########################################### # Created on 1-9-2013. Miguel Angel Astor # ########################################### import math import pygame import math_utils import game ACTOR_STATES = { 'IDLE': 0, 'MOVING': 1 } class BaseActor(pygame.sprite.Sprite): def __init__(self, id, image = None, name = "Default", animated = False, visible = True, solid = True): pygame.sprite.Sprite.__init__(self) self.id = id self.name = name self.animated = animated self.visible = visible self.solid = solid self.fps = 60 self.frames = [] self.time_per_frame = int(1000.0 / float(self.fps)) self.current_frame = 0 self.anim_then = pygame.time.get_ticks() self.stopped = False self.loop = True self.angle = 0.0 self.position = [0, 0] self.velocity = [0, 0] self.acceleration = [0, 0] self.max_velocity = [0, 0] self.friction = 1.0 self.color = (255, 206, 99) if image is not None: self.image = image.copy() self.frames.append(self.image) self.rect = self.image.get_rect() else: self.image = None self.rect = pygame.rect.Rect(0, 0, 42, 42) self.image_points = [] def get_id(self): return self.id def get_name(self): return self.name def is_animated(self): return self.animated def is_visible(self): return self.visible def set_visible(self, visible): self.visible = visible def toggle_visible(self): self.visible = not self.visible def make_visible(self): self.visible = True def make_invisible(self): self.visible = False def is_solid(self): return self.solid def get_color(self): return self.color def set_color_tuple(self, color): self.color = color def set_color_rgb(self, red, green, blue): self.color = (red, green, blue) def get_position(self): return list(self.position) def set_position(self, new_pos): self.position = list(new_pos) self.rect.center = (self.position[0], self.position[1]) def get_velocity(self): return self.velocity def set_velocity(self, new_vel): self.velocity = list(new_vel) def get_acceleration(self): return self.acceleration def set_acceleration(self, new_accel): self.acceleration = list(new_accel) def get_max_velocity(self): return self.max_velocity def set_max_velocity(self, max_vel): self.max_velocity = list(max_vel) def get_friction(self): return self.get_friction def set_friction(self, new_friction): self.friction = new_friction def is_looping(self): return self.loop def set_looping(self, loop): self.loop = loop def get_fps(self): return self.fps def set_fps(self, fps): self.fps = fps self.time_per_frame = int(1000.0 / float(self.fps)) def get_current_frame(self): return self.current_frame def resume_animation(self): self.stopped = False def stop_animation(self): self.stopped = True def add_frame(self, frame): self.frames.append(frame.copy()) def change_frame(self, frame_index, frame): if frame_index < 0 or frame_index >= len(self.frames): pass else: self.frames[frame_index] = frame.copy() def remove_frame(self, frame_index): if frame_index < 1 or frame_index >= len(self.frames): # The first frame (frame 0) cannot be removed. pass else: self.frames.pop(im_point) if self.current_frame >= len(self.frames): self.current_frame = len(self.frames) - 1 def get_image_point(self, point): if point < 0 or point > len(self.image_points): return (0, 0) else: im_point = [self.image_points[point][0] + self.rect.left, self.image_points[point][1] + self.rect.top] return im_point def set_image_point_xy(self, point_x, point_y): self.image_points.append((point_x, point_y)) def remove_image_point(self, im_point): if im_point < 0 or im_point >= len(self.image_points): pass else: self.image_points.pop(im_point) def clear_image_points(self): del self.image_points[:] def test_collision_with_point(self, point): return self.rect.collidepoint(point[0], point[1]) def draw(self, canvas): if self.image is not None: if not self.animated: canvas.blit(self.image, self.rect) else: anim_now = pygame.time.get_ticks() delta_t = anim_now - self.anim_then if not self.stopped and delta_t >= self.time_per_frame: if self.current_frame == len(self.frames) and not self.loop: pass else: self.current_frame = (self.current_frame + (delta_t // self.time_per_frame)) % len(self.frames) self.anim_then = anim_now frame = self.frames[self.current_frame] frame_rect = frame.get_rect() frame_rect.center = (self.position[0], self.position[1]) canvas.blit(frame, frame_rect) else: pygame.draw.rect(canvas, self.color, self.rect) class BulletActor(BaseActor): """ Actor class with fixed velocity bullet behavior. """ def __init__(self, id, image, name = "Default", animated = False, visible = True, solid = True, frame_rate = 60.0): BaseActor.__init__(self, id, image, name, animated, visible, solid) self.then = pygame.time.get_ticks() self.now = pygame.time.get_ticks() self.frame_rate = frame_rate self.moving = False def is_moving(self): return self.moving def move(self): self.moving = True def stop(self): self.moving = False def update(self): # Calculate the time elapsed between the previous call to update and this one. self.now = pygame.time.get_ticks() delta_t = self.now - self.then if delta_t < 0: delta_t = 0 # Compensate for overflow of self.now if game.DEBUG: print print "Bullet actor: " + self.name print "THEN: " + str(self.then) + " :: NOW: " + str(self.now) + " :: DELTA: " + str(delta_t) if self.moving: if game.DEBUG: print "NEW VEL X: " + str((self.velocity[0] * delta_t) * (self.frame_rate / 1000)) print "NEW VEL Y: " + str((self.velocity[1] * delta_t) * (self.frame_rate / 1000)) self.position[0] += (self.velocity[0] * delta_t) * (self.frame_rate / 1000) self.position[1] += (self.velocity[1] * delta_t) * (self.frame_rate / 1000) self.rect.center = (self.position[0], self.position[1]) if game.DEBUG: print "NEW POSITION: " + str(self.position) self.then = self.now class OmnidirectionalActor(BaseActor): def __init__(self, id, image, name = "Default", animated = False, visible = True, solid = True, frame_rate = 60.0): BaseActor.