/
objects.py
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/
objects.py
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import pygame
import core
from misc import *
import data
import math
from random import randint
import anim
class BaseObj:
sprite = None
speed = [0,0]
level = None
def __init__(self, x=0, y=0, pos='tl'):
self.rect = self.sprite.getSurface().get_rect()
self.y = y
if pos =='c':
self.rect.centerx = x
self.rect.centery = y
else:
self.rect.left = x
self.rect.top = y
#enddef
def draw(self, corrx, corry):
self.sprite.draw(core.screen, self.rect.left+corrx, self.rect.top+corry)
#enddef
def behave(self):
self.sprite.behave()
self.rect = self.rect.move(self.speed)
return True
#enddef
def hurt(self, armSpec):
hurtEnergy = self.energy
self.energy -= armSpec
return hurtEnergy
#enddef
#endclass
class Floater(BaseObj):
def __init__(self, x, y):
self.sprite = anim.Slot(data.images['alien'])
mvlim = 2
while self.speed[0]==0 and self.speed[1]==0:
self.speed = [random.randint(-mvlim,mvlim), random.randint(-mvlim,mvlim)]
if self.speed[0] or self.speed[1]:
break
#endwhile
self.energy = 5
BaseObj.__init__(self, x, y)
#enddef
def behave(self):
for m in self.level.playerMissiles:
if self.rect.colliderect(m.rect):
self.energy -= m.hurt(self.energy)
#endfor
if self.energy <= 0:
return False
# level collision
if self.speed[1]<0 and \
( self.level.collision(self.rect.left, self.rect.top+self.speed[1])\
or self.level.collision(self.rect.right, self.rect.top+self.speed[1])):
self.speed[1] *= -1
if self.speed[1]>0 and \
( self.level.collision(self.rect.left, self.rect.bottom+self.speed[1])\
or self.level.collision(self.rect.right, self.rect.bottom+self.speed[1])):
self.speed[1] *= -1
if self.speed[0]<0 and \
( self.level.collision(self.rect.left+self.speed[0], self.rect.top)\
or self.level.collision(self.rect.left+self.speed[0], self.rect.bottom)):
self.speed[0] *= -1
if self.speed[0]>0 and \
( self.level.collision(self.rect.right+self.speed[0], self.rect.top)\
or self.level.collision(self.rect.right+self.speed[0], self.rect.bottom)):
self.speed[0] *= -1
if self.rect.right < 0 or self.rect.left > self.level.width:
self.energy = 0
if self.rect.bottom < 0 or self.rect.top > self.level.height:
self.energy = 0
return BaseObj.behave(self)
#enddef
#endclass
class AlienBase(BaseObj):
def behave(self):
for m in self.level.playerMissiles:
if self.rect.colliderect(m.rect):
self.energy -= m.hurt(self.energy)
#endfor
if self.energy <= 0:
return False
return BaseObj.behave(self)
#enddef
#endclass
class Brooder(AlienBase):
def __init__(self, x, y):
self.sprite = anim.Slot(data.images['brooder'])
self.energy = 50
self.speed = [0,0]
self.toDelivery = 0
AlienBase.__init__(self, x, y)
#enddef
def behave(self):
if randint(0, 32000) < self.toDelivery:
self.level.aliens.append(Crawler(self.rect.left, self.rect.top))
self.toDelivery = 0
else:
self.toDelivery += 1
#endif
return AlienBase.behave(self)
#enddef
#endclass
class Crawler(BaseObj):
def __init__(self, x, y):
self.sprite = anim.Slot(data.images['alien'])
self.energy = 5
self.speed = [0, -1]
BaseObj.__init__(self, x, y)
#enddef
def behave(self):
for m in self.level.playerMissiles:
if self.rect.colliderect(m.rect):
self.energy -= m.hurt(self.energy)
#endfor
if self.energy <= 0:
return False
# level collision
if self.speed[1]<0 and \
( self.level.collision(self.rect.left, self.rect.top+self.speed[1])\
