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Objects.py
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852 lines (584 loc) · 17.8 KB
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import pygame
from pygame.gfxdraw import *
from pygame.locals import *
from collections import deque
import math
import Assets
global CHARACTER_NAMES
SQRT_2 = 2 ** 0.5
CHARACTER_NAMES = ("mario", "luigi", "bowser", "peach", "dk", "koopa", "toad", "yoshi")
def CHAR_NUM_TO_NAME(n):
if n < 0x10:
if n%2==0:
return CHARACTER_NAMES[n//2]
else:
raise IndexError("Invalid Character Number: " + str(n))
else:
# fix up later to include the items
return "arrow"
#ITEM_NAMES = ("banana", "gshell", "rshell", "killer", "ai1", "ai2", "banana2", "gshell2")
#ITEM_NAMES = ("mario_arrow", "luigi_arrow", "bowser_arrow", "peach_arrow", "dk_jr_arrow", "koopa_arrow", "toad_arrow", "yoshi_arrow") # ONLY FOR TESTING
ITEM_NAMES = ("banana", "g_shell", "r_shell", "killer", "p_mush", "p_mush", "banana", "g_shell",
"banana", "g_shell", "r_shell", "killer", "p_mush", "p_mush", "banana", "g_shell",
"banana", "g_shell", "r_shell", "killer", "fireball", "fireball", "banana", "g_shell",
"banana", "g_shell", "r_shell", "killer", "p_mush", "p_mush", "banana", "g_shell",
"banana", "g_shell", "r_shell", "killer", "banana", "banana", "banana", "g_shell",
"banana", "g_shell", "r_shell", "killer", "g_shell", "g_shell", "banana", "g_shell",
"banana", "g_shell", "r_shell", "killer", "p_mush", "p_mush", "banana", "g_shell",
"banana", "g_shell", "r_shell", "killer", "egg", "egg", "banana", "g_shell"
) # ONLY FOR TESTING
def ITEM_NUM_TO_NAME(n):
try:
name = ITEM_NAMES[n//2]
return name
except:
raise IndexError("Invalid Character Number: " + str(n))
'''
OBSTACLE_NAMES = ("pipe_g", "pipe_g", "pipe_g", "pipe_g",
"pole", "pole", "pole", "pole",
"mole", "mole", "mole", "mole",
"thwomp", "thwomp", "thwomp", "thwomp",
"pipe_g", "pipe_g", "pipe_g", "pipe_g",
"thwomp_2_A", "thwomp_2_B", "thwomp_2_A", "thwomp_2_B",
"cheep", "cheep", "cheep", "cheep",
"pipe_g", "pipe_g", "pipe_g", "pipe_g",
"pole", "pole", "pole", "pole",
"thwomp", "thwomp", "thwomp", "thwomp",
"plant_A", "plant_A", "plant_B", "plant_B",
"mole", "mole", "mole", "mole",
"pipe_g", "pipe_g", "pipe_g", "pipe_g",
"cheep", "cheep", "cheep", "cheep",
"pipe_g", "pipe_g", "pipe_g", "pipe_g",
"pipe_g", "pipe_g", "pipe_g", "pipe_g",
"pole", "pole", "pole", "pole",
"thwomp", "thwomp", "thwomp", "thwomp",
"plant_A", "plant_A", "plant_B", "plant_B",
"pipe_o", "pipe_o", "pipe_o", "pipe_o",
"balloon_b", "balloon_r", "balloon_b", "balloon_r",
"balloon_b", "balloon_r", "balloon_b", "balloon_r",
"balloon_b", "balloon_r", "balloon_b", "balloon_r",
"balloon_b", "balloon_r", "balloon_b", "balloon_r",)
'''
OBSTACLE_NAMES = ("pole", "pole", "pole", "pole",
"pipe_g", "pipe_g", "pipe_g", "pipe_g",
"mole", "mole", "mole", "mole",
"plant_A", "plant_A", "plant_B", "plant_B",
"pipe_g", "pipe_g", "pipe_g", "pipe_g", #VL pipes
"cheep", "cheep", "cheep", "cheep",
"thwomp", "thwomp", "thwomp", "thwomp",
"balloon_b", "balloon_r", "balloon_b", "balloon_r",)
def OBSTACLE_NUM_TO_NAME(n):
try:
o = OBSTACLE_NAMES[n]
#print(o)
return o
except:
return "pipe_g"
#=========================================================================================================================
#
# Base Object Class
#
#=========================================================================================================================
class Game_Object(object):
def __init__(self, x=-100, y=-100, angle=0, img="", surface=None, OBJ_ID="", img_scale=1, address=0):
self.x = x
self.y = y
self.z = 0
#self.disp_x = x
#self.disp_y = y
self.angle = angle
self.img = img
self.surface = surface
self.scl = img_scale
self.ID = OBJ_ID
self.address = address
self.win_scl = 1
#self.tex = img
@property
def x(self):
return self._x
@x.setter
def x(self, _x):
self._x = _x
@property
def y(self):
return self._y
@y.setter
def y(self, _y):
self._y = _y
@property
def z(self):
return self._z
@z.setter
def z(self, _z):
self._z = _z
@property
def disp_x(self):
return self._disp_x
@disp_x.setter
def disp_x(self, _disp_x):
self._disp_x = _disp_x
@property
