
            #print list1  
        
        for s in self.sprites:
            if not s in ignoreTheseSprites:
                test=(s.x-xx)**2+(s.y-yy)**2
                if test<(collision_bound)**2:
                    detection.append((s,s.x,s.y,sqrt(test)))
                    
        
        detection=sorted(detection,key=lambda x: x[3])  

        if not callback==None: callback(detection)
              
        return detection
        
    
    def evaluate(self,joystick,keys): 
    
    
        
        self.solomon.stickers=[]
        
        self.solomon.stickers.append([0,0,0,"white"])
        
        """ TODO redo current_state was rubbish anyway """
        
        self.AG_twinklers.do() 
        
        
        
        jumpnow=False
        walkcheck=False        
        
        if self.solomon.A_wandswish.overide==False:
        
            self.solomon.current_state["wandswish"]=False  

            if joystick.isDown(keys)==True:                    
                self.solomon.current_state["crouching"]=True                        
                self.solomon.current_state["standing"]=False
            else:     
                self.solomon.current_state["crouching"]=False               
                    
                if joystick.isRight(keys)==True:
                    self.solomon.facing=1    
                    self.solomon.current_state["walking"]=True
                    self.solomon.current_state["standing"]=False                    
                    walkcheck=True                        
                elif joystick.isLeft(keys)==True:                
                    self.solomon.facing=-1    
                    self.solomon.current_state["walking"]=True
                    self.solomon.current_state["standing"]=False    
                    walkcheck=True
                else:
                    self.solomon.current_state["walking"]=False                
                    self.solomon.current_state["standing"]=True                    
            
            if walkcheck==True:
                if joystick.isUp(keys)==True and self.solomon.current_state["jumping"]==False:
                    self.solomon.current_state["jumping"]=True
                    jumpnow=True
                else:
                    self.solomon.current_state["jumping"]=False



            xcheck_p=val(self.solomon.x+0.5,self.solomon.step*2*self.solomon.facing)
            xcheck_m=val(self.solomon.x+0.5,-self.solomon.step*2*self.solomon.facing)
            
            #self.solomon.stickers.append([xcheck_p,self.solomon.y-self.solomon.step,0,"white"])
            #self.solomon.stickers.append([xcheck_m,self.solomon.y-self.solomon.step,0,"white"])
        

            #self.solomon.stickers.append([xcheck_p,self.solomon.y-self.solomon.step,0,"white"])
            #self.solomon.stickers.append([xcheck_m,self.solomon.y-self.solomon.step,0,"white"])
        
        
            width=1.5
        
            canwalk=False
            
            
            
            if walkcheck:           
            
            
                col="green"
                if self.solomon.facing==-1:
                    col="yellow"
                    
                self.solomon.stickers.append([self.solomon.facing*self.solomon.step*width,0,0,col])
                
                result=self.detect(val(self.solomon.x,self.solomon.facing*self.solomon.step*width),self.solomon.y)      
                
                
                
                           
                if (len(result)==0 or result[0][0]==".") and self.solomon.current_state["walking"]==True:
                    #self.solomon.x+=self.solomon.step*self.solomon.facing                
                    self.solomon.current_state["standing"]=False  
                    self.solomon.current_state["walking"]=True
                    canwalk=True
                #elif result[0][0] in ["]

            
            result1=self.grid[int(self.solomon.y-self.solomon.step)][int(xcheck_p)]
            result2=self.grid[int(self.solomon.y-self.solomon.step)][int(xcheck_m)]
            print("fall check" + str((result1,result2,self.solomon.x,self.solomon.y)))
            if result1=="." and result2==".":
                self.solomon.y_change(-self.solomon.step)
                print(("solomon y affected by", -self.solomon.step))
                self.solomon.current_state["falling"]=True
                #canwalk=False
            else:
                self.solomon.current_state["falling"]=False
            

            if canwalk==True:
                print(("self.solomon.x before",self.solomon.x))
                self.solomon.x_change(self.solomon.step*self.solomon.facing)
                print(("self.solomon.x after",self.solomon.x))

            if joystick.isFire(keys)==True and self.solomon.current_state["wandswish"]==False:            
                self.solomon.A_wandswish.kick()
                self.solomon.A_wandswish.overide=True
                self.solomon.current_state["wandswish"]=True 

                    
        if self.solomon.current_state["jumping"]==True:  
            isWalk=0
            if self.solomon.current_state["walking"]==True: isWalk=1
            result=self.detect(self.solomon.x+(self.solomon.facing*self.solomon.step*5.0)*(isWalk),self.solomon.y)     
            
            self.solomon.current_state["falling"]=False
            print(("jumping",result))
            self.solomon.AG_jump.do()
            print("he's jumping")
            print(str(self.solomon.AG_jump.action("jump_displacement").tick  ))
            print(str(self.solomon.AG_jump.action("jump_displacement").value  ))
            self.solomon.y+=0.2
            print(("solomon y affected by", +0.2))
            #print "co-ordinates "+str((self.solomon.x,self.solomon.y))

        if joystick.isUp(keys)==True and self.solomon.current_state["jumping"]==False:                    
            self.solomon.current_state["jumping"]=True
            self.solomon.AG_jump.kick()


        if self.solomon.current_state["walking"]==True:
            self.solomon.AG_walk.do()
            


    def draw(self):
    