__init__(self, id, image, name, animated, visible, solid) self.angle = 0.0 self.then = pygame.time.get_ticks() self.frame_rate = frame_rate self.moving = False self.friction = 0.90 self.constraint_min_x = 0 self.constraint_min_y = 0 self.constraint_max_x = 1024 self.constraint_max_y = 768 self.acc_fract_x = ((0.6 * float(pygame.display.Info().current_w)) / 1024.0) self.acc_fract_y = ((0.6 * float(pygame.display.Info().current_h)) / 768.0) self.idle_frames = [] self.moving_frames = [] self.scared_frames = [] self.current_frame = 0 def is_moving(self): return self.moving def move(self): self.moving = True def stop(self): self.moving = False def get_angle(self): return self.angle def set_angle(self, angle): self.angle = float(angle) def set_constraints(self, constraints): self.constraint_min_x = constraints[0] self.constraint_min_y = constraints[2] self.constraint_max_x = constraints[1] self.constraint_max_y = constraints[3] def reset_then(self): self.then = pygame.time.get_ticks() def update(self): now = pygame.time.get_ticks() delta_t = now - self.then if delta_t < 0: delta_t = 0 # Compensate for overflow of now if self.moving: direction = math_utils.angle_to_vector(self.angle) self.velocity[0] += direction[0] * self.acc_fract_x self.velocity[1] += direction[1] * self.acc_fract_y self.position[0] += (self.velocity[0] * delta_t) * (self.frame_rate / 1000) self.position[1] += (self.velocity[1] * delta_t) * (self.frame_rate / 1000) if self.position[0] < self.constraint_min_x: self.position[0] = self.constraint_min_x if self.position[0] > self.constraint_max_x: self.position[0] = self.constraint_max_x if self.position[1] < self.constraint_min_y: self.position[1] = self.constraint_min_y if self.position[1] > self.constraint_max_y: self.position[1] = self.constraint_max_y self.velocity[0] *= self.friction self.velocity[1] *= self.friction self.rect.center = (self.position[0], self.position[1]) self.then = now def add_idle_frame(self, frame): self.idle_frames.append(frame.copy()) def change_idle_frame(self, frame_index, frame): if frame_index < 0 or frame_index >= len(self.idle_frames): pass else: self.idle_frames[frame_index] = frame.copy() def remove_idle_frame(self, frame_index): if frame_index < 1 or frame_index >= len(self.idle_frames): # The first frame (frame 0) cannot be removed. pass else: self.idle_frames.pop(im_point) if self.current_frame >= len(self.idle_frames): self.current_frame = len(self.idle_frames) - 1 def add_moving_frame(self, frame): self.moving_frames.append(frame.copy()) def change_moving_frame(self, frame_index, frame): if frame_index < 0 or frame_index >= len(self.moving_frames): pass else: self.moving_frames[frame_index] = frame.copy() def remove_moving_frame(self, frame_index): if frame_index < 1 or frame_index >= len(self.moving_frames): # The first frame (frame 0) cannot be removed. pass else: self.moving_frames.pop(im_point) if self.current_frame >= len(self.moving_frames): self.current_frame = len(self.moving_frames) - 1 def toggle_scared(self): aux = self.moving_frames self.moving_frames = self.scared_frames self.scared_frames = aux def draw(self, canvas): if self.image is not None: if not self.animated: canvas.blit(self.image, self.rect) else: frame = None anim_now = pygame.time.get_ticks() delta_t = anim_now - self.anim_then if not self.stopped and delta_t >= self.time_per_frame: self.current_frame = (self.current_frame + (delta_t // self.time_per_frame)) % 2 self.anim_then = anim_now if not self.moving: if self.angle >= -(math_utils.PI / 4.0) and self.angle < math_utils.PI / 4.0: # Between -45 and 45 degrees. frame = self.idle_frames[0] elif self.angle >= math_utils.PI / 4.0 and self.angle < 3.0 * (math_utils.PI / 4.0): # Between 45 and 135 degrees. frame = self.idle_frames[1] elif self.angle >= 3.0 * (math_utils.PI / 4.0) and self.angle <= math_utils.PI: # Between 135 and 180 degrees. frame = self.idle_frames[2] elif self.angle >= -3.0 * (math_utils.PI / 4.0) and self.angle < -(math_utils.PI / 4.0): # Between -135 and -45 degrees. frame = self.idle_frames[3] else: # Between -180 and -135 degrees. frame = self.idle_frames[2] else: if self.angle >= -(math_utils.PI / 4.0) and self.angle < math_utils.PI / 4.0: # Between -45 and 45 degrees. base_frame = 0 elif self.angle >= math_utils.PI / 4.0 and self.angle < 3.0 * (math_utils.PI / 4.0): # Between 45 and 135 degrees. base_frame = 2 elif self.angle >= 3.0 * (math_utils.PI / 4.0) and self.angle <= math_utils.PI: # Between 135 and 180 degrees. base_frame = 4 elif self.angle >= -3.0 * (math_utils.PI / 4.0) and self.angle < -(math_utils.PI / 4.0): # Between -135 and -45 degrees. base_frame = 6 else: # Between -180 and -135 degrees. base_frame = 4 frame = self.moving_frames[self.current_frame + base_frame] frame_rect = frame.get_rect() frame_rect.center = (self.position[0], self.position[1]) canvas.blit(frame, frame_rect) else: pygame.draw.rect(canvas, self.color, self.rect)