def disp_y(self):
return self._disp_y
@disp_y.setter
def disp_y(self, _disp_y):
self._disp_y = _disp_y
@property
def OBJ_ID(self):
return self._OBJ_ID
@OBJ_ID.setter
def OBJ_ID(self, _OBJ_ID):
self._OBJ_ID = _OBJ_ID
@property
def img(self):
return self._img
@img.setter
def img(self, _img):
_t = _img
obj_name = ""
if type(_img) == type(""):
obj_name = _img
else:
pass
if obj_name != "":
_img = Assets.GET_IMAGE(obj_name)
self._img = _img
self.tex = _t
@property
def tex(self):
return self._tex
@tex.setter
def tex(self, _tex):
obj_name = ""
if type(_tex) == type(""):
obj_name = _tex
else:
pass
if obj_name != "":
_tex = Assets.GET_TEXTURE(obj_name)
#print("Setting tex to", _tex)
self._tex = _tex
@property
def scl(self):
return self._scl
@scl.setter
def scl(self, _scl):
self._scl = _scl
@property
def win_scl(self):
return self._win_scl
@win_scl.setter
def win_scl(self, _win_scl):
self._win_scl = _win_scl
@property
def angle(self):
return self._angle
@angle.setter
def angle(self, _angle):
self._angle = _angle
@property
def surface(self):
return self._surface
@surface.setter
def surface(self, _surface):
self._surface = _surface
@property
def address(self):
return self._address
@address.setter
def address(self, _address):
self._address = _address
def display_on(self, surface=None):
main_surface = self.surface
if surface == None:
surface = self.surface
self.surface = surface
self.display()
self.surface = main_surface
def display(self, d_method=None):
z_scl = self.z
if z_scl > 0x8000:
z_scl -= 0x10000
z_scl /= 0x2000
z_scl += 1
#if z_scl > 10: print(self.z)
if d_method == None:
"""
#IMG = pygame.transform.smoothscale(self.img, (self.scl, self.scl))
#IMG = pygame.transform.scale(self.img, (math.floor(self.scl * z_scl / self.win_scl), math.floor(self.scl * z_scl / self.win_scl)))
IMG = pygame.transform.scale(self.img, (math.floor(self.scl * z_scl), math.floor(self.scl * z_scl)))
#IMG = pygame.transform.smoothscale(self.img, (self.img.get_width()*self.scl, self.img.get_height()*self.scl))
#IMG = pygame.transform.scale(self.img, (self.img.get_width()*self.scl, self.img.get_height()*self.scl))
IMG = Assets.rot_image(IMG, self.angle)
'''
self.surface.blit(IMG, (
math.floor( (self.disp_x-(IMG.get_width() ))//self.win_scl),
math.floor( (self.disp_y-(IMG.get_height() ))//self.win_scl)
))
'''
self.surface.blit(IMG, (
math.floor( ((self.disp_x)-(IMG.get_width() / 2 ))),
math.floor( ((self.disp_y)-(IMG.get_height()/ 2 )))
))
"""
else:
d_method(
self.tex,
pos=(
self.disp_x,
self.disp_y
),
dim=(
self.scl * z_scl,
self.scl * z_scl
),
rot=(
0,
0,
self.angle
),
centered=True
)
#=========================================================================================================================
#
# RACER CLASS
#
#=========================================================================================================================
class Racer(Game_Object):
def __init__(self, x=-100, y=-100, angle=0, obj_name="", surface=None, OBJ_ID="", display_dest=False, img_scale=1, address=0):
super().__init__(x, y, angle, obj_name, surface, OBJ_ID, img_scale=img_scale, address=address)
self.vel = (0, 0, 0)
self.speed = 0
self.max_speed = 0
self.accel = 0
self.v_angle = 0
self.c_angle = 0
self.angle_vel = 0
self.dest = (x, y)
self.display_dest = display_dest
self.ch_num = -1
self.buttons = 0
'''
self.prev_positions = deque()
self.p_pos_counter = deque()
self.trail_cbuff_len = 0
self.trail_disp_len = 0
self.avg_speed = 0
'''
self.reset_trail()
self.log = 0
self.max_trails = 0
self._show_trails = self.show_trails = False
@property
def vel(self):
return self._vel
@vel.setter
def vel(self, _vel):
self._vel = _vel
@property
def speed(self):
return self._speed
@speed.setter
def speed(self, _speed):
self._speed = _speed
@property
def max_speed(self):
return self._max_speed
@max_speed.setter
def max_speed(self, _max_speed):
self._max_speed = _max_speed
@property
def accel(self):
return self._accel
@accel.setter
def accel(self, _accel):
self._accel = _accel
@property
def v_angle(self):
return self._v_angle
@v_angle.setter
def v_angle(self, _v_angle):
self._v_angle = _v_angle
@property
def c_angle(self):
return self._c_angle
@c_angle.setter