        #global X
        #glRotate(X,1,0,0)
        
        glPushMatrix()
        glTranslate(8,6.5,-0.55)
        glScale(15,12,0.1)
        glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["red"])
        glutSolidCube(1)        
        glPopMatrix()
        
        rr=0
        for r in self.grid:
            cc=0
            for c in r:
                #if True:
                if rr>0 and rr<13 and cc>0 and cc<16:
                    
                    glPushMatrix()
                    glTranslate(cc,rr,0)
                    
                    if c in ["b","s"]: 
                    
                        if c=="b": color = [0.3,0.3,1.0,1.0]
                        elif c=="s": color = [1.0,1.0,0.0,1.0]
                        glMaterialfv(GL_FRONT,GL_DIFFUSE,color)
                        glutWireCube(1)
                        #glutSolidCube(1)
                        
                    elif c in ["d","6"]: 
                    
                        glEnable(GL_BLEND)
                        glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
                        if c=="d": color = [0.8,0.5,0.0, 0.1+0.2*float(self.AG_twinklers.value("twinkle1")) ]
                        elif c=="6": color = [10,0.5,0.0, 0.1+0.2*float(self.AG_twinklers.value("twinkle1")) ]  
                        glMaterialfv(GL_FRONT,GL_DIFFUSE,color)
                        glutSolidCube( float(self.AG_twinklers.value("twinkle2"))*0.3+0.7)      
                        glBlendFunc(GL_SRC_ALPHA, GL_ONE)
                        glDisable(GL_BLEND)
                        
                    elif c in ["B"]: ##i.e changed to half a block because recieved bash
                        
                        color = [0.3,0.3,1.0,1.0]
                        glMaterialfv(GL_FRONT,GL_DIFFUSE,color)                                        
                        #global lists
                        glCallList(lists["broken brick"])        

                   

          
                        
                    glPopMatrix()

                cc+=1
                
            rr+=1
         
        glPushMatrix()
        self.solomon.draw(self.solomon.stickers)  
        glPopMatrix()
        
        
        

        
        for s in self.sprites:
            glPushMatrix()
            s.runDetection(self)
            s.draw()
            glPopMatrix()
            s.do()
示例#7
0
class Sprite:

    collision_action=None
    
    def __init__(self,x,y):
        self.x=x
        self.y=y
        self.draw_func=self.temp_drawfunc        
    
        self.AG_move=ActionGroup()
        
        self.AG_move.append("x_action",Action(func=self.x_action,max=100,cycle=True,min=0))
        self.AG_move.append("y_action",Action(func=self.y_action,max=100,cycle=True,min=0)) 
        self.AG_move.append("z_action",Action(func=self.z_action,max=100,cycle=True,min=0)) 

        self.AG_move.append("xrot_action",Action(func=self.xrot_action,max=360,cycle=True,min=0))
        self.AG_move.append("yrot_action",Action(func=self.yrot_action,max=360,cycle=True,min=0)) 
        self.AG_move.append("zrot_action",Action(func=self.zrot_action,max=360,cycle=True,min=0))        

    def setDrawFuncToList(self,listid): 
        self.listnumber=listid
        self.draw_func=self.drawList

    def drawList(self):
        glCallList(self.listnumber)  
        
    def runDetection(self,level):
        level.detect(self.x,self.y,collision_bound=2.0,callback=self.collision_action,ignoreDots=True,ignoreTheseSprites=[self])   

    def draw(self):    
    
        #glPushMatrix()
        #print str((self.x,self.y))
        glTranslate(self.x,self.y,0)
        glTranslate(float(self.AG_move.value("x_action")),float(self.AG_move.value("y_action")),float(self.AG_move.value("z_action")))
        glRotate(float(self.AG_move.value("xrot_action")),1,0,0)
        glRotate(float(self.AG_move.value("yrot_action")),0,1,0)
        glRotate(float(self.AG_move.value("zrot_action")),0,0,1)   
        #glRotate(15,1,0,0)
        glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["white"])
        #glutWireCube(1)
        self.draw_func()
        #glPopMatrix()
        
    def temp_drawfunc(self):    
        glutSolidCube(0.8)
        
        
    def do(self):
        self.AG_move.do()
        
    def x_action(self,tvmm):
        return 0
        
    def y_action(self,tvmm):
        return 0
        
    def z_action(self,tvmm):
        return 0
               
    def xrot_action(self,tvmm):
        return 0
        
    def yrot_action(self,tvmm):
        return 0
        
    def zrot_action(self,tvmm):
        t,v,min,max=tvmm
        v=t*2
        return v
示例#8
0
class Solomon:

