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risetofall/src/main.py

312 lines
10 KiB
Python

__docformat__ = "reStructuredText"
import pymunk, pymunk.pygame_util, pygame, random, json
class Camera(object):
"""
This class implements a simple camera that can pan through the level
"""
def __init__(self, x = 0, y = 0, w=400, h = 600) -> None:
self.x = x
self.y = y
self.w = w
self.h = h
self.tracking = None
def translate(self, pos):
return (pos[0]-self.x,pos[1]-self.y)
def outOfBounds(self, pos):
if (pos[0] > self.w-self.x or pos[0] < 0-self.x
or pos[1] > self.h-self.y or pos[1] < 0-self.y):
return True
else:
return False
def track(self, thing):
self.tracking = thing
def update(self):
if self.tracking:
target = self.tracking.getPos()
target = (target[0]-(self.w/2),target[1]-(self.h/2))
self.x += (target[0]-self.x)/2
self.y += (target[1]-self.y)/2
class Thing(object):
"""
This class implements a generic pymunk object that can be written to the pygame window
"""
def __init__(self, game, mass = 1.0, moment = 1666, bodyType = pymunk.Body.DYNAMIC) -> None:
self._mass = mass # weight
self._moment = moment # rotational inertia
self._bodyType = bodyType # fixed/moving
self._body = pymunk.Body(self._mass,self._moment,self._bodyType)
self._body.position = (400, 0)
self.visible = True
self._game = game # game object
def setPos(self, x,y):
self._body.position = (x,y)
def getPos(self):
return (self._body.position)
def draw(self):
pass
class Circle(Thing):
"""
This class implements a pymunk circle that can be displayed on a pygame window
"""
def __init__(self, game, radius = 80, color = pygame.Color(0,0,255,1), mass = 1, moment = 1666, bodyType = pymunk.Body.DYNAMIC) -> None:
super().__init__(game, mass=mass, moment=moment, bodyType=bodyType)
self.radius = radius
self.color = color
self._poly = pymunk.Circle(self._body,radius)
self._game._space.add(self._body,self._poly)
def draw(self):
if self.visible:
pygame.draw.circle(self._game._screen,self.color,self._game.camera.translate(self._body.position),self.radius)
class Platform(Thing):
"""
This class implements a static platform
"""
def __init__(self, game, pos1 = (20,40), pos2 = (40,40), width = 5, color = pygame.Color(0,0,0,1)) -> None:
super().__init__(game, bodyType=pymunk.Body.DYNAMIC)
self._body = pymunk.Body(body_type=pymunk.Body.STATIC)
self.color = color
self._pos1 = pos1
self._pos2 = pos2
self._width = width
self._poly = pymunk.Segment(self._body,pos1,pos2,width)
self._game._space.add(self._body,self._poly)
def draw(self):
if self.visible:
pygame.draw.line(self._game._screen, self.color, self._game.camera.translate(self._pos1), self._game.camera.translate(self._pos2), self._width)
class RainDrop(Thing):
"""
Raindrop
"""
def __init__(self,game, maxTime):
super().__init__(game, 0.02)
self.radius = 2
self.color = pygame.Color(0,0,255,1)
self._poly = pymunk.Circle(self._body,self.radius)
self._maxTime = maxTime
self._startTime = pygame.time.get_ticks()
self.destroy = False
self._game._space.add(self._body,self._poly)
self.setPos(random.randint(0,self._game.windowSize[0]),0)
self._body.apply_force_at_local_point((0,self._game._space.gravity[1]*1))
self._poly.collision_type = 4
def update(self):
t = pygame.time.get_ticks()
dt= t - self._startTime
if (dt > self._maxTime):
self.destroy = True
if self._game.camera.outOfBounds(self.getPos()):
self.destroy = True
def draw(self):
if self.visible:
pygame.draw.circle(self._game._screen,self.color,self._game.camera.translate(self._body.position),self.radius)
def delete(self):
self._game._space.remove(self._body,self._poly)
class Rain(object):
def rainCollisionHandler(self, arbiter, space, data):
print('thing')
return False
def __init__(self,game,maxDrops = 10,maxTime = 15000, dropRate=400):
self.dropList = [RainDrop(game, maxTime)]
self.lastSpawn = pygame.time.get_ticks()
self.maxDrops = maxDrops
self.maxTime = maxTime
self.dropRate = dropRate
self.game = game
self.raining = True
self.collisionHandler = game._space.add_collision_handler(3,4)
self.collisionHandler.begin = self.rainCollisionHandler
def update(self):
t = pygame.time.get_ticks()
dt= t - self.lastSpawn
if self.raining:
if (len(self.dropList) < self.maxDrops and dt > self.dropRate):
self.dropList.append(RainDrop(self.game, self.maxTime))
self.lastSpawn = t
for raindrop in self.dropList:
raindrop.update()
if (raindrop.destroy == True):
self.dropList.remove(raindrop)
raindrop.delete()
del raindrop
else:
raindrop.draw()
class Level(object):
"""
Level class
Creates and destroys a level from a JSON file.
