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bikerObject.py
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184 lines (179 loc) · 6.2 KB
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# -*- coding: utf-8 -*-
import pygame
from pygame.locals import *
from debugLog import *
from screenTools import android#,blitAlpha
#classe do ciclista
class bikerObject(object):
def __init__(self,pos,img,accel,max_vel):
self.init_pos=pos #x,y na tela
self.img=img #imagem
self.accel=accel #quanto aumenta a vel
self.max_vel=max_vel #maximo deslocamento
self.setZero()
def setZero(self):
self.desaccel=1
self.pos=[self.init_pos[0],self.init_pos[1]] #x,y na tela
self.vel=0 #quanto desloca por movimento
self.flip=False
self.level=0
def simpleAccel(self):
#limitacao de velocidade
if self.max_vel>0 and self.vel+self.accel>self.max_vel:
self.vel=self.max_vel
elif self.max_vel<0 and self.vel+self.accel<self.max_vel:
self.vel=self.max_vel
else:
self.vel+=self.accel #aceleracao
#classe do ciclista player
class playerObject(bikerObject):
def __init__(self,hp,pos,img,accel,max_vel):
self.maxlife=hp
self.level=0
self.sheet_move=1
self.sheet_pos=1
bikerObject.__init__(self,pos,img,accel,max_vel)
def setImg(self,img):
self.img=img
color_key=(253,142,131)
self.stun_img=pygame.Surface(img.get_size(),0,32)
self.stun_img.fill(color_key)
self.stun_img.set_alpha(100)
self.stun_img.set_colorkey(color_key)
self.stun_img.blit(img,(0,0))
self.hit_box=self.img.get_rect()
self.hit_box.w/=3
self.hit_box.w-=self.hit_box.w/6
self.hit_box.h-=(self.hit_box.h/3)+63# 62 é diferença entre o tamanho da imagem e o pedaço da roda recuada para fora da tela
self.wheels_box=self.hit_box.inflate(-45,0)
def setZero(self):
self.h_vel=0
self.collided=False
self.score=0
self.collision_counter=0
bikerObject.setZero(self)
self.desaccel=0.5
try:
self.hit_box=self.img.get_rect()
self.hit_box.w/=3
self.hit_box.w-=self.hit_box.w/6
self.hit_box.h-=(self.hit_box.h/3)+63# 62 é diferença entre o tamanho da imagem e o pedaço da roda recuada para fora da tela
self.wheels_box=self.hit_box.inflate(-45,0)
except:pass
self.damage=0
self.odometer=0
self.stun_counter=0
pygame.time.set_timer(USEREVENT+3,0)
def updateHitBox(self):
self.hit_box.topleft=self.pos
#diminui pela metade a caixa de colisao do player (perspectiva)
self.hit_box.y+=(self.hit_box.h+62)/2
self.hit_box.x+=self.hit_box.w/10
self.wheels_box=self.hit_box.inflate(-45,0)
def playerMove(self,direction):
self.pos[0]+=direction*2+(self.vel//2*direction)#self.pos[0]+=self.vel//2*direction
def playerBrake(self,stop):
self.desaccel=stop
def playerAccel(self,direction):#+1(direita) ou -1(esquerda)
if self.sheet_pos==2 or self.sheet_pos==0:
self.sheet_move*=(-1)
self.sheet_pos+=self.sheet_move
self.pos[0]+=4*direction
self.simpleAccel()
#Penalidade de velociadade por sair da pista
if self.pos[0]<60:
self.vel*=0.7
if self.pos[0]>510:
self.vel*=0.7
def playerMotion(self):
#desaceleracao, com limite para desaceleracao total
if self.vel>0.1:
self.vel-=self.vel*0.01*self.desaccel
else:
self.vel=0
if abs(self.h_vel)>0.1:
self.h_vel-=self.h_vel*0.01*self.desaccel
else:
self.h_vel=0
self.odometer+=self.vel #deslocamento/10 -> *nao pode diminuir aqui senao afeta a placa da prodam que usa isso pro proprio deslocamento*
self.pos[0]+=self.h_vel
#Limitacao do Ciclista com espaco levar penalidade
if self.pos[0]>550:
self.pos[0]=550
self.h_vel=0
if self.pos[0]<10:
self.pos[0]=10
self.h_vel=0
try:self.updateHitBox()
except Exception,e:print e
def receiveDamage(self,damage,recoil=(0,0),stun=100):
if self.stun_counter<5:
self.pos[0]+=recoil[0]
self.odometer+=recoil[1]
if self.stun_counter>50:
self.stun_counter=0
if self.stun_counter==0:
if android and self.damage<self.maxlife: android.vibrate((self.vel+1)/20)
pygame.time.set_timer(USEREVENT+3,stun)
self.damage+=damage
if not self.collided:self.collision_counter+=1
self.collided=True
self.stun_counter=1 # talvez isso seja a solução para algum problema futuro sobre danos absurdos, não sei, não tenho certeza / contrario do que você preveu, moço
def eventControler(self,event,resize):
if event.type==USEREVENT+3 and self.stun_counter>0:
self.stun_counter+=1
if self.stun_counter>50:#10
self.stun_counter=0
self.collided=False
pygame.time.set_timer(USEREVENT+3,0)
def blitOn(self,display):
sheet_rect=pygame.Rect(self.sheet_pos*(self.img.get_width()/3),0,self.img.get_width()//3,self.img.get_height())
player_img=self.img.subsurface(sheet_rect) if self.stun_counter<=0 or self.stun_counter%2==0 else self.stun_img.subsurface(sheet_rect)
display.blit( player_img, self.pos )
def updateLevel(self,a):
debugLog("\t\tlevel update:"+str(self.level))
self.level=a
def getCurrentLevel(self):
return self.level
def setScore(self,a):
if self.score>=0:
self.score+=a
if self.score<0:
self.score=0
#classe do ciclista npc
class passerbyObject(bikerObject):
def __init__(self,pos,img,accel,max_vel,appearance_point):
bikerObject.__init__(self,pos,img,accel,max_vel)
self.odometer=appearance_point
self.hit_box=img.get_rect()
def setZero(self):
bikerObject.setZero(self)
self.stop=False
def passerbyMotion(self,player_motion):
self.simpleAccel()
self.pos[1] += self.vel + player_motion if self.pos[1]>-self.img.get_height()-9 else player_motion
def collide(self,player):
retorno=0
if self.hit_box.inflate(self.hit_box.w*0.2,self.hit_box.h*0.6).colliderect(player.hit_box):
drct=((int(player.hit_box.x>self.hit_box.x)*2)-1)
player.receiveDamage(1,(drct*20,0))
retorno=1
if self.hit_box.inflate(self.hit_box.w*0.6,self.hit_box.h*0.2).colliderect(player.hit_box):
if self.vel>0: self.vel=-100*player.accel*self.accel
player.receiveDamage(1,(0,-20))
player.vel=0
retorno=1
return retorno
def blitOn(self,display):
rect=self.img.get_rect(topleft=self.pos)
scale=(rect.y+(rect.h)*1.5)/360
new_size=(int(rect.w*scale),int(rect.h*scale))
new_img=pygame.transform.scale(
pygame.transform.flip(self.img,self.flip,False),
new_size)
if self.pos[0]<300:
self.hit_box=new_img.get_rect(topright=rect.topright)
else:
self.hit_box=new_img.get_rect(topleft=rect.topleft)
display.blit(new_img,self.hit_box.topleft)
display.fill((255,0,0),self.hit_box.inflate(self.hit_box.w*0.6,self.hit_box.h*0.2))