    x,y=None,None
    startx,starty=None,None
    #st_a=None
    AG_walk=None
    AG_jump=None
    A_wandswish=None
    current_state={}
    
    bound=0.3 #this is his bounding sphere 
    step=0.100
    facing=1 #or -1
    level=None
    
    def x_change(self,amt):
        print(("changing x",amt))
        self.x=val(self.x,amt)
        
    def y_change(self,amt):
        self.y=val(self.y,amt)    
  
    def wobble(self,tvmm):
        t,v,mi,ma=tvmm
        v=t
        #print (t,v,mi,ma)
        return v
    
    def footR(self,tvsl):
        t,v,s,l=tvsl
        if t<7: v+=1
        elif t<10: v-=2
        else: v=0
        #print (t,v,s,l)
        return v
        
    def footL(self,tvsl):
        t,v,s,l=tvsl
        if t<7: v+=1
        elif t<10: v-=2
        else: v=0
        #print (t,v,s,l)
        return v
        
    def swish(self,tvmm):
        t,v,min,max=tvmm
        v=t
        #print (t,v)
        return v
        
    def jump_displacement(self,tvmm):
        print("jump disp called")
        t,v,min,max=tvmm
        if t<4: v+=2
        else: v+=1
        return v
       
      
    def end_jump(self):
        print("jump complete")
        self.current_state["jumping"]=False

    def __init__(self,sx,sy, level):
    
        self.level=level
    
        self.current_state["standing"]=True
        self.current_state["crouching"]=False
        self.current_state["walking"]=False
        self.current_state["jumping"]=False
        self.current_state["wandswish"]=False
        self.current_state["falling"]=False
    
        self.x=sx
        self.y=sy
        
        self.startx=sx
        self.starty=sy
        
        self.AG_walk=ActionGroup()
        self.AG_walk.append("wobble",Action(func=self.wobble,max=5,cycle=True,min=-5,reverseloop=True,init_tick=0))
        self.AG_walk.append("footR",Action(func=self.footR,max=13,cycle=True,min=0))
        self.AG_walk.append("footL",Action(func=self.footL,max=13,cycle=True,min=0,init_tick=6))
        
        self.AG_jump=ActionGroup()        
        self.AG_jump.append("jump_displacement",Action(func=self.jump_displacement,max=10,min=0))        
        self.AG_jump.action("jump_displacement").callback=self.end_jump
         
        
         
        self.AG_walk.speed_scale(2) 
         
        self.A_wandswish=Action(func=self.swish,min=-7,max=-1,cycle=False,reverseloop=False,init_tick=-7)
        

    def state_test_on(self):
        return [k for k in self.current_state if self.current_state[k]==True]

    def state_test(self,list):
        return len([l for l in list if self.current_state[l]==True])


    def draw0(self):
        glTranslate(self.x,self.y,0) 
        glutSolidCube(0.1)
        

    def draw(self,stickers=None):
            
        #correction
        glTranslate(0,-0.15,0)        

        #main displacement
        glTranslate(self.x,self.y,0) 
        
        
        

        #for experiments
        global X
        #print (X,self.AG_walk.value("footL"),self.AG_walk.value("footR"))
        
        #scale down character
        glScale(0.3,0.3,0.3) 
               
        
        if stickers!=None:
            for st in stickers:
                glPushMatrix()   
                ##glLoadIdentity()
                print((st))
                glMaterialfv(GL_FRONT,GL_DIFFUSE,colours[st[3]]) 
                glTranslate(st[0]*10,10*st[1],st[2])
                glutSolidCube(0.5)      
                glPopMatrix()
                
                
        #rotate to direction facing
        if self.facing==-1: glRotatef(180,0,1,0)
        
        #correction for drawing character        
        glRotatef(-90.0,1.0,0,0)   
        
        
        
        
            
        
        
        
        drawSolProperly=True
    
    
    
        #if not drawSolProperly:        
        #    glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["white"])
        #    glutSolidCube(0.2)
            
            
        
        #############################entering crouch section###############################
        glPushMatrix()
        if "crouching" in self.state_test_on(): glTranslate(0,0,-0.3)
        
        #hat
        glPushMatrix()
        if "walking" in self.state_test_on(): glRotatef(-float(self.AG_walk.value("wobble")),1.0,0,0)   
        glTranslate(0,0,0.5)
        glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["hat"])
        if drawSolProperly: glutSolidCone(1,2,12,6)
        glPopMatrix()
        
        #head/body
        glPushMatrix()
        glTranslate(0,0,0)
        glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["body"])
        if drawSolProperly: glutSolidSphere(1,12,12)            
        glPopMatrix()
        
        #left arm
        glPushMatrix()
        if self.state_test(["walking"])>0: glTranslate(0-float(self.AG_walk.value("footR"))/10,0.9,0)
        elif self.state_test(["standing","crouching","wandswish"])>0: glTranslate(0,0.9,0)
        glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["arm"])
        if drawSolProperly: glutSolidSphere(0.5,24,12)            
        glPopMatrix()
        