def c_angle(self, _c_angle):
self._c_angle = _c_angle
@property
def angle_vel(self):
return self._angle_vel
@angle_vel.setter
def angle_vel(self, _angle_vel):
self._angle_vel = _angle_vel
@property
def ch_num(self):
return self._ch_num
@ch_num.setter
def ch_num(self, _ch_num):
try:
self.ch_num
except:
self._ch_num = -1
if self.ch_num != _ch_num:
self.img = CHAR_NUM_TO_NAME(_ch_num)
self._ch_num = _ch_num
@property
def dest(self):
return self._dest
@dest.setter
def dest(self, _dest):
self._dest = _dest
@property
def buttons(self):
return self._buttons
@buttons.setter
def buttons(self, _buttons):
self._buttons = _buttons
@property
def max_trails(self):
return self._max_trails
@max_trails.setter
def max_trails(self, _max_trails):
self._max_trails = _max_trails
@property
def show_trails(self):
return self._show_trails
@show_trails.setter
def show_trails(self, _show_trails):
if _show_trails != self._show_trails: self.reset_trail()
self._show_trails = _show_trails
def reset_trail(self):
self.prev_positions = deque()
self.p_pos_counter = deque()
self.trail_cbuff_len = 0
self.trail_len = 0
self.avg_speed = 0
self.prev_x = None
self.prev_y = None
#self.last_s = None
def copy_trail(self, other):
self.trail_cbuff_len = other.trail_cbuff_len + 0
self.trail_len = other.trail_len + 0
self.avg_speed = other.avg_speed + 0
self.log = other.log + 0
if other.prev_x == None:
self.prev_x = None
else:
self.prev_x = other.prev_x + 0
if other.prev_y == None:
self.prev_y = None
else:
self.prev_y = other.prev_y + 0
self.prev_positions = deque()
self.p_pos_counter = deque()
for i in range(len(other.prev_positions)):
self.prev_positions.append(0 + other.prev_positions[i])
for i in range(len(other.p_pos_counter)):
self.p_pos_counter.append(0 + other.p_pos_counter[i])
'''
self.prev_positions = other.prev_positions
self.p_pos_counter = other.p_pos_counter
'''
def display_on(self, surface=None):
main_surface = self.surface
if surface == None:
surface = self.surface
self.surface = surface
self.display()
self.surface = main_surface
def map_pos(self, pos, SCREEN):
return (pos[0]*SCREEN.SCALE + SCREEN.x, pos[1]*SCREEN.SCALE + SCREEN.y)
def update_trails(self, trails=0, log_freq=6):
p_show = self.show_trails
if trails > 1: self.show_trails = True
else: self.show_trails = False
if self.show_trails:
self.max_trails = trails
self.avg_speed += self.speed
if self.log == log_freq-1:
### OLD VERSION
######################################################################
"""
#if coord_fnc == None: coord_fnc = iden
#if speed_fnc == None: speed_fnc = iden
# add new position for trail
next_pos = (self.x, self.y)
next_spd = self.avg_speed/log_freq
if self.trail_cbuff_len != 0:
self.prev_positions.popleft()
self.prev_positions.popleft()
self.prev_positions.popleft()
self.trail_cbuff_len += 1
#self.prev_positions.appendleft(0) # dummy data
self.prev_positions.appendleft(next_spd)
self.prev_positions.appendleft(next_pos[1])
self.prev_positions.appendleft(next_pos[0])
self.prev_positions.appendleft(next_spd)
self.prev_positions.appendleft(next_pos[1])
self.prev_positions.appendleft(next_pos[0])
while self.trail_cbuff_len > self.max_trails:
self.prev_positions.pop()
self.prev_positions.pop()
self.prev_positions.pop()
#self.prev_positions.pop() # dummy
self.trail_cbuff_len -= 1
"""
##############################################################################
### NEW VERSION
######################################################################
# add new position for trail
#next_pos = (self.x, self.y)
new_x = self.x
new_y = self.y
new_s = self.avg_speed/log_freq
new_pt = True
if self.prev_x != None:
if self.trail_cbuff_len != 0:
if self.prev_x == new_x and self.prev_y == new_y:
new_pt = False
self.prev_x = new_x
self.prev_y = new_y
self.trail_len += 1
if new_pt:
# append number of frames this position is held
self.p_pos_counter.append(1)
'''
# if there is a duplicate entry point, remove it from the queue
if self.trail_cbuff_len > 0:
self.prev_positions.pop()
self.prev_positions.pop()
self.prev_positions.pop()
'''
# append new point
self.prev_positions.append(new_x)
self.prev_positions.append(new_y)
self.prev_positions.append(new_s)
'''