or self.level.collision(self.rect.right, self.rect.top+self.speed[1])):
self.speed[1] = 0
self.speed[0] = 1
if self.speed[1]>0 and \
( self.level.collision(self.rect.left, self.rect.bottom+self.speed[1])\
or self.level.collision(self.rect.right, self.rect.bottom+self.speed[1])):
self.speed[1] = 0
self.speed[0] = -1
if self.speed[0]<0 and \
( self.level.collision(self.rect.left+self.speed[0], self.rect.top)\
or self.level.collision(self.rect.left+self.speed[0], self.rect.bottom)):
self.speed[0] = 0
self.speed[1] = -1
if self.speed[0]>0 and \
( self.level.collision(self.rect.right+self.speed[0], self.rect.top)\
or self.level.collision(self.rect.right+self.speed[0], self.rect.bottom)):
self.speed[0] = 0
self.speed[1] = 1
if self.rect.right < 0 or self.rect.left > self.level.width:
self.energy = 0
if self.rect.bottom < 0 or self.rect.top > self.level.height:
self.energy = 0
return BaseObj.behave(self)
#enddef
#endclass
def sgn(x):
if x < 0: return -1
if x == 0: return 0
return 1
#enddef
class Player(BaseObj):
#static
dirs = ((1.0, 0.0), (0.7071, -0.7071),
(0.0, -1.0), (-0.7071, -0.7071),
(-1.0, 0.0), (-0.7071, 0.7071),
(0.0, 1.0), (0.7071, 0.7071))
def __init__(self, x, y, controls):
self.controls = controls
self.anims = (
(anim.Slot(data.images['module-1,-1']),
anim.Slot(data.images['module0,-1']),
anim.Slot(data.images['module1,-1'])),
(anim.Slot(data.images['module-1,0']),
anim.Slot(data.images['module0,0']),
anim.Slot(data.images['module1,0'])),
(anim.Slot(data.images['module-1,1']),
anim.Slot(data.images['module0,1']),
anim.Slot(data.images['module1,1']))
)
self.sprite = self.anims[2][1]
self.reloadTime = pygame.time.get_ticks()
self.shootSnd = data.sounds['shoot']
self.engineSnd = data.sounds['engine']
self.speed = [0,0]
self.vizor = [0,0]
self.angle = 6
self.energy = 100
self.fuel = 100
self.ammo = 100
BaseObj.__init__(self, x, y)
#enddef
def fire(self):
t = 2
if pygame.time.get_ticks() <= self.reloadTime:
return
self.reloadTime = pygame.time.get_ticks() + 700
self.level.playerMissiles.append(\
PlayerMissile(self.rect.centerx, self.rect.centery, \
self.dirs[self.angle][0], self.dirs[self.angle][1]))
playStereo(self.shootSnd, self.rect.centerx)
#enddef
def behave(self):
# monster collisions
for m in self.level.aliens:
if self.rect.colliderect(m.rect):
self.energy -= m.hurt(self.energy)
dx = m.rect.centerx - self.rect.centerx
dy = m.rect.centery - self.rect.centery
d = math.hypot(dx, dy)
if d:
self.speed[0] -= (dx/d)*3.0
self.speed[1] -= (dy/d)*3.0
#endif
#endfor
# level collision
if self.speed[1]<0 and \
( self.level.collision(self.rect.left, self.rect.top+self.speed[1])\
or self.level.collision(self.rect.right, self.rect.top+self.speed[1])):
self.energy += self.speed[1]
self.speed[1] *= -1
if self.speed[1]>0 and \
( self.level.collision(self.rect.left, self.rect.bottom+self.speed[1])\
or self.level.collision(self.rect.right, self.rect.bottom+self.speed[1])):
self.energy -= self.speed[1]
self.speed[1] *= -1
if self.speed[0]<0 and \
( self.level.collision(self.rect.left+self.speed[0], self.rect.top)\
or self.level.collision(self.rect.left+self.speed[0], self.rect.bottom)):
self.energy += self.speed[0]
self.speed[0] *= -1
if self.speed[0]>0 and \
( self.level.collision(self.rect.right+self.speed[0], self.rect.top)\
or self.level.collision(self.rect.right+self.speed[0], self.rect.bottom)):