        
        #right arm
        glPushMatrix()
        #glTranslate(0,-0.9,0)
        if self.state_test(["wandswish"])>0:
            res=self.A_wandswish.do()
            if res==None: poo=0.0
            else: poo=float(res/0.05)
            #print poo
            glTranslate(0,-0.9,0)
            glRotatef(poo,1,1,0)
            
        elif self.state_test(["walking"])>0: glTranslate(float(self.AG_walk.value("footL"))/10,-0.9,0)
        elif self.state_test(["standing","crouching"])>0: glTranslate(0,-0.9,0)
        glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["arm"])
        if drawSolProperly: glutSolidSphere(0.5,24,12)            
        #move pop to end to keep arm local system
        
        #wand
        q=gluNewQuadric()
        
        glPushMatrix()
        glTranslate(1.1,0,0)
        glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["wandtip"])
        glRotatef(90,0,1,0) 
        if drawSolProperly: gluCylinder(q,0.1,0.1,0.2,12,1)            
        glPopMatrix()
        
        glPushMatrix()
        glTranslate(0.5,0,0)
        glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["wand"])
        glRotatef(90,0,1,0) 
        if drawSolProperly: gluCylinder(q,0.1,0.1,0.6,12,1)            
        glPopMatrix()
        
        #from arm
        glPopMatrix()
        
        #eyes
        glPushMatrix()
        glTranslate(1,.2,.1)
        glRotatef(90,0,1,0)
        glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["wandtip"])    
        if drawSolProperly: gluDisk(q,0.05,0.2,12,12)           
        glPopMatrix()
        
        glPushMatrix()    
        glTranslate(1,-.2,.1)
        glRotatef(90,0,1,0)
        glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["wandtip"])    
        if drawSolProperly: gluDisk(q,0.05,0.2,12,12)           
        glPopMatrix()
        
        #nose    
        glPushMatrix()
        glTranslate(1,0,-.1)
        glScale(1,1,0.5)
        glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["arm"])
        if drawSolProperly: glutSolidSphere(0.3,24,12)            
        glPopMatrix()
        
        ##########################left crouch section##################################
        glPopMatrix() #end of crouch
                
        #drawing rest of body (feet)
        #left foot
        glPushMatrix()        
        glTranslate(-0.5,0,0)
        #apply rotation if walking
        if self.state_test(["walking"])>0: glRotatef(-15*float(self.AG_walk.value("footL")),0,1,0)
        elif self.state_test(["standing","crouching","wandswish"])>0: glRotatef(0,0,1,0)
        glTranslate(0.5,0,0)        
        glScale(1.5,1,.5)        
        glTranslate(0,0.5,-2)
        glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["shoe"])
        if drawSolProperly: glutSolidSphere(0.5,24,12)            
        glPopMatrix()
        
        #right foot
        glPushMatrix()        
        glTranslate(-0.5,0,0)
        #apply rotation if walking
        if self.state_test(["walking"])>0: glRotatef(-15*float(self.AG_walk.value("footR")),0,1,0)
        elif self.state_test(["standing","crouching","wandswish"])>0: glRotatef(0,0,1,0)
        glTranslate(0.5,0,0)             
        glScale(1.5,1,.5)      
        glTranslate(0,-0.5,-2)        
        glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["shoe"])
        if drawSolProperly: glutSolidSphere(0.5,24,12)            
        glPopMatrix()
        
        
        
        
        X+=1
示例#9
0
class Sprite:

    collision_action = None

    def __init__(self, x, y):
        self.x = x
        self.y = y
        self.draw_func = self.temp_drawfunc

        self.AG_move = ActionGroup()

        self.AG_move.append(
            "x_action", Action(func=self.x_action, max=100, cycle=True, min=0))
        self.AG_move.append(
            "y_action", Action(func=self.y_action, max=100, cycle=True, min=0))
        self.AG_move.append(
            "z_action", Action(func=self.z_action, max=100, cycle=True, min=0))

        self.AG_move.append(
            "xrot_action",
            Action(func=self.xrot_action, max=360, cycle=True, min=0))
        self.AG_move.append(
            "yrot_action",
            Action(func=self.yrot_action, max=360, cycle=True, min=0))
        self.AG_move.append(
            "zrot_action",
            Action(func=self.zrot_action, max=360, cycle=True, min=0))

    def setDrawFuncToList(self, listid):
        self.listnumber = listid
        self.draw_func = self.drawList

    def drawList(self):
        glCallList(self.listnumber)

    def runDetection(self, level):
        #level.detect(self.x,self.y,collision_bound=2.0,callback=self.collision_action,ignoreDots=True,ignoreTheseSprites=[self])
        pass

    def draw(self):