"""
def __init__(self, levelFilePath: str, game):
self._levelFilePath = levelFilePath
self._levelFile = open(self._levelFilePath, 'r')
self.level = json.load(self._levelFile)
self._game = game
def start(self):
for platform in self.level['platforms']:
self._game._shapes.append(Platform(self._game,platform['pos1'],platform['pos2'],platform['width'] or 4,platform['color'] or (0,0,0,1)))
class Player(Circle):
"""
Player class
implements the player that can move and jump
"""
def __init__(self, game):
super().__init__(game, 20, (255,0,0,1))
self.setPos(random.randint(0,self._game.windowSize[0]),0)
self._poly.collision_type = 3
def moveLeft(self):
pass
def moveRight(self):
pass
def jump(self):
pass
class Mouse(Thing):
"""
Mouse class
allows the player to interact with the rain
"""
def __init__(self,game):
super().__init__(game)
self._body = pymunk.Body(body_type=pymunk.Body.STATIC)
self._poly = pymunk.Circle(self._body,60)
self._game._space.add(self._body,self._poly)
def draw(self):
mouse = pygame.mouse.get_pos()
print(mouse)
self.setPos(mouse[0],mouse[1])
pygame.draw.circle(self._game._screen,(0,0,0,1),self._body.position,60)
class RiseToFall(object):
"""
riseToFall game class
"""
def __init__(self) -> None:
# create space
self._space = pymunk.Space()
self._space.gravity = 0,100
self.windowSize = (400,600)
# initialize pygame
pygame.init()
self._screen = pygame.display.set_mode(self.windowSize, pygame.RESIZABLE)
self._clock = pygame.time.Clock()
# set caption
pygame.display.set_caption("rise to fall")
self._running = True
self._shapes = []
box = Platform(self, (100,140), (150,160))
self._shapes.append(box)
# font = pygame.font.SysFont("Arial",16)
self.rain = Rain(self)
self.camera = Camera(w=self.windowSize[0],h=self.windowSize[1])
self._shapes.append(Mouse(self))
self.player = Player(self)
self._shapes.append(self.player)
self.camera.track(self.player)
self.level = Level('testlevel.json',self)
self.level.start()
# set draw options
self._print_options = pymunk.pygame_util.DrawOptions(self._screen)
def _createBox(self):
body = pymunk.Body(1,1666)
body.position = 50,100
poly = pymunk.Poly.create_box(body)
self._space.add(body, poly)
def _processEvents(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
self._running = False
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
self._running = False
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
#self._createBox()
shape = Circle(self, 10)
shape.setPos(random.randint(0,400),0)
shape.color = pygame.Color(255,0,255,1)
self._shapes.append(shape)
self._space.gravity = (self._space.gravity[0]*-1,self._space.gravity[1]*-1)
self.rain.raining = not self.rain.raining
if event.type == pygame.KEYDOWN and event.key == pygame.K_w:
player = Player(self)
self._shapes.append(player)
self.camera.track(player)
if event.type == pygame.KEYDOWN and event.key == pygame.K_a and self.player:
self.player.moveLeft()
if event.type == pygame.KEYDOWN and event.key == pygame.K_d and self.player:
self.player.moveRight()
if event.type == pygame.KEYDOWN and event.key == pygame.K_w and self.player:
self.player.jump()
if event.type == pygame.VIDEORESIZE:
self._screen = pygame.display.set_mode((event.w, event.h), pygame.RESIZABLE)
self.camera.h = event.h
self.camera.w = event.w
def _drawEntities(self):
for shape in self._shapes:
shape.draw()
def run(self):
while self._running:
self._processEvents();
self.camera.update()
self._space.step(0.02)
self._screen.fill(pygame.Color("white"))
# self._space.debug_draw(self._print_options)
self.rain.update()
self._drawEntities()
pygame.display.flip()
if __name__ == "__main__":
game = RiseToFall()
game._createBox()
game.run()