# append copy of new point so display looks correct (maybe change later?)
self.prev_positions.append(new_x)
self.prev_positions.append(new_y)
self.prev_positions.append(new_s)
'''
# increment length of buffer
self.trail_cbuff_len += 1
else:
# increment number of frames last position is repeated
self.p_pos_counter[-1] += 1
while self.trail_len >= self.max_trails:
end_cnt = self.p_pos_counter[0] - 1
if end_cnt == 0:
# remove end point from position list
self.prev_positions.popleft()
self.prev_positions.popleft()
self.prev_positions.popleft()
# remove end count from count list
self.p_pos_counter.popleft()
# decrease buffer count
self.trail_cbuff_len -= 1
else:
# decrement count of end
self.p_pos_counter[0] = end_cnt
self.trail_len -= 1
######################################################################
self.log += 1
if self.log == log_freq:
self.log = 0
self.avg_speed = 0
else:
if p_show: self.reset_trail()
def display(self, ghost=False, d_method=None):
if not ghost:
super().display(d_method=d_method)
def iden(x): return x
#=========================================================================================================================
#
# ITEM CLASS
#
#=========================================================================================================================
class Item(Game_Object):
def __init__(self, x=-100, y=-100, angle=0, obj_name="", surface=None, OBJ_ID="", img_scale=1, address=0):
super().__init__(x, y, angle, obj_name, surface, OBJ_ID, img_scale, address)
self.vel = (0, 0)
self.dest = (x, y)
self.ch_num = -1
self.is_alive = False
@property
def speed(self):
return (self.vel[0]**2 + self.vel[1]**2)**0.5
@property
def vel(self):
return self._vel
@vel.setter
def vel(self, _vel):
self._vel = _vel
@property
def ch_num(self):
return self._ch_num
@ch_num.setter
def ch_num(self, _ch_num):
try:
self.ch_num
except:
self._ch_num = -1
if self.ch_num != _ch_num:
self.img = ITEM_NUM_TO_NAME(_ch_num)
self._ch_num = _ch_num
@property
def is_alive(self):
return self._is_alive
@is_alive.setter
def is_alive(self, _is_alive):
self._is_alive = _is_alive
def display_on(self, surface=None):
main_surface = self.surface
if surface == None:
surface = self.surface
self.surface = surface
self.display()
self.surface = main_surface
def display(self, d_method=None):
super().display(d_method=d_method)
#=========================================================================================================================
#
# OBSTACLE CLASS
#
#=========================================================================================================================
class Obstacle(Game_Object):
def __init__(self, x=-100, y=-100, angle=0, obj_name="", surface=None, OBJ_ID="", img_scale=1, address=0):
super().__init__(x, y, angle, obj_name, surface, OBJ_ID, img_scale, address)
self.vel = (0, 0)
self.dest = (x, y)
self.ch_num = -1
@property
def speed(self):
return (self.vel[0]**2 + self.vel[1]**2)**0.5
@property
def vel(self):
return self._vel
@vel.setter
def vel(self, _vel):
self._vel = _vel
@property
def ch_num(self):
return self._ch_num
@ch_num.setter
def ch_num(self, _ch_num):
try:
self.ch_num
except:
self._ch_num = -1
if self.ch_num != _ch_num:
#self.img = "pipe"
self.img = OBSTACLE_NUM_TO_NAME(_ch_num)
self._ch_num = _ch_num
def display_on(self, surface=None):
main_surface = self.surface
if surface == None:
surface = self.surface
self.surface = surface
self.display()
self.surface = main_surface
def display(self, d_method=None):
super().display(d_method=d_method)