        #glPushMatrix()
        #print str((self.x,self.y))
        glTranslate(self.x, self.y, 0)
        glTranslate(float(self.AG_move.value("x_action")),
                    float(self.AG_move.value("y_action")),
                    float(self.AG_move.value("z_action")))
        glRotate(float(self.AG_move.value("xrot_action")), 1, 0, 0)
        glRotate(float(self.AG_move.value("yrot_action")), 0, 1, 0)
        glRotate(float(self.AG_move.value("zrot_action")), 0, 0, 1)
        #glRotate(15,1,0,0)
        glMaterialfv(GL_FRONT, GL_DIFFUSE, colours["white"])
        #glutWireCube(1)
        self.draw_func()
        #glPopMatrix()

    def temp_drawfunc(self):
        glutSolidCube(0.8)

    def run_collision_action(self):
        if self.collision_action != None: self.collision_action()
        return self

    def do(self):
        self.AG_move.do()

    def x_action(self, tvmm):
        return 0

    def y_action(self, tvmm):
        return 0

    def z_action(self, tvmm):
        return 0

    def xrot_action(self, tvmm):
        return 0

    def yrot_action(self, tvmm):
        return 0

    def zrot_action(self, tvmm):
        t, v, min, max = tvmm
        v = t * 2
        return v
示例#10
0
class Level:

    counter=0
    grid=None
    baddies=[]
    solomon=None
    sprites=[]
    bursts=[]
    door=None
    target_z=6
    proper_z=6

    AG_twinklers=None

    def sin_gen_1(self,tvsl):
        t,v,s,l=tvsl
        v=0.5*(1+sin(2*pi*t/(l)))
        #print (t,v)
        return v

    def sin_gen_2(self,tvsl):
        t,v,s,l=tvsl
        v=0.5*(1+sin(4*pi*t/(l)))
        #print (t,v)
        return v

    def __init__(self,griddata):

        griddata.reverse()

        #self.grid=griddata
        self.grid=[]
        for line in griddata:
            self.grid.append(list(line))

        rr=0
        for r in self.grid:
            cc=0
            for c in r:
                if c=="@":
                    self.solomon=Solomon(cc,rr,self)
                    self.grid[rr][cc]="."
                    self.solomon.A_wandswish.callback=self.block_swap
                elif c=="4":
                    self.door=[cc,rr]
                    self.grid[rr][cc]="."
                elif c=="k":
                    ns=Sprite(cc,rr+0.5)
                    ns.setDrawFuncToList(lists["green_key"])
                    ns.collision_action=self.key_detected_something_test
                    self.sprites.append(ns)
                    self.grid[rr][cc]="."
                elif not c in ["b","B","s"]:
                    self.grid[rr][cc]="."

                cc+=1

            rr+=1

        self.AG_twinklers=ActionGroup()
        self.AG_twinklers.append("twinkle1",Action(func=self.sin_gen_1,max=200,cycle=True,min=0,reverseloop=False,init_tick=0))
        self.AG_twinklers.append("twinkle2",Action(func=self.sin_gen_2,max=100,cycle=True,min=0,reverseloop=False,init_tick=10))

    def eval_grid(self,coords):
        return self.grid[coords[1]][coords[0]]

    def key_detected_something_test(self):
        print ("KEY GOT!")

    def block_swap(self,bump_only=False):

        self.solomon.current_state["wandswish"]=False
        print("hi from block swap "+str(self.solomon))
        takeoff_for_crouching=0
        if self.solomon.state_test(["crouching"])>0 : takeoff_for_crouching=-0.5

        ##if res=="OK": return

        yy = self.block_to_action[1]
        xx = self.block_to_action[0]
        ch = self.grid[yy][xx]
        print('yy {} xx {} ch {} '.format(yy,xx,ch))

        if not bump_only:
            #wand flare!
            crouch=0.5
            if self.solomon.current_state["crouching"]==True: crouch=0
            self.bursts.append(Burst(x=self.solomon.x+self.solomon.facing*0.5,y=self.solomon.y+crouch,z=0))

        #must be in correct place first
        distanceLeft = 0.5 + (self.solomon.x)-(int(self.solomon.x))
        distanceRight = 0.5 + (int(self.solomon.x+1))-(self.solomon.x)
        distance = 0
        if self.solomon.facing==-1: distance=distanceLeft
        elif self.solomon.facing==1: distance=distanceRight
        print('distance {}'.format(distance))
        #check not in block space when casting

        if distance > 1.1:
            if bump_only:
                if ch=="b":
                    print("destroy block")
                    self.grid[yy][xx]="B"
                elif ch=="B":
                    print("destroy block")
                    self.grid[yy][xx]="."
                elif ch==".":
                    print("create")
                    self.grid[yy][xx]="b"
            else:
                if ch=="b":
                    print("destroy block")
                    self.grid[yy][xx]="."
                elif ch==".":
                    print("create")
                    self.grid[yy][xx]="b"
                elif ch=="k" and not bump_only:
                    print ("*****KEY STRUCK!*****")

