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Copy pathPyEngine.py
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251 lines (182 loc) · 6.72 KB
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import pygame
import sys
from math import *
from time import *
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
GRAY = (127,127,127)
timers = [None, None, None, None, None, None]
screen = None
sprites = None
infSprites = None
clock = None
def setup(width, height):
global screen, sprites, infSprites, clock
pygame.init()
screen = pygame.display.set_mode((width, height))
clock = pygame.time.Clock()
sprites = pygame.sprite.Group()
infSprites = pygame.sprite.Group()
def startTimer(index, delete):
global timers
timers[index] = time()
timers[index] -= delete
def timer(index):
global timers
return time() - timers[index]
def imageLoad(image):
return pygame.image.load(image)
def music(music, loop):
pygame.mixer.music.load(music)
pygame.mixer.music.play(loop)
def group():
return pygame.sprite.Group()
class Sprite(pygame.sprite.Sprite):
def __init__(self, color, width, height, x, y):
super().__init__()
self.orig_image = pygame.Surface([width, height], pygame.SRCALPHA)
self.orig_image.fill(color)
self.image = self.orig_image.copy()
self.rect = self.image.get_rect()
self.changeX = 0
self.changeY = 0
self.angle = 0
self.rect.x = x
self.rect.y = y
self.mask = False
self.offset = pygame.math.Vector2(0, 0)
self.barriers = group()
sprites.add(self)
def setPic(self, picture, pic_x, pic_y):
self.orig_image.blit(imageLoad(picture), [pic_x, pic_y])
self.image = self.orig_image.copy()
def setMask(self):
self.mask = pygame.mask.from_surface(self.orig_image)
self.image = self.orig_image.copy()
def left(self, change):
self.changeX = change * cos(radians(180 - self.angle))
self.changeY = change * sin(radians(self.angle))
def right(self, change):
self.changeX = -(change * cos(radians(180 - self.angle)))
self.changeY = -(change * sin(radians(self.angle)))
def forward(self, change):
self.changeX = change * cos(radians(self.angle + 90))
self.changeY = change * sin(radians(self.angle - 90))
def backward(self, change):
self.changeX = -(change * cos(radians(self.angle + 90)))
self.changeY = -(change * sin(radians(self.angle - 90)))
def leftX(self, change):
self.changeX = -change
def rightX(self, change):
self.changeX = change
def stopX(self):
self.changeX = 0
def upY(self, change):
self.changeY = -change
def downY(self, change):
self.changeY = change
def stopY(self):
self.changeY = 0
def rotate(self, degrees):
self.image = pygame.transform.rotate(self.orig_image, self.angle + degrees)
x, y = self.rect.center
self.rect = self.image.get_rect()
offset_rotated = self.offset.rotate(degrees)
self.rect.center = (x, y) + offset_rotated
self.angle += degrees
self.angle %= 360
if self.mask:
self.mask = pygame.mask.from_surface(self.image)
def face(self, x, y):
relX = x - self.rect.center[0]
relY = y - self.rect.center[1]
angle = 90 - degrees(atan2(-relY, relX))
self.rotate(-(self.angle + angle))
def collide(self, other, kill=False):
tempList = pygame.sprite.Group()
try:
collisions = []
for each in other:
tempList.add(each)
collision = pygame.sprite.spritecollide(self, tempList, False)
if collision and self.mask and each.mask:
collision = pygame.sprite.spritecollide(self, tempList, kill, pygame.sprite.collide_mask)
tempList.remove(each)
for each in collision:
collisions.append(each)
return collisions
except TypeError:
tempList.add(other)
collision = pygame.sprite.spritecollide(self, tempList, False)
if collision and self.mask and other.mask:
collision = pygame.sprite.spritecollide(self, tempList, kill, pygame.sprite.collide_mask)
tempList.remove(other)
return collision
def update(self):
self.rect.x += self.changeX
barriers = self.collide(self.barriers)
if barriers:
for barrier in barriers:
if self.changeX > 0:
while self.collide(self.barriers):
self.rect.x -= 1
else:
while self.collide(self.barriers):
self.rect.x += 1
self.rect.y += self.changeY
barriers = self.collide(self.barriers)
if barriers:
for barrier in barriers:
if self.changeY > 0:
while self.collide(self.barriers):
self.rect.y -= 1
else:
while self.collide(self.barriers):
self.rect.y += 1
class infSprite(pygame.sprite.Sprite):
def __init__(self, color, width, height, x, y, angle, speed, distance):
super().__init__()
self.orig_image = pygame.Surface([width, height], pygame.SRCALPHA)
self.orig_image.fill(color)
self.orig_image = pygame.transform.rotate(self.orig_image, angle)
self.image = self.orig_image.copy()
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.angle = angle
self.speed = speed
self.distance = 0
self.maxDistance = distance
self.mask = False
infSprites.add(self)
def setPic(self, picture, pic_x, pic_y):
self.orig_image.blit(imageLoad(picture), [pic_x, pic_y])
self.image = self.orig_image.copy()
def setMask(self):
self.mask = pygame.mask.from_surface(self.orig_image)
self.image = self.orig_image.copy()
def update(self):
self.rect.x += self.speed * cos(radians(self.angle + 90))
self.rect.y += self.speed * sin(radians(self.angle - 90))
self.distance += self.speed
if self.distance > self.maxDistance:
infSprites.remove(self)
def keys():
return pygame.key.get_pressed()
def mousePos():
return pygame.mouse.get_pos()
def run(color):
global screen, sprites, infSprites, clock
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill(color)
infSprites.update()
infSprites.draw(screen)
sprites.update()
sprites.draw(screen)
clock.tick(60)
pygame.display.flip()