self.energy -= self.speed[0]
self.speed[0] *= -1
if self.energy <= 0:
return False
if self.controls.fire:
self.fire()
#endif
# keys
angle = None
if self.controls.left:
angle = 4
if self.controls.up: angle -= 1
elif self.controls.down: angle += 1
elif self.controls.right:
angle = 0
if self.controls.up: angle += 1
elif self.controls.down: angle = len(self.dirs)-1
elif self.controls.up:
angle = 2
if self.controls.left: angle += 1
elif self.controls.right: angle -= 1
elif self.controls.down:
angle = 6
if self.controls.left: angle -= 1
elif self.controls.right: angle += 1
if angle != None:
if angle - self.angle != 0:
a = angle - self.angle
if abs(a) == len(self.dirs)/2:
angle = self.angle - 1
elif abs(a) > len(self.dirs)/2:
angle = self.angle - sgn(a)
else:
angle = self.angle + sgn(a)
if angle < 0: angle += len(self.dirs)
elif angle >= len(self.dirs): angle -= len(self.dirs)
self.sprite = self.anims\
[1+sgn(self.dirs[angle][1])]\
[1+sgn(self.dirs[angle][0])]
self.angle = angle
#endif
dir = self.dirs[self.angle]
self.speed[0] += dir[0]
self.speed[1] += dir[1]
self.vizor[0] += dir[0]*2
self.vizor[1] += dir[1]*2
if randint(0,2):
self.level.playerMissiles.append(PlayerFlame( \
self.rect.centerx-dir[0]*5,\
self.rect.centery-dir[1]*5))
playStereo(self.engineSnd, self.rect.centerx)
#endif
self.speed[0] *= 0.9
self.speed[1] *= 0.9
self.vizor[0] *= 0.98
self.vizor[1] *= 0.98
return BaseObj.behave(self)
#enddef
def getPos(self):
return self.rect.centerx+self.vizor[0], self.rect.centery+self.vizor[1]
#enddef
def draw(self, corrx, corry):
BaseObj.draw(self, corrx, corry)
# draw status bars
x = y = 15
core.screen.fill((0,0,0), (x+0*7, y, 6, 52))
core.screen.fill((0,0,0), (x+1*7, y, 6, 52))
core.screen.fill((0,0,0), (x+2*7, y, 6, 52))
core.screen.fill((200,0,0), (x+1+0*7, y+1, 4, self.ammo/2))
core.screen.fill((0,0,200), (x+1+1*7, y+1, 4, self.fuel/2))
core.screen.fill((0,200,0), (x+1+2*7, y+1, 4, self.energy/2))
#enddef
#endclass
class PlayerMissile(BaseObj):
def __init__(self, x, y, dx, dy):
self.sprite = anim.Slot(data.images['missile'])
self.speed = [dx*10, dy*10]
self.energy = 10
BaseObj.__init__(self, x, y, 'c')
#enddef
def behave(self):
if self.level.collision(\
self.rect.centerx+self.speed[0], self.rect.centery+self.speed[1]):
self.energy = 0
self.speed[0] *= 0.98
self.speed[1] *= 0.98
if (abs(self.speed[0]) < 5 and abs(self.speed[1]) < 5) or self.energy <= 0:
return False
return BaseObj.behave(self)
#enddef
#endclass
class PlayerFlame(BaseObj):
def __init__(self, x, y):
self.sprite = anim.Slot(data.images['flame'])
self.energy = 3
BaseObj.__init__(self, x+randint(-2,2), y+randint(-2,2), 'c')
#enddef
def behave(self):
if self.sprite.ended:
return False
return BaseObj.behave(self)
#enddef
#endclass
class DummyPlayer (BaseObj):
def __init__(self, x, y):
self.dx = 1
self.dy = 0.25
self.x = x
self.y = y
#enddef
def draw(self, corrx, corry):
pass
#enddef
def behave(self):
if self.dx > 0 and self.x > self.level.width-core.width/2:
self.dx = -1
if self.dx < 0 and self.x < core.width/2:
self.dx = +1
if self.dy > 0 and self.y > self.level.height-core.height/2:
self.dy *= -1
if self.dy < 0 and self.y < core.height/2:
self.dy *= -1
m = self.level.width/2
n = (self.level.width-core.width)/2
self.x += self.dx+self.dx*(n - abs(self.x - m))/float(n/2)
self.y += self.dy
return True
#enddef
def getPos(self):
return self.x, self.y
#enddef
#endclass