    def grid_cell(self,coords):
        x=coords[0]
        y=int(coords[1])
        dx = round(x - int(x),3)
        #print('in {} {} dx {}'.format(x,y,dx))
        if dx>0.5: x = int(x) + int(1)
        else: x = int(x)
        return [x,y]


    def set_state(self,state,value=True):
        self.solomon.current_state[state]=value
        #print('state {} set to {}'.format(state,value))

    def calculate_states(self):
        if  False:
            print('solomon x,y: {0},{1}'.format(self.solomon.x,self.solomon.y))
            gx,gy=int(self.solomon.x),int(self.solomon.y)
            print('solomon gx,gy: {0},{1}'.format(gx,gy))
            print('grid on: {0}'.format(self.grid[gy][gx]))
            print('grid below: {0}'.format(self.grid[gy-1][gx]))

        self.solomon.drawSolProperly=True #int((self.counter)/20)%2==0

        #under box
        twitch_left = 0.01
        # so the box presses to right edge flush
        sol_bottom_edge_x1 = self.solomon.x  - self.solomon.size_x/2 + twitch_left
        sol_bottom_edge_x2 = self.solomon.x  + self.solomon.size_x/2
        sol_bottom_edge_y2 = self.solomon.y - self.solomon.fall_detect
        sol_top_edge_y2 = self.solomon.y + self.solomon.size_y
        sol_top_edge_y2_jumping = self.solomon.y + self.solomon.size_y + 0.2
        #grid cell for below left and right
        sol_blockbelow_coord_x1 = self.grid_cell([sol_bottom_edge_x1,sol_bottom_edge_y2])
        sol_blockbelow_coord_x2 = self.grid_cell([sol_bottom_edge_x2,sol_bottom_edge_y2])
        #grid cell for above left and right
        sol_blockabove_coord_x1 = self.grid_cell([sol_bottom_edge_x1,sol_top_edge_y2_jumping])
        sol_blockabove_coord_x2 = self.grid_cell([sol_bottom_edge_x2,sol_top_edge_y2_jumping])
        #grid cell for right top and bottom
        sol_blockright_coord_y1 = self.grid_cell([sol_bottom_edge_x2+self.solomon.step_inc,sol_top_edge_y2])
        sol_blockright_coord_y2 = self.grid_cell([sol_bottom_edge_x2+self.solomon.step_inc,self.solomon.y])
        #grid cell for left top and bottom
        sol_blockleft_coord_y1 = self.grid_cell([sol_bottom_edge_x1-self.solomon.step_inc,sol_top_edge_y2])
        sol_blockleft_coord_y2 = self.grid_cell([sol_bottom_edge_x1-self.solomon.step_inc,self.solomon.y])
        #print ('{} {}'.format(sol_blockbelow_coord_x1,sol_blockbelow_coord_x2))
        #set state on behalf of block below

        if  self.grid[sol_blockbelow_coord_x1[1]][sol_blockbelow_coord_x1[0]]=='.' and \
            self.grid[sol_blockbelow_coord_x2[1]][sol_blockbelow_coord_x2[0]]=='.':
            self.set_state("canfall")
        else:
            self.set_state("canfall", False)

        #set state on behalf of block above
        if  self.grid[sol_blockabove_coord_x1[1]][sol_blockabove_coord_x1[0]]=='.' and \
            self.grid[sol_blockabove_coord_x2[1]][sol_blockabove_coord_x2[0]]=='.':
            self.set_state("headhurt", False)
        else:
            self.set_state("headhurt")

        #set state on behalf of right top and bottom
        if  self.grid[sol_blockright_coord_y1[1]][sol_blockright_coord_y1[0]]=='.' and \
            self.grid[sol_blockright_coord_y2[1]][sol_blockright_coord_y2[0]]=='.':
            self.set_state("cwright")
        else:
            self.set_state("cwright", False)

        #set state on behalf of left top and bottom
        if  self.grid[sol_blockleft_coord_y1[1]][sol_blockleft_coord_y1[0]]=='.' and \
            self.grid[sol_blockleft_coord_y2[1]][sol_blockleft_coord_y2[0]]=='.':
            self.set_state("cwleft")
        else:
            self.set_state("cwleft", False)

        #stickers for underneath (floor) detection
        #self.solomon.stickers.append([sol_bottom_edge_x1,sol_bottom_edge_y2,0,'green'])
        #self.solomon.stickers.append([sol_bottom_edge_x2,sol_bottom_edge_y2,0,'blue'])


        #stickers for underneath (head crash) detection
        self.solomon.stickers.append([sol_bottom_edge_x1,sol_top_edge_y2,0,'green'])
        self.solomon.stickers.append([sol_bottom_edge_x2,sol_top_edge_y2,0,'blue'])

        #stickers for right side solomon (wall) detect
        #self.solomon.stickers.append([sol_bottom_edge_x2,sol_top_edge_y2,0,'green'])
        #self.solomon.stickers.append([sol_bottom_edge_x2,self.solomon.y,0,'blue'])

        #stickers for left side solomon (wall) detect
        #self.solomon.stickers.append([sol_bottom_edge_x1,sol_top_edge_y2,0,'green'])
        #self.solomon.stickers.append([sol_bottom_edge_x1,self.solomon.y,0,'blue'])

        #stickers for showing which block is investigating
        #self.solomon.stickers.append(sol_blockbelow_coord_x1+[0.1,'green'])
        #self.solomon.stickers.append(sol_blockbelow_coord_x2+[0,'blue'])


    def evaluate(self,joystick,keys):

        self.counter+=1
        if self.counter>100000: self.counter=0

        self.solomon.stickers=[]

        self.solomon.stickers.append([self.solomon.x,self.solomon.y,0,"white"])
        """ TODO redo current_state was rubbish anyway """
        self.calculate_states()
        #wand is used to hover, so comes before fall and walk
        if joystick.isFire(keys):
            print('                            fire')
            if self.solomon.current_state["wandswish"]==False:
                print('                            swish is false')
                print('self.solomon.wand_rest {}'.format(self.solomon.wand_rest))
                if self.solomon.wand_rest==0:
                    self.solomon.wand_rest=self.solomon.wand_rest_start
                    #start swish
                    self.set_state("wandswish")
                    print ("                          swish")
                    if self.solomon.facing==-1: self.block_to_action = self.grid_cell([self.solomon.x-1,self.solomon.y])
                    elif self.solomon.facing==1:
                        if round((self.solomon.x-int(self.solomon.x)),3)==0.45: print (' booh! {}'.format(self.grid_cell([self.solomon.x+1,self.solomon.y])))
                        print ('                      plop')
                        self.block_to_action = self.grid_cell([self.solomon.x+1,self.solomon.y])
                    if self.solomon.current_state["crouching"]==True:
                        self.block_to_action=[self.block_to_action[0],self.block_to_action[1]-1]

            else:
                #continue swish
                print ("                        blah")
                pass

        self.calculate_states()

        # decrease wand swish counter
        if self.solomon.wand_rest>0:
            self.solomon.wand_rest-=1

        if self.solomon.current_state["canfall"]==False:
            #if not int(self.solomon.y)==self.solomon.y:
            #    print("integer problem {}".format(self.solomon.y))
            #    self.solomon.set_y(round(self.solomon.y ,0))
            #    print("fixed {}".format(self.solomon.y))
            if self.solomon.current_state["falling"]==True:
                self.set_state("falling", False)
            if self.solomon.current_state["jumping"]==True:
                self.set_state("jumping", False)
                print("jumping set false")
        
        
        self.calculate_states()
        
        # can fall state true and not swishing wand means can fall
        if self.solomon.current_state["canfall"] and self.solomon.current_state["wandswish"]==False:
            print('falling')
            self.solomon.set_y(self.solomon.y-self.solomon.fall_inc)

        self.calculate_states()
        
        
        # defaults to can't walk
        self.solomon.current_state["walking"]=False
        
        # crouch, does nothing to collision detection
        # only offsets the wand target
        self.solomon.current_state["crouching"]=False
        if joystick.isDown(keys):
            self.set_state("crouching")
            
        # if not crouching and keys pressed try walking right, animate but move only if can    
        if joystick.isRight(keys):
            self.solomon.facing=1
            if self.solomon.current_state["crouching"]==False:
                self.set_state("walking")
                if self.solomon.current_state["cwright"]:
                    self.solomon.set_x(self.solomon.x+self.solomon.step_inc)
        
        self.calculate_states()
        
        # if not crouching and keys pressed try walking left, animate but move only if can
        if joystick.isLeft(keys):
            self.solomon.facing=-1
            if self.solomon.current_state["crouching"]==False:
                self.set_state("walking")
                if self.solomon.current_state["cwleft"]:
                    self.solomon.set_x(self.solomon.x-self.solomon.step_inc)
 
 
 
        self.calculate_states()
 
 
        
        if self.solomon.current_state["jumping"]==False and \
            self.solomon.current_state["crouching"]==False and \
            self.solomon.current_state["falling"]==False and \
            self.solomon.current_state["canfall"]==False and \
            self.solomon.current_state["headhurt"]==False:
            if joystick.isUp(keys):
                self.set_state("jumping")
                self.solomon.jumping_rest=self.solomon.jumping_rest_start
        
        print ("jumping rest {}".format(self.solomon.jumping_rest))
        
        
        if self.solomon.jumping_rest>0:
            self.solomon.jumping_rest-=1
            self.solomon.jump_inc=self.solomon.jump_inc_start

        self.calculate_states()
        
        if self.solomon.jumping_rest==0 and self.solomon.current_state["jumping"]==True:
            print("jumping rest is 0 and jumping is true")
            if self.solomon.current_state["headhurt"]==False:
                print('jumping true, no head hurt {}'.format(self.solomon.y))
                self.solomon.set_y(round(self.solomon.y + self.solomon.jump_inc_falloff,3))
                #if self.solomon.jump_inc<0.01:
                #    self.set_state("jumping", False)
            else:
                self.set_state("jumping", False)
                print("jumping set false")
        
        self.calculate_states()
        
        # animate the walk cycle
        if self.solomon.current_state["walking"]:
            self.solomon.AG_walk.do()
        
        
        
        
        
        
        
        
        
        
        
        
        
        self.AG_twinklers.do()
        
        return
        
        
        
        
            
    def reset_z(self):
        self.target_z=self.proper_z
        print ("reset z called")
        
    def detect(self):
        pass

    def draw(self):

        #global X
        #glRotate(X,1,0,0)

        glPushMatrix()
        glTranslate(8,6.5,-0.55)
        glScale(15,12,0.1)
        glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["red"])
        glutSolidCube(1)
        glPopMatrix()

        rr=0
        for r in self.grid:
            cc=0
            for c in r:
                #if True:
                if rr>=0 and rr<=13 and cc>=0 and cc<=16:
                    glPushMatrix()
                    glTranslate(cc,rr+0.5,0)
                    
                    if c in ["b","s"]:
                        if c=="b": color = [0.3,0.3,1.0,1.0]
                        elif c=="s": color = [1.0,1.0,0.0,1.0]
                        glMaterialfv(GL_FRONT,GL_DIFFUSE,color)
                        if True: glutSolidCube(1)

                    elif c in ["d","6"]:
                        glEnable(GL_BLEND)
                        glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
                        if c=="d": color = [0.8,0.5,0.0, 0.1+0.2*float(self.AG_twinklers.value("twinkle1")) ]
                        elif c=="6": color = [10,0.5,0.0, 0.1+0.2*float(self.AG_twinklers.value("twinkle1")) ]
                        glMaterialfv(GL_FRONT,GL_DIFFUSE,color)
                        glutSolidCube( float(self.AG_twinklers.value("twinkle2"))*0.3+0.7)
                        glBlendFunc(GL_SRC_ALPHA, GL_ONE)
                        glDisable(GL_BLEND)

                    elif c in ["B"]: ##i.e changed to half a block because recieved bash
                        color = [0.3,0.3,1.0,1.0]
                        glMaterialfv(GL_FRONT,GL_DIFFUSE,color)
                        glCallList(lists["broken brick"])

                    glPopMatrix()

                cc+=1

            rr+=1

        glPushMatrix()
        self.solomon.draw(self.solomon.stickers)
        glPopMatrix()

        if debug==True:
            '''
            glPushMatrix()
            glTranslate(self.solomon_block_below[0],self.solomon_block_below[1],0)
            glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["white"])
            glutWireCube(0.85)
            glPopMatrix()

            glPushMatrix()
            glTranslate(self.solomon_block_above[0],self.solomon_block_above[1],0)
            glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["white"])
            glutWireCube(0.85)
            glPopMatrix()
            
            glPushMatrix()
            glTranslate(self.solomon_block_above_brow1[0],self.solomon_block_above_brow1[1],0)
            glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["green"])
            glutWireCube(0.85)
            glPopMatrix()
            
            glPushMatrix()
            glTranslate(self.solomon_block_above_brow2[0],self.solomon_block_above_brow2[1],0)
            glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["green"])
            glutWireCube(0.85)
            glPopMatrix()

            glPushMatrix()
            glTranslate(self.solomon_block_left[0],self.solomon_block_left[1],0)
            glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["white"])
            glutWireCube(0.85)
            glPopMatrix()

            glPushMatrix()
            glTranslate(self.solomon_block_right[0],self.solomon_block_right[1],0)
            glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["white"])
            glutWireCube(0.85)
            glPopMatrix()
            '''            
            #centre spot
            ##glPushMatrix()
            ##glTranslate(self.solomon.x,self.solomon.y,0)
            ##glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["white"])
            ##glScale(0.4, 0.4,0.4)
            ##glutSolidCube(1)
            ##glPopMatrix()
            
            #####size box for edge/falling etc
            ####glPushMatrix()
            ####glTranslate(self.solomon.x,self.solomon.y,0)
            ####glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["yellow"])
            ####glTranslate(0,self.solomon.size_y/2,0)
            ####glScale(self.solomon.size_x, self.solomon.size_y,1.0)
            ####glutWireCube(1)
            ####glPopMatrix()
            ####
            #####detection box for enemies/items
            ####glPushMatrix()
            ####glTranslate(self.solomon.x,self.solomon.y,0)
            ####glMaterialfv(GL_FRONT,GL_DIFFUSE,colours["yellow"])
            ####glTranslate(0,self.solomon.det_size_y/2,0)
            ####glScale(self.solomon.det_size_x, self.solomon.det_size_y,1.0)
            ####glutWireCube(1)
            ####glPopMatrix()

        for s in self.sprites:
            glPushMatrix()
            s.runDetection(self)
            s.draw()
            glPopMatrix()
            s.do()
        
        for b in self.bursts:
            if b.draw():
                self.bursts